Combat Mechanics (Full Version)

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solops -> Combat Mechanics (8/23/2005 9:22:52 PM)

From someone who has the game:

In the manual is there:
A CRT in the manual?
Are combat odds calculated in by discrete numbers (i.e. 3:1 or 2:1 or 6:1) or is the CRT a set of curves where odds are not rounded (i.e. 2.65:1 has its own set of results possibilities, between 2:1 and 3:1)?
Are the combat algorithms listed?
Does the game engine use die roll modifiers or column shifts or adding to attack/defense strengths to modify combat? (or all of the above)?
Is artillery a straight add to combat strength or is it a modifier or both? Does it have a morale effect?
How are unit strengths reported? (attack factors, defense factors, etc)
Is there a table of modifiers for rivers, forests, walls, towns, weather, bridges, fatigue, morale, etc?
Is there a listing of combat effects for attacking different formations from different formations? (I.e. line, column, etc)
Is there a table detailing where certain types of troops get unique bonuses/handicaps attacking or defending against other types of troops or in certain weather or terrain conditions?

Any other info would be appreciated.




mdesarno -> RE: Combat Mechanics (8/23/2005 11:51:01 PM)


Artillery attacks using direct fire just like the other kinds of units. It has a morale effect like other direct fire attacks in that casualties reduce morale both for the target unit and their side as a whole. The other questions, someone more experienced will have to address!




Ralegh -> RE: Combat Mechanics (8/24/2005 4:47:06 AM)

There are no dice rolls and no column shifts.

Attacks use a statistical curve based on historical data for that unit type, attack type (fire attack or charge), and range to produce a percentage figure, which is multiplied by the number of men in the division. The precise details of the curve is not available to players at this stage, but the curve definitely includes a small probability of a critical hit that does extra damage. (So strength is called number of men in COG, but is best thought of as being the number of guns/sabers.)

Things like terrain, weather, formation, and upgrades make a percentage change to the result, and those percentages are in the manual.

Things like fresh/normal/fatigued, leader influence, having adequate supply and so on work similiarly, but are not as well documented.

There is some complex justification for ranged attacks that says that (a) they include the impact of integral artillery pieces in divisions (b) they include raiding forces from things like cavalry divisions, where the divisional location on the map is really an abstracted center of gravity of the division.

Have a look at the relevent section of the manual, and if you have any further queries, don't hesitate to ask!




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