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Terrain Effects on Combat
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- | Terrain alters combat outcome in several ways. | + | Terrain alters [[Combat Explained|combat outcome]] in several ways. |
- | Most of the effects are quite intuitive: | + | Most of the effects are quite intuitive: Structures favor the defenders, cavalry is much more deadly in open terrain than it is in mountains, irregulars fight much better in difficult terrain ... . |
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+ | The source for information on terrain effects on combat are the terrain files. Normally, you'll find them in the GameData/Terrains folder of your game. It's more comfortable though, to have a look into the [http://www.ageod-forum.com/showthread.php?5358-Official-Files-for-modding excel sheets] AGEOD kindly offers to modders. Here's explained, how they have to be read: | ||
=== How to read the terrain files === | === How to read the terrain files === | ||
- | + | The data we find there, looks like this (as there already exists an article about [[frontage]] and terrain, we'll ignore this subject here): | |
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- | #In snowy wheather, the maximum range a battle can reach in wooded hills, is two. So don't mind to bring your siege guns into a battle under those conditions - they cannot outplay | + | #In snowy wheather, the maximum range a battle can reach in wooded hills, is two. So don't mind to bring your siege guns into a battle under those conditions - they cannot outplay their strength here. |
- | #Regulars are heavily penalized in our example. An element belonging to a stack with defensive command posture will have | + | #Regulars are heavily penalized in our example. An element belonging to a stack with defensive command posture will have its hitchance multiplied bei 0,75. |
- | #Irregulars really shine under the conditions of this battlefield. They are able to conduct sneaky attacks and make it very, very difficult for the enemy to hit them. A regular infantry element shooting at an attacking irregular element would have its hitchance | + | #Irregulars really shine under the conditions of this battlefield. They are able to conduct sneaky attacks and make it very, very difficult for the enemy to hit them. A regular infantry element shooting at an attacking irregular element would have its hitchance multiplied by another 0,81 (see [[Combat Explained]] for more information about hitchances). |
- | #Cavalry, on the contrary, obviously does not like the battlefield. The great strength of heavy cavalry, the usually high troop quality | + | #Cavalry, on the contrary, obviously does not like the battlefield. The great strength of heavy cavalry, the usually high troop quality (discipline), is reduced by 3 points when there's gale. This makes hits in assault combat much less likely. |
- | #It's also quite | + | #It's also quite obvious that artillery won't have much impact in terrain which offers only low sightrange. When there's a storm at top of it, you can be thankful that there's always a minimum hitchance of 5% for every element on the battlefield, because their hitchance would be multiplied by 0,25. |
To this effects, you might add the impact of river crossings or amphibious landings. | To this effects, you might add the impact of river crossings or amphibious landings. | ||
- | A wise commanders | + | A wise commanders should very carefully consider the impact of terrain and weather effect. If not, he might be overwhelmed by an enemy with the right troop composition and combat stance. |
[[Category:Definitions]] | [[Category:Definitions]] |
Latest revision as of 16:28, 18 November 2012
Terrain alters combat outcome in several ways. Most of the effects are quite intuitive: Structures favor the defenders, cavalry is much more deadly in open terrain than it is in mountains, irregulars fight much better in difficult terrain ... .
The source for information on terrain effects on combat are the terrain files. Normally, you'll find them in the GameData/Terrains folder of your game. It's more comfortable though, to have a look into the excel sheets AGEOD kindly offers to modders. Here's explained, how they have to be read:
How to read the terrain files
The data we find there, looks like this (as there already exists an article about frontage and terrain, we'll ignore this subject here):
- In snowy wheather, the maximum range a battle can reach in wooded hills, is two. So don't mind to bring your siege guns into a battle under those conditions - they cannot outplay their strength here.
- Regulars are heavily penalized in our example. An element belonging to a stack with defensive command posture will have its hitchance multiplied bei 0,75.
- Irregulars really shine under the conditions of this battlefield. They are able to conduct sneaky attacks and make it very, very difficult for the enemy to hit them. A regular infantry element shooting at an attacking irregular element would have its hitchance multiplied by another 0,81 (see Combat Explained for more information about hitchances).
- Cavalry, on the contrary, obviously does not like the battlefield. The great strength of heavy cavalry, the usually high troop quality (discipline), is reduced by 3 points when there's gale. This makes hits in assault combat much less likely.
- It's also quite obvious that artillery won't have much impact in terrain which offers only low sightrange. When there's a storm at top of it, you can be thankful that there's always a minimum hitchance of 5% for every element on the battlefield, because their hitchance would be multiplied by 0,25.
To this effects, you might add the impact of river crossings or amphibious landings.
A wise commanders should very carefully consider the impact of terrain and weather effect. If not, he might be overwhelmed by an enemy with the right troop composition and combat stance.