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November 28th, 2003, 01:26 AM
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Second Lieutenant
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Join Date: Sep 2003
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Big units and afflictions
I was wondering about whether there is a catch incorporated in the game that makes big units more likely to get afflictions? I was playing around with big blood summons, and it would seem that as soon as one of them gets even a scratch, the scratch turns into an arm being chopped off, or an eye being popped out. They all have rings of regeneration or have intrinsic regeneration, and they also have high protection and none of them is cursed. But something like 80% of the wounds, even though they usually take less than 10% of their hitpoints, seem to result in an affliction. Are afflictions tied to the hitpoint loss from the wound, or the attacker's die roll? Because it would, of course, take a very high die roll from your average soldier to do any damage to such units, yet even then the damage with regard to their maximum/total hitpoints is very low. This was also mentioned in one of the threads earlier with regard to giants and their vulnerable eyes.
Btw, what is the base chance to gain affliction from being hit in the first place?
ps. I'm not complaining, I'd just like to know, since it looks kind of odd to get that many afflictions if everything is the same. Maybe I was just unlucky, but then again, maybe there is something to it.
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November 28th, 2003, 01:40 AM
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General
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Join Date: Nov 2000
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Re: Big units and afflictions
Quote:
Originally posted by HJ:
Btw, what is the base chance to gain affliction from being hit in the first place?
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I believe that it is equal to the percentage hitpoint loss the wound caused.
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November 28th, 2003, 01:42 AM
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Captain
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Join Date: Aug 2003
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Re: Big units and afflictions
If the afflictions work as they are supposed to the chance of getting one should be proportional to the percentage of hp loss caused by the hit. So a unit with 100hp taking damage 10, should stand the same chance of incurring an affliction as a normal 10hp unit taking 1p of damage.
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November 28th, 2003, 09:53 AM
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Major General
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Join Date: Nov 2000
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Re: Big units and afflictions
Quote:
Originally posted by johan osterman:
So a unit with 100hp taking damage 10, should stand the same chance of incurring an affliction as a normal 10hp unit taking 1p of damage.
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But I must agree with HJ, that seemingly units with lots of hitpoints get afflictions pretty easy and at very low damage-%tages.
On the other hand, maybe it's just because they live longer to accumulate more of them, while those hp 10 units don't get afflictions most times because they simly die from the hit ?
Someone to do a little testing?
A.
[ November 28, 2003, 07:54: Message edited by: Arralen ]
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November 28th, 2003, 10:30 AM
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Colonel
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Join Date: Apr 2002
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Re: Big units and afflictions
I'm not sure there is a catch, what you notice is rather tied to cumulative % chance and the fact that "small" units usually just die fast .
For example, a 100hp unit that fight once, get two 10 hp wounds, then fight again and take 3 hits, only has a (100%-10%)^5= 59% chance of *not* having got any affliction !
OTOH a 10 hp unit usually either is wounded once - and often get an affliction also - then die, so you just don't care..
Overall I agree that affliction is "overdone" IMHO, and units get too much of them and/or too grievous ones - a 10 hp hit on a 100 hp creature just *shouldn't* have a 10% chance of chopping a arm or an eye out, the system should be non-linear, for example
affliction % = (hp taken/total hp) SQUARED
(that'll give 1% chance for a 10% hp^loss, 4% for 20%, up to 81% for 90%)
The other problem is that afflictions never heal except under special circumstances, and that *hit big* effectiveness of big units (except for Arco ..).
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November 28th, 2003, 03:38 PM
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Major
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Join Date: Nov 2003
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Re: Big units and afflictions
Maybe it should be possible to cure afflictions a bit easier, but other than that they are just fine. Something to keep big units from being too powerful, and it adds a pinch of realism too. Getting struck with a sword or an axe would probably cause permanent damage (=affliction) even with todays medicine, let alone back in the times Dominions is set in.
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