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Unit Spreadsheet
Has anyone compiled a list of units/stats? I'd like to do some analysis of Jotunheim, but don't care to waste time compiling data if it has already been done. Something like:
neutral units jotun units abysia units e.g. heavy infantry: gold/res/supplies/att/def/armor/mvmnt/etc. |
Re: Unit Spreadsheet
the closest thing is a game where you can see all the units.
http://www.freewebs.com/sunray_dom2/ |
Re: Unit Spreadsheet
Sunray actually has some national unit spreadsheets as well.
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Re: Unit Spreadsheet
Thanks--there are spreadsheets for several of the races on this site. Exactly what I wanted!
I will check their veracity first--as they are based on Dom I. Then I will analyse the Jotunn as compared to the generic units (militia, light infantry, heavy infantry, archers, lt cav, hv cav, etc.). I have a sneaking suspicion that they are more trouble than they are worth.... E.g. hv inf vs. jotun axeman: 3Xhits, 2Xst, 50% more armor, 30% more morale, 2Xcost in rp, 4Xcost in gold. I think that morale is the killer. If you have 1/4'th the units, then each one dying is that much harder on morale. If morale fails, then all the units run away. I think having 4X as many units will make for a less cowardly army, but I will have to check it. |
Re: Unit Spreadsheet
Having played Jotun extensively (the first race I tried in Dom 2) I can tell you that each Jot spearman or huskarl is worth at least 3-4x any mere human troop. Do not discount that 3x hits, 2x str, 1.5x armor, 1.3x morale. The way it works is thus:
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[ January 20, 2004, 01:37: Message edited by: Arryn ] |
Re: Unit Spreadsheet
Jotun has level 3 priests, so they can cast sermon of courage. But what Arryn says is true - protection does not scale like other stats, which means the change in strength is huge.
Running the combat sim: 'JO Hirdman' versus 'Heavy Inf Chain' in 40000 bouts. ~ Attacker's Deathmatch Statistics ~ Score: ---------------------- 999 Wins: ----------------------- 99.99% Losses: --------------------- .02% Kills per battle: ----------- 1.00 Kills per round: ------------ .45 Deaths per battle: ---------- .01 Life expectancy (rounds): --- INF Life expectancy (battles): -- 4999.78 Avg. Rounds Elapsed: -------- 2.27 Avg. Rounds to Win: --------- 2.27 Avg. Rounds to Lose: -------- 4.29 Hit Rate: ------------------- 49.96% Evade Rate: ----------------- 73.37% Repel Rate: ----------------- 28.40% Damage done per swing: ------ 7.55 Damage done per hit: -------- 15.10 Damage taken per hit: ------- 2.71 Total damage taken per life: 4938.38 'JO Hirdman' versus '4*Heavy Inf Chain' in 40000 bouts. ~ Attacker's Deathmatch Statistics ~ Score: ---------------------- 898 Wins: ----------------------- 89.85% Losses: --------------------- 10.16% Kills per battle: ----------- 3.75 Kills per round: ------------ .52 Deaths per battle: ---------- .11 Life expectancy (rounds): --- 71.13 Life expectancy (battles): -- 9.78 Avg. Rounds Elapsed: -------- 7.28 Avg. Rounds to Win: --------- 7.42 Avg. Rounds to Lose: -------- 6.07 Hit Rate: ------------------- 57.55% Evade Rate: ----------------- 64.84% Repel Rate: ----------------- 31.29% Damage done per swing: ------ 8.91 Damage done per hit: -------- 15.48 Damage taken per hit: ------- 2.82 Total damage taken per life: 129.66 So. A hirdman does an average of 15 damage per hit, and takes around 2.5 damage per hit. And 90% of the time he beats 4 of the heaviest independant infantry, assuming nobody routs. It takes 6 HI to usually beat the Hirdman, which is 60 gold, 120 resources, and 6 supply versus 40 gold, 34 resources, and 3 supply. Morale is a terrible problem with Jotun militia - they always rout when they could actually win. But the jotun elites, backed by Godes, do quite well. -Cherry P.S. Note that the Hirdman is bugged - he's supposed to wear Chain, like the other heavy Jotun units. |
Re: Unit Spreadsheet
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I command the troops with Jarls, until I have expanded enough (20-25 turns) to have excess cash and can then justify buying Godes. Plus the Jarls can command more troops. I have no use for Herses. I prefer sacred commanders, which can also build temples in a pinch. My mages sit at home and research, research, research (occasionally making research-boosting items as my gem income permits) until I reach a point (about turn 40-50) when I begin to run out of things I think are worth the effort to study. At which point I begin to crank out combat items and/or send the mages out with troops of their own to assist the Jarls/Godes at my borders. As for the pretender? I use the Son of Niefel. I mainly use him as a mage, but also as a SC as needed. Please bear in mind that I have zero experience in playing Dom in MP. But the above technique has worked quite well for me in SP. YMMV. My 2gp worth. Cheers! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Unit Spreadsheet
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http://www.freewebs.com/sunray_dom2/UnitView.map a really really long page of html (?) or sometihng I dont understand. Is this supposed to be downloadable or do I need to be a computer person to understand what to do with that? thanks |
Re: Unit Spreadsheet
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Re: Unit Spreadsheet
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And yes, please, LMK if you find any mistake ! Cheers |
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