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Precision...
I can't find any specific documention on precision. Is it a % chance to hit with a spell, or missile? Is there range effect? Basically, I want to know if I have a commander with precision 10, and a bow with precision 5, and he casts aim, does that mean I have a 20% chance of striking a target? does range effect the % chance? or just which square is hit? if the latter, what are the modifiers to hit the actual target?
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Re: Precision...
Nobody knows. And I mean nobody. But with precision below 10, sometimes projectiles go backwards http://forum.shrapnelgames.com/images/smilies/happy.gif Whereas precision 30 tends to hit quite often at long range.
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Re: Precision...
Truly unknown, except for precision-100 attacks which always hit even if the user is blind.
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Re: Precision...
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RANGED ATTACKS A unit's defense does not matter when being attacked by an arrow. Precision just determines which square the projectile will hit. The attack roll on the projectile is 10+2d6, while the victim's roll is 10+shield defense modifier+2d6. A tower shield for example has a defense modifier of 4. </pre><hr /> It is not clear, though, if the missile uses area attack code or not. Most likely, it seems, it chooses one random unit in the hit square (not necessarily the target square) and rolls for a hit against that unit. The higher the precision, the smaller the statistical deviation from the target coordinates. Deviation growth with distance to target o.c. With very low prec, sometimes spells fan out all over the field when the rolled deviation number is very unfavourable. |
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Re: Precision...
Yes! I'd be insanely happy if just one recent computer game would actually tell me how to play it. Playing "guess the rules" is much less fun than figuring out how to crush my enemies, see them driven before me, and hearing the lamentations of their women. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Precision...
I think there's some value in leaving the inner workings of the game occult. Knowing everything about a game's statistical underpinnings transforms it into more of a system of equations that can be solved via computation. Leaving some things out makes the fantasy more vivid and forces you to actually experiment--just like you would in the real world. Generals in the real world didn't calculate the "probability" of an archer hitting a target at a given range. They simply had to trust in the training of their troops and order them to fire at an opportune moment http://forum.shrapnelgames.com/images/smilies/wink.gif
More Math = Less Magic |
Re: Precision...
I agree that too many "strategy" games devolve into optimizing spreadsheets once the rules are known.
I don't think Dom2 suffers that problem. I think that even with perfect knowledge of the game, there'd still be a lot of "magic" to discover in tactics (equipping commanders, casting spells, and organizing armies) and strategy (pretender design, running campaigns, and reducing the other side's ability to fight). Most importantly, I think Dom2 has so many options that there's still lots to discover in how to deal with a *specific* way an opponent is fighting while trying to make him fight the *specific* way you can win. http://forum.shrapnelgames.com/images/smilies/happy.gif As to what generals know, sure, even modern professional armies don't have stats on their troops and weapons. OTOH, we don't have staff officers, field exercises, RDT&E units, and years of personal experience commanding men. So, we use stats and tools (hail Saber Cherry and Edi!) to get the information in other ways. http://forum.shrapnelgames.com/images/smilies/happy.gif (Oh, RDT&E == research, development, testing and evaluation. Guys who invent new weapons and tactics and see how well they work.) |
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Also, the reason the precision formula isn't public, is that NOBODY knows it. Some days I wonder who actually coded the game... http://forum.shrapnelgames.com/images/smilies/happy.gif |
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I'm pretty shure they did extensive analysis way back in '43. to put that knowlegde to use was an entirely different matter, though ... |
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