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  #1  
Old November 3rd, 2003, 10:22 PM

HJ HJ is offline
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Default Re: another questions thread [gameplay restricted please]

Thank you very much for taking the time to write the clarifications! I really appreciate it, and appreciate the game even more when I realise how cool and intricate its mechanisms are.

One question:
Quote:
Originally posted by Kristoffer O:
Mindless units might be useful to avoid routs as the rout check is based on average morale (IIRC), but in the case of soulless the sheer number of slain units in the squad might cause the living to rout regardless of the mindless units. The soulless will then dissolve.
Does this mean that they will dissolve even though there are still undead leaders present? I thought that the mindless units work in the same way as berserkers do: if the rest of the squad routs, they will still hang on a continue to fight on their own. They do not? How about mixing berserkers with regulars then, will their 99 morale help with average morale as well, or is their "normal" morale taken into account in calculations?

[ November 03, 2003, 20:24: Message edited by: HJ ]
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  #2  
Old November 4th, 2003, 12:31 PM

Pocus Pocus is offline
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Default Re: another questions thread [gameplay restricted please]

Thank you very much Kristoffer. Many will appreciate the infos which were ungatherable by testbeds!

You comments on old code made me laugh. At work we have exactly the same feeling when we enter 5 years old code portions made by another team

some triggered questions :

i would have though that mindless units were not counted as in the morale average check, from my experience it is better to add ghouls and not mindless in a living squad. I must be wrong.

is fanatism better compared to sermon, or the reverse, when dealing with minimal morale loss? Sometime I see that level 4 priests will prefer sermon other fanatism, so I say to myself that the sermon effect is slightly more potent.

any idea on the radius of standard?

is the formula for rout like this :
morale losses > number of units + average morale, then rout (with dices or not)

can morale loss for a given unit superior to his base morale (milicia have 8 morale, can they have more than 8 penalty), that would create a sinkhole effect indeed, as they would fail often, and then get a big morale loss very detrimental to everybody.
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  #3  
Old November 4th, 2003, 03:19 PM

HJ HJ is offline
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Default Re: another questions thread [gameplay restricted please]

Quote:
Originally posted by Pocus:
any idea on the radius of standard?
Check out the first Kristoffer's post in this thread.
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  #4  
Old November 4th, 2003, 03:58 PM

Pocus Pocus is offline
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Default Re: another questions thread [gameplay restricted please]

Quote:
Originally posted by HJ:
quote:
Originally posted by Pocus:
any idea on the radius of standard?
Check out the first Kristoffer's post in this thread.
"the value is his area of effect".

I dont understand the answer.
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  #5  
Old November 4th, 2003, 04:03 PM
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Alneyan Alneyan is offline
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Default Re: another questions thread [gameplay restricted please]

Quote:
Originally posted by Pocus:
quote:
Originally posted by HJ:
quote:
Originally posted by Pocus:
any idea on the radius of standard?
Check out the first Kristoffer's post in this thread.
"the value is his area of effect".

I dont understand the answer.

I gather it means the value for Standard (say, +6) is the area of the effect for the bonus. (In this case, it would affect all units up to six sectors away) I don't recall if the value affects the strength of the effect as well though.
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Old November 4th, 2003, 04:22 PM

HJ HJ is offline
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Default Re: another questions thread [gameplay restricted please]

Quote:
Originally posted by Alneyan:
I gather it means the value for Standard (say, +6) is the area of the effect for the bonus. (In this case, it would affect all units up to six sectors away) I don't recall if the value affects the strength of the effect as well though.
That's my understanding as well. The only thing I don't know is whether the value is a "radius" in squares, or the squares themselves. Let me try to explain. Each square has 8 squares surrounding it:
000
0X0
000
where X is the square in question and 0 are the squares around it. But the "radius" is 1, i.e. only one square in each direction. "Radius" of 2 would look something like this:
00000
00000
00X00
00000
00000
So in other words, is the area of effect calculated as all other areas of effect, say for the spells, or is it the number of concentrical circles around the unit? If it's just the squares, then how is it decided which squares are under the influence of the banner if the value is, e.g. 6? Does it change from turn to turn? If so, the standard could be somewhat unreliable, since it could end up affecting the empty squares and not affecting the ones with the units.

[ November 04, 2003, 14:24: Message edited by: HJ ]
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  #7  
Old November 4th, 2003, 04:36 PM

johan osterman johan osterman is offline
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Default Re: another questions thread [gameplay restricted please]

The area is area like in spells. 15 area affects 15 squares and potentionally 45 size 2 units. It spreads somewhat erratically from the center so the area might 'lean' in one direction, once again much like with the spells. The area can as HJ suggested 'hit' empty squares.

[ November 04, 2003, 14:38: Message edited by: johan osterman ]
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