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November 28th, 2003, 03:47 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by PDF:
MoM and AoW have nice features about it : non-flyers can only engage other non-flyers, only flyers can engage all [/QB]
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MoM also had that timeout on combat which I abused ALOT. I loved to take flyers in and cast "confuse" or whatever that one was that opened a chasm. If it didnt work I just waited out the combat then tried again. Realistic? I guess so. But way too useful.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 28th, 2003, 04:12 PM
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Corporal
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Join Date: Oct 2000
Posts: 142
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Re: Suggestion: How to beef up light inf
Please allow me to add my 2 cents even though my copy of D2 has shipped but not yet arrived. LI should be unencumbered. By that I mean light weapons only and no armor. There would be two advantages. First, speed. They should be the poor mans cavalry with excellent flanking ability. Second, defense. They should be harder to hit than their more heavily armored (read slower) bretheren. I agree with the other points regarding refusing combat against slower attackers and a skirmish formation, if possible, to reduce any impact from ranged weapons/spells.
If all this is in the game already then just ignore this rambling. 
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December 1st, 2003, 10:17 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Elmo:
.. LI should be unencumbered. By that I mean light weapons only and no armor. There would be two advantages.
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We're not talking about generic troops here. There are lots of nation-specific troops which are quite different from each other. Some have a spear only, some have spear, javelin, shield, helmet and armor, yet all "qualifiy" as light infantry.
And encumbrance does not influence movement speed, at least unless the (fixed) unit stats reflect this. There wouldn't be any change to the speed if you change a units encumbrance on the battlefield, but it does get more fatigue.
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First, speed. They should be the poor mans cavalry with excellent flanking ability.
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Light infantry does have higher strategic and battle speed, so when retreating it most times can run away from heavier troops successfully.
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Second, defense. They should be harder to hit than their more heavily armored (read slower) bretheren.
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Most LI does have 1 or 2 points more defences, but I'm not shure if it really makes a difference.
A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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December 1st, 2003, 10:27 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 483
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Arralen:
And encumbrance does not influence movement speed, at least unless the (fixed) unit stats reflect this. There wouldn't be any change to the speed if you change a units encumbrance on the battlefield, but it does get more fatigue.
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Encumbrance itself might not, but having armor or not does in fact affect the battle movement speed. Try casting Armor of Achilles on Ulmish units and see who's going to get to the end of the map first.
As for defense points, they are deduced as part of the armor stats. So yes, having more protection for armor usually means more chance to be hit in melee as well. Defense doesn't work with missiles though, and this is where high protection values (and shields) come much handier.
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December 1st, 2003, 11:11 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by HJ:
... Defense doesn't work with missiles though, and this is where high protection values (and shields) come much handier.
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Does anybody know how shields do exactly work?
Is it a %-tage to block incoming missiles or what?
If it is, does it stack with "air shield" (spell, items, bless) ?
A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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December 1st, 2003, 11:21 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Arralen:
Does anybody know how shields do exactly work?
Is it a %-tage to block incoming missiles or what?
If it is, does it stack with "air shield" (spell, items, bless) ?
A.
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No. We don't know what the formula that is used to calculate a hit with a missile weapon is either.
The old Dom1 manual says that distance, precision, attack skill, maximum range of the weapon, size of the unit, number of units in the square, and shields all factor in the chance of hitting a square first, and then hitting the unit in the square. But nothing else than that.
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December 1st, 2003, 06:52 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Suggestion: How to beef up light inf
If the missile hits a square there is a chance that a unit will get hit. This is more or less an attack roll vs shield defense (prec or def of the units does not count). Few units in the square reduces chances. Not sure how.
Hmm, I should not speak if I don't know the answer, but maybe someone understood something.
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