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Old July 14th, 2008, 05:38 AM
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JimMorrison JimMorrison is offline
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Default Re: Action Points? Encumbrance? What?

Also, elephants go from 16 > 8 with a Limp.

I understand how spellcasting encumbrance is greater than melee, that much is shown in a presumably accurate fashion.

I'm just saying that while the inconsistencies may be fine in a general sense, since everyone's units are subject to the same penalties, whether they're the ones we see or not - but I am wondering if perhaps the way that AP costs for attacks are calculated, if perhaps Quickness is not providing the benefit that it claims that it should, and possibly more so for W9/10 Quickness bless, than for spell/item Quickness.


Also, I get it, of course, I didn't think it would be the base Enc that is free, that makes total sense. But the rest of the mechanic seems to be misrepresented at best, and possibly broken in ways that hurt some people more than others.

And good catch Ano. I had noticed that a couple of times, but wasn't concerned with the AP of Blinded units, since they're, well, Blind.

I'm trying to think of a way to make this seem like a fun thing to fix. I know W9 would be really awesome if it worked right. I don't have much material here. >.>
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Old July 14th, 2008, 07:50 AM
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Default Re: Action Points? Encumbrance? What?

Encumbrance from armor reduces AP unless the unit is mounted, in which case it does not. Base encumbrance has no effect on AP. Limp IIRC cuts AP in half. Crippled cuts AP to 2, no matter the base value.

Attacking uses up all remaining AP for that round, but I'm not certain if it cuts into the AP allowance for movement of the next round (e.g. a unit with 12 base AP moves 6, then attacks, does it cost just the 6, or does it cost 12 and leave only 6 points of AP for movement the next round?).
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Old July 14th, 2008, 08:15 AM
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Default Re: Action Points? Encumbrance? What?

Edi, I think that second variant is right. At least that is what I noticed and, probably, read somewhere.
It may be easily noticed that very often units who didn't perform attack in the combat round leave those, who did, behind the next round.
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Old July 14th, 2008, 08:17 AM
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Default Re: Action Points? Encumbrance? What?

Quote:
ano said:
Edi, I think that second variant is right. At least that is what I noticed and, probably, read somewhere.
It may be easily noticed that very often units who didn't perform attack in the combat round leave those, who did, behind the next round.
That's my suspicion as well, but I have not paid quite enough attention to make a definitive call on it. It would explain a lot, though.
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Old July 14th, 2008, 09:57 AM

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Default Re: Action Points? Encumbrance? What?

According to the manual, attacking costs all of your total action points and if you've already used some the debt carries over to next round. Not sure how accurate this is.
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Old July 14th, 2008, 10:03 AM

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Default Re: Action Points? Encumbrance? What?

It certainly seems to be true. It's most obvious when you're watching your troops run down fleeing enemies. You'll see someone make a long move and attack then not move at all the next turn.

I'm still not quite sure how those AP numbers with Limp add up. Is it possible that Limp is actually half, but the displayed penalty is wrong?
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Old July 14th, 2008, 03:43 PM
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Default Re: Action Points? Encumbrance? What?

Well and my problem here is rooted in that.

Attacking is supposed to use a full turn of AP, not just what is remaining, but the entire sum, and will subtract from the next turn. This seems to work fine, especially as everyone operates in the same fashion.

What I am trying to figure out, is with 50%(ish ) Quickness, how is that determined? Because Quickness is clearly differentiated from "Haste" in game mechanics. Quickness, in all instances, states that it increases ability to move faster AND attack, while Haste only gives the ability to run farther.


So, here is my dilemma - A human unit with Base AP of 12, Armor Enc leaves him at 9 AP, Quickness puts him at 13 AP - how many AP does it actually end up costing him to attack?

This is really driving me mad, because the behavior I am seeing in SP settings with W9 blessed sacreds - the higher the Base (or Current, after armor etc) AP of a Quickened unit, the more reliably it seems to produce extra attacks - and the lower the AP of the Quickened unit, it starts to produce behavior that more resembles simple Haste.
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