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Old July 12th, 2008, 11:12 PM
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JimMorrison JimMorrison is offline
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Default Re: Action Points? Encumbrance? What?

Well, there is a philosophical standpoint to it, sure.

Where it bothers me is when W9 blessed units only get a few, or even 1 bonus AP, rather than their full 50%. The base can be whatever it wants to be, right? But in some cases the bless is of very little effect - and unless there is something I am totally unaware of - far from WAD.
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Old July 13th, 2008, 02:59 AM

MaxWilson MaxWilson is offline
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Default Re: Action Points? Encumbrance? What?

Jim,

As nearly as I can tell, your post relies implicitly on the assumption that attacking always costs 12 AP. I don't think this is correct. As near as I can tell, attacking costs your full movement allowance, after accounting for armor but before counting Quickness. Units with a Limp still attack once per round. I keep fairly careful track of these things because I'm into zero-net-encumbrance units that stay at the same fatigue levels for 20-30 rounds at a time. If they were attacking less frequently because of armor weight their fatigue would drop, and it doesn't.

-Max

P.S. And yes, AP is definitely affected by encumbrance. You can watch it change as you put armor on a commander. I think this is mentioned in the mod manual.
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Old July 13th, 2008, 05:00 AM
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Endoperez Endoperez is offline
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Default Re: Action Points? Encumbrance? What?

Encumberance effect is very visible with nations such as MA Ulm. Normal infantry has 9 AP, black plate infantry 8, infantry with Tower Shields less than units with similar armor and no shields.
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Old July 13th, 2008, 06:18 AM
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Default Re: Action Points? Encumbrance? What?

Quote:
Endoperez said:
Encumberance effect is very visible with nations such as MA Ulm. Normal infantry has 9 AP, black plate infantry 8, infantry with Tower Shields less than units with similar armor and no shields.
Well looking at Ulm now, I see you get 3 Enc for free, and each point after reduces AP by 1.

However, this does not explain why Limp removes 6 AP, or why the Quickness effect religiously rounds down, while nearly every other observable mechanic in the game rounds up.

It very much seemed that my Jaguar Warriors in particular were not attacking as frequently as I am accustomed to, from W9 blessed units. I mean, if it really looks at the "current" AP for how much an attack costs, rather than the base, then how does it differentiate between normal current, and Quick current? I mean with full spell Quickness, you are theoretically at +100% AP, so if a human with 12 base has 18 AP with spell Quickness, does each attack actually take 9 AP? And if it doesn't, then why are we so horribly lied to about the way that Quickness (not Haste, which is only supposed to affect movement, and not attacking) actually works?

Some units all seems fine, and it's seeming to me that the more AP they start with, the better the math works out, to really show the proper frequency of attack. When the starting AP dwindles, it appears to be less reliable - partly because movement takes the normal amount of AP, whether you get what you would expect, or not.
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