.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #151  
Old April 4th, 2005, 09:04 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Bugs to be fixed...

IMHO
AP longbows would be waaay too powerful - I think they were AP in Dom1, and they were too powerful... Give'em some more damage if wanted, but AP should be reserved to heavy clumsy weapons like Xbows
OTOH I'd rather have all bow/Xbow range extended (at least to prevent archers from rushing to front !) than some reduced
Reply With Quote
  #152  
Old April 4th, 2005, 03:41 PM

wombatsSAR wombatsSAR is offline
Private
 
Join Date: Apr 2004
Location: Univ Wisc - Madison, USA
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
wombatsSAR is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Always good to leap into the fray very late in the process... (and this is going to be LONG)

First comment, remember that this is a game, not a sim. While many of us would like it to be one (at times, me too!), it is really about having different tactical options and using them as best as they can be used.

Summary of suggestions:
Shortbow 0 AP, -2 precision range short
Longbow 4-6 AP, -2 precision range longer
Crossbow 10-12 AP, 0 precision longer yet
Arbalest 14-18 AP, 0 precision longest
Slings (cheap) same as before
Slings (elite) 10, maybe 4 AP, -3 precision, between short and longbow range
Blowguns - put back at original, up the poison (curare/paralysis?)
New- Tien Chi'n repeating xbow -2 AP, 0 precision, 20 range, mild poison.
rate of fire: 1 or 1.5/1 (fast reload, easy cocking)
====
Important notes: Longbowmen and the Slingers (elite) are elite and should
use the mechanism of having a high resource cost - they should cost as
much as a knight. Not because their equipment is expensive but because their training is expensive! There should only be a few available per turn. The other troops are militia or conscript quality.

Details (or why I'm shoot my mouth off (and maybe foot, too)):

AP - actually, any of the really pointy toys should be AP. Afterall, "AP" is nothing more than a mechanic to describe the physics of taking the force of the weapon and applying it to a very small area. Spear wpns in a charge or vs. a charge should be that way. Picks and the like are AP. All of the bow weapons are AP. Now, modelling that in the game correctly is going to be amusing.

Bows: actually, bows are AP only at close range and after that, they are going too slow to really pierce the heavier armors. However, the arrows inflict rather nasty wounds once they penetrate due to the instability of the flight path causing the wound to be ... complicated. The game can't support this level of modelling, iiuc. Also of note, different arrows were used for different targets. There were bodkin points for heavy armors, broadleaf points for no armor or v. light armors, and intermediate designs for other cases. This also complicates the game modelling problem.

XBows: they ARE long range, they ARE AP at all times. The xbow outranged the longbow. The quarrel is aerodynamically more efficient than the arrow at all points in the flight. IIRC, there was pretty much only one type of point for the xbow. This implies that it didn't really matter much what was used, it would hurt. (and I'm pretty sure the medievals checked this out - there are too many other examples of design improvements in weapons for that to have skipped.)

However, the biggest problem I see is that the troop recruitment methods are broken for distinguishing between these three troop types. Of the 3 - shortbow archers (sba), longbowmen (lbm), and xbowmwen (xbm), the lbm took a hideously long time to train. Recall that the ones used at Agincourt et al were the best of the best, sir! As such, they were HIGH morale, HIGH precision, and few in number. But, there is no mechanism in the game to model this. The sba troops were often levies, or issued bows on short notice, and the bow is a difficult weapon to master. They were lower morale, low precision, and expendable. The xbm were usually similar to the sba except that the xbow is v. easy to learn. So they should be low morale, high precision, and cheap in gold but less so resources. In game terms, one should only be able to recruit a few lbm per turn, while easily able to get many more sba or xbm. The only way I can see to model this is to up the resource cost beyond what the actual material costs are. Note, the national xbm (Marignon, for ex.) probably should be higher morale, better trained, etc. - they're not rabble given the death-dealer.

Another example of how "elite" the lbm were: they could pull a 150-200 lbs bow. This has shown up as distortions in their skeletal structure. The typical shortbow used for war is ~60 lbs. That takes loads of training. These guys were serious about bows. After Agincourt (iirc), the French tried to field their own lbm but failed. They didn't have the infrastructure designed to turn out vast numbers of archers that could then be culled down to those few that were superlative.

I would suggest going with AP 0 for short bows with a precision of -2/-3, AP 4-6 for the longbows with a prec. -2/-3 but the lbm are more highly trained!, and the xbows getting AP 10 or 12 and a prec of 0. Plate was pretty much only good for keeping the quarrel from coming out the back of the armor. The other projectiles operate under pretty much the same physics but just have lesser force behind them.

Slings: they are actually MUCH more dangerous than DomII models them. They are longer range than shortbows. They were noted for causing spalling to plate armors. For flexible armors, they were quite nasty as well. Note, the Rhodian and Balaeric slingers were much like the lbm - they were highly trained units and much sought after. Once the supply was wiped out, they pretty much disappeared from the battlefield. Professional slingers did NOT use random rocks found on the battlefield but instead used either cast lead or ceramic bullets - including incriptions and taunts cast in. If one wanted to mod "historical" slingers into the game, I would propose a range between shortbows and longbows, 10 pts damage, maybe 4 AP, precision of -3, but again, the troops are highly trained so the effective precision should be much higher. Gold cost would be moderate but the resource cost should be high - there are not that many of them.
------ of note: once the numbers of these professional slingers began to fall, the Romans opted to train new ones to use one swing around before launching their missiles. Previous accounts put the number at 3. Prowling the various sites that discuss slinging in modern times, folks claim to not be able to gain any advantage from doing more than once through the arc. I would put forth though that if the ancient slingers did 3, they meant to do 3 and that 3 gave them some advantage. Note that they were trained from a very young age to sling, unlike these modern blokes. The reason for the dropping of the number of swings by the Romans, as I understand it, was to make up in volume what they had lost in accuracy from using troops of poorer training.

Last bit: what of adding the repeating xbow for Tien Chi'n? It would be about as dangerous as the shortbow for impact, shorter range, maybe higher rate of fire, and with a mild poison? Troops were conscripts - point, shoot, run if out of ammo

Just to be complete: Blowguns are probably silly in the context of a sim, but fun as a game mechanic. No army ever fielded them. Why? They suck as weapons. The darts have horrible aerodynamics and the muscles used to propel them are rather weak. The physics of the blowgun are ugly for power projection. Practically, they are extremely close range and mostly used to shot vertically since they have huge, arcing flights. Personally? Leave the blowguns as is. Maybe make the poison more deadly? Mimic curare (paralysis)?

Sources: I'm doing this from memory with the following books and articles being source material. If called for, I can try to dredge through and find out why I wrote a particular bit.

Thomas Hardy - Longbow
Ralph Payne-Gallway - The Art of the Crossbow
2 Scienterrific American articles - one on bows and one on crossbows,
from the late '80's, early '90's (someone
borrowed them from me... grrr.)
Osprey's Military History books - oh, lots of 'em
oops, blanking on the author - The Medieval Art of Swordplay
Arthur Ffoulkes - The Armourer and his Art (iirc)
emails w/an honest to god, working plattner - "So, what about a longbow
arrow hitting your plate?" "Oh, it'd go right through it!"
Several books on ancient warfare - various authors have noted that the
various descriptions of the orders of battle have placed the slingers
BEHIND the sba (e.g. - Trajan's Column). They also describe the wounds
from the slings. Not pretty.
"Rocky" Russo - lecture series. He's also the author of "Achtung, Mustang"
(which is not relevant other than to give him some bonefides) - a WWII
air combat game, and "The Art of War", an ancients - renaissance
minis game. He also actually TESTS his work using replicas - as in
shooting xbows, throwing martio barbellae, and the like. Wish he had
a website...
Prime Mover: A natural history of muscle (have forgotten the author)
Reply With Quote
  #153  
Old April 4th, 2005, 04:11 PM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

English Longbowmen wheren't a chosen few, they where some bizarre form of conscripts. Longbows won battles by volume of fire, not precision. (very much like machine guns)

Do not use weapons with negative prec in the game. Due to the (not fully known) mechanics of battle calculations, those weapons tend to hit nothing - not even remotedly the square they are targeted at, and generally empty squares. (Try with slingers). Upping the prec of the archers themselves does not really help.

Crossbows do not outrange Longbows:
- Aerodynamics of the shorter, thicker bolt are actually worse then that of a Longbow arrow. Problem with Longbow arrows was(is) that they allowed very small tolerances only, before the deviation in flight path gets to big. Additionally, bolts are much sturdier than arrows
- Longbows where used for balistical mass archery. The thick crossbow bolt looses too much energy when fired in a ballistic arc. Crossbows where fired straight at the nearby enemy, from the second or third row of the shield wall.
__________________
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 ...
Reply With Quote
  #154  
Old April 4th, 2005, 04:14 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Are you sure all that armor-piercing stuff wouldn't unbalance the game? It is, after all, a game, not a sim.

This would make almost any ranged unit work against armor. The Ulm is said to be the weakest nation because it only has its troops going for it, and the only thing that supposedly makes them special is their armor.

Also, you wrote up '0 AP' as the damage for short bow. Does that mean that the strength of the shooter is added? Is it added for longbows, too? What about slings?
Reply With Quote
  #155  
Old April 4th, 2005, 05:07 PM

wombatsSAR wombatsSAR is offline
Private
 
Join Date: Apr 2004
Location: Univ Wisc - Madison, USA
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
wombatsSAR is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

re: English Longbowmen wheren't a chosen few -
I will dig up the refs for you. King Edward used less than 10% of those that came to serve when he went to Agincourt, iirc. But, as said, I will dig up the ref. And, yes, in general, bow fire was massed fire. The reason that the xbow was shot in a flat trajectory was because it COULD be shot that way. A flat trajectory comes from a fast moving object, nothing else (short of lift).

re: Do not use weapons with negative prec in the game.
ok, hadn't played with that. I was just considering how hard it is to learn how to shoot a bow properly, as well as the sling. If the xbow was taken as a base, then the others were worse... and since I was looking at it as the ave guy was 10s all around... newbie mistake, obviously.

re: Crossbows do not outrange Longbows:
pretty sure you are wrong on both counts but I'll dig up the Sci. Amer. articles. I need to get new copies anyway. Arrows are even worse than you suggest. Straight out of the bow, they wobble and bend. The path is more or less straight but the arrow flexed quite a bit. Hence, a real need to match the mass of the point, the wood and flex of the shaft, and the pull of the bow. Also, the arrow HAD to flex or it would not shoot true. I _believe_ it began to precess later in flight, but that may be me confounding information.

re : Additionally, bolts are much sturdier than arrows
very true.

re: - Longbows where used for balistical mass archery. The thick crossbow bolt looses too much energy when fired in a ballistic arc. Crossbows where fired straight at the nearby enemy, from the second or third row of the shield wall.
again, I will get the article for you and post the aerodynamic results.

re: 0 AP or low AP
as I recall the damage rules, the weapons would be: wpn base damage + str (if used) + 2d6. I was basically trying to suggest a way to model all the bows the same and still have the xbows do what they did best, which was piss of the knights since they could now be killed by poorly peasants. Well, that it was harder to ransom some dead guy than a live captive. The suggestion might not work out right.
Reply With Quote
  #156  
Old April 4th, 2005, 05:49 PM

wombatsSAR wombatsSAR is offline
Private
 
Join Date: Apr 2004
Location: Univ Wisc - Madison, USA
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
wombatsSAR is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Ref: Scientific American January 1985 pg 104-110

examples: (from Payne-Gallway, actually) 85 g bolt shot 420 m from a 550 kg pull medieval crossbow. Longbows attained lengths of ~275 m. Article authors cite another historian claiming 2x pull weight xbows were common, fwiw. (note to self - find that guy's book)

Wind Tunnel Test results (so this is science and not conjecture):

Drag/Mass ratios and range (calculated from an 80 m/s start)
(the numbers are approx. since I had to eyeball a graph)

Arrow: >1.5 range ~210 m
bolt 1: ~.75 range ~250 m
bolt 2: ~.72 range ~320 m
bolt 3: ~.70 range ~420 m
bolt 4: ~.68 range ~520 m

bolts 1 & 2 were medieval designs, bolts 3 & 4 were roman. Just to make it clear, the higher the d/m number, the worse the aerodynamic performance.

note: 80 m/s is a rather high speed for an arrow (from the authors of the article). Typical numbers are usually in the 60 m/s range (from me remembering what Hardy's book, which isn't nearly as handy as a journal).

Upshot: xbows flew further and hit harder. They could be fired ballistically just as easily as a bow and would have to be for the bowmen to hit targets farther away. Close shots are flatter just because the bolts flew faster.
Reply With Quote
  #157  
Old April 4th, 2005, 07:51 PM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Thanks for the information! I'll have to digest it a while...

I'm suspicious of xbows being fired ballistically, though. You say "Could be fired ballistically." Was there any evidence that they were or weren't? Of course they could be, but with a bow, you pull back the string and kind of have a feel for that arc, as a function of your draw and angle. Firing a crossbow ballistically is like firing a handgun ballistically - possible, but never done (aside from corrections of a few feet of drop, generally calculated by the scope) since you only have control over a single factor, angle. At least, that's how it would seem to me...

I'm particularly surprised at the terrible arrowodynamics (get it? A pun!). This might be mitigated a bit by firing in high arcs, thus storing some energy as potential (immune to drag) for much of the flight, as opposed to firing flat, where the energy is always kinetic (and thus vulnerable to energy loss from drag, proportional to v^2 IIRC).

Anyway, I'll muse over this new stuff... chew on it like cud... maybe build my own longbow out of balsa wood and piano wire, and extrapolate from there...

By the way, Wombats - the combat simulator has the att/def roll bug fixed now Thanks for noting the problem!
__________________
Cherry
Reply With Quote
  #158  
Old April 4th, 2005, 09:24 PM

Evil Dave Evil Dave is offline
Corporal
 
Join Date: Jan 2004
Location: Wilmington, Delaware, USA
Posts: 191
Thanks: 1
Thanked 13 Times in 2 Posts
Evil Dave is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Quote:
Saber Cherry said:
Firing a crossbow ballistically is like firing a handgun ballistically - possible, but never done (aside from corrections of a few feet of drop, generally calculated by the scope) since you only have control over a single factor, angle. At least, that's how it would seem to me...

but that's how rifles and (some) artillery work today.

Quote:

I'm particularly surprised at the terrible arrowodynamics (get it? A pun!). This might be mitigated a bit by firing in high arcs, thus storing some energy as potential (immune to drag) for much of the flight, as opposed to firing flat, where the energy is always kinetic (and thus vulnerable to energy loss from drag, proportional to v^2 IIRC).

you know one statement of the three laws of thermodynamics is "you can't win, you can't break even, and you can't get out of the game"? same with arching flight: yes, you can reduce *instanteous* drag with the high trajectory, but the time of flight is much longer than a flat trajectory, so drag works *longer*. i'd have to dig up the drag-corrected ballistic equation to figure out what the actual numbers are.

there's also the little problem that for fin-stabilized projectiles, their ability to stay pointed in the right direction goes up as v^2 also, since that term is in the equation for lift. so, there goes their precision.
__________________
No plan survives contact with the enemy.
--Helmut von Moltke

Have too may pretender files to keep track of? Use catgod to view them.
Reply With Quote
  #159  
Old April 4th, 2005, 10:01 PM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Quote:
Evil Dave said:
Quote:
Saber Cherry said:
Firing a crossbow ballistically is like firing a handgun ballistically - possible, but never done (aside from corrections of a few feet of drop, generally calculated by the scope) since you only have control over a single factor, angle. At least, that's how it would seem to me...

but that's how rifles and (some) artillery work today.
I know, field artillery is like that, but they do a bunch of calculations before firing... and rifles have adjustable scopes that account for drop over distance... and medieval xbowmen had neither calculators nor scopes. The only crossbow I've ever seen with a scope was in Deus Ex, and I put it there myself

I think it would be very hard to fire a crossbow accurately with more than a minor (<5 degrees) arc... and any arc-firing requires more training than direct firing, which would defeat the point of cheaply raising masses of untrained crossbowmen. Assuming, of course, that crossbows were used by cheap masses of poorly trained soldiers, which could be another false premise on my part.

Your point on the longer trajectory negating a lower velocity is interesting... it would take several complex integrals to figure out how much energy ends up being saved, if any, by firing at a 30-degree angle or so. It would be much simpler to model in Excel (in .01 second intervals), given the drag formula. I did something like that once, to find the ideal angle to launch a water balloon for max distance, but I have a pretty poor memory...
__________________
Cherry
Reply With Quote
  #160  
Old April 4th, 2005, 10:29 PM

Evil Dave Evil Dave is offline
Corporal
 
Join Date: Jan 2004
Location: Wilmington, Delaware, USA
Posts: 191
Thanks: 1
Thanked 13 Times in 2 Posts
Evil Dave is on a distinguished road
Default Re: Bugs to be fixed... (LONG)

Quote:
Saber Cherry said:
I think it would be very hard to fire a crossbow accurately with more than a minor (<5 degrees) arc... and any arc-firing requires more training than direct firing, which would defeat the point of cheaply raising masses of untrained crossbowmen. Assuming, of course, that crossbows were used by cheap masses of poorly trained soldiers, which could be another false premise on my part.

i imagine if you had to train levies to fire crossbows ballistically, you'd do it the way the napoleonics did with muskets: drill a few angles for likely ranges (maximum, half-max, short) and figure that will do well enuf.
__________________
No plan survives contact with the enemy.
--Helmut von Moltke

Have too may pretender files to keep track of? Use catgod to view them.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:46 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.