Rasteve
Clubman
posted 08-17-09 05:49 PM ET (US)
After much testing and playing around with the dat files I think I have figured out how building damage is calculated:
All damage to buildings (inc walls and towers) is calculated by adding the total attack points (melee, pierce etc) deducting any armor (walls and towers have pierce armor!), applying any bonuses (siege, siegecraft etc) and then multiplying this value by 0.2 (i.e. buildings have a final 80% armor mechanism).
This formula is consistent with all my tests.
Note that villagers with siegecraft deal a bonus of 8 damage vs towers and 16 vs walls (note that the data file suggests 40 and 80, but *0.2 = 8 and 16).
This testing also helped me with the nobility bug - in that although it would appear that the nobility tech is dropping 1 hp, this is only the reported value. The underlying value is stored as a float or double (i.e. decimal). However as attack points for standard units are whole numbers, I am still considering this as a bug (I will test a chariot + nobility receiving 29 hit from an axeman followed by 1 hit from an improved bowman - giving 149 damage. If a decimal system is used the chariot should still be alive - or to make things more complex the "death check" may consider hp lower than 1 and not = 0?...)
Rasteve
Clubman
posted 08-18-09 03:18 PM
ET (US)
2 / 26
I haven't managed to track the value down, but it could be:
- held within the unit data (therefore can be edited)
- hard coded for "building" types (which would need to be tracked down in the exe in order to edit)
Suppiluliuma
AoEH Seraph
posted 08-18-09 09:32 PM
ET (US)
3 / 26
Interesting enough everyone knows the buildinga can take far more damage than most units, but this is the first time we have a value regarding that "resistance" to damage.
Rasteve
Clubman
posted 08-25-09 08:31 PM
ET (US)
4 / 26
Towers have 4 pierce armour, and walls have 3 pierce armour.
EVEN MORE REASON TO NEVER TAKE TOWERS ON WITH ARCHERS!!!
Suppiluliuma
AoEH Seraph
posted 09-01-09 00:55 AM
ET (US)
8 / 26
I mean stome buildongs should have higher piercing armor values, so archers won't "harm" them as much as they already do.
Rasteve
Clubman
posted 09-01-09 10:29 AM
ET (US)
9 / 26
Do you mean stone as in towers and walls (as these have pierce armour) or buildings that look like they are made of stone (egyptian tileset?).
One thing I want to add to my patch is a fire bonus vs buildings and ships. So alchemy and fire ships deal a small additional bonus vs these types of buildings. This will make siege + alchemy slightly more devastating.
Basse
Clubman
posted 09-01-09 10:42 AM
ET (US)
10 / 26
Is it possible to change the buildings hp?
Rasteve
Clubman
posted 09-01-09 11:50 AM
ET (US)
11 / 26
It is possible to change the building hp and hidden pierce armour, and even the siegecraft and siege bonus. The only thing I need to figure out is the 80% damage modifier.
Suppiluliuma
AoEH Seraph
posted 09-02-09 11:20 PM
ET (US)
12 / 26
Yup i meant towers and walls. There's one thing i don't get tho. You want to make siege even more effective against buildings...even more than now? would that be excessive?.
Suppiluliuma
AoEH Seraph
posted 09-04-09 02:01 PM
ET (US)
14 / 26
I think i get your point Rasteve. But also there's something that is starting to make me feel uneasy. I just hope that RoR doesn't turn too similar to AoK (mosty because the siege units/ship traits).
About the Fire Galleys...what do you suggest? To be honest i haven't tested their attack against land units so, are you sure that armor helps land units?
Suppiluliuma
AoEH Seraph
posted 09-05-09 09:16 PM
ET (US)
18 / 26
Ah RoR's fire galley has always been my fave ship of all time since RoR's trial version, and so i'm eager to know how this changes will work.
Now @ volume: There's no such rock-paper-scissors in RoR. Juggies are strong against both Trirremes and Fire falleys while trirremes are weak against both fire galleys and Juggies.
volume
Clubman
posted 09-06-09 00:54 AM
ET (US)
19 / 26
well supposively there is a rock-paper-scissors thing with the boats but whatever....
so as far as building hitpoints, no one is going to raise them no matter what right? this is aoeror not aok
volume
Clubman
posted 09-07-09 07:17 AM
ET (US)
22 / 26
yes i do mean simply specify that alchemy deals additional damage vs buildings/ships without quoting the difference just like what burning pitch does in aom like for example the buildings in aom have like 95% shield so archers suck at attacking them with arrows until they get flaming arrows from burning pitch
Rasteve
Clubman
posted 09-07-09 10:45 AM
ET (US)
23 / 26
I understand the pros and cons of specifying certain values (such as siegecraft bonus etc), but I have already decided to give the specific values for everything in the game.
It is not a bad idea, as I am sure a lot of people don't care about the actual attack points etc, as their experience already lets them know the effectiveness of certains units+technologies.
Furthermore, maybe in Age of Mythology the bonus isn't given for a specific reason (such as the bonus damage varies between buildings and civs).
The new alchemy +1 damage vs buildings is the value AFTER the building damage multiplier is calculated (to avoid confusion). When I write some documentation for the patch I will specify that all buildings have a 80% damage reduction applied, and all specified bonus damage specified the post-reduction values.
Moving away from values, the alchemy makes ranged units better vs buildings (more noticable in archery range units). Note - Alchemy does not do bonus damage vs walls or towers.
Rasteve
Clubman
posted 09-07-09 02:26 PM
ET (US)
25 / 26
Suppy - I am refering to my patch (the new alchemy bonus vs buildings does not apply vs. walls or towers)