As many questions regarding the balancing changes came up, here - TopicsExpress



          

As many questions regarding the balancing changes came up, here are some more details on them and also some of our thoughts why we changed those. All these changes apply to running and newly created games Moral penalty due to declaration of war: From now on, both players, the one declaring war and the one war is declared on, receive a morale penalty. This penalty was introduced as some players exploited the former system by changing their diplomatic status to freedom before change of day to avoid the penalty while the other player still received it. The morale penalty only influences the way your target moral value will develop and will not result in an instant drop. To avoid extreme situation we will also insert a cap to the morale penalties you can receive in total. The cap will be 25%. Weaker infantry against fortresses: From our findings it seemed too easy to destroy them with infantry. Therefore we decreased the damage infantry units deal to buildings by 50%. This should make fortresses more durable and result in different army compositions you need to attack fortresses. Splash damage: All units have a range when they will begin combat with other units. As well all units have a range in which they will deal splash damage to nearby units. To avoid some situations where it could come to shorter attack ticks, we unified the values of the combat range and the range of the splash damage. Here an example for the former problems and why we changed it: Player A has two armies: A1 is the garrison of a province, size 1 A2 is in close combat range distance from the garrison, attacking B1 Player B has an army B1, attacking A1 In this situation, B1 will destroy A1 in each combat cycle. The garrison A1 will be replaced with one of the units from A2. B1 can attack again in 1 minute. This is possible, because the close combat range is 5, while the splash area is only 2.5. Our changes: We now make A2 the new garrison and increase splash radius to also include A2 in B1s attack. By this we avoid that cases occur where armies fight in 1 minute ticks.
Posted on: Thu, 18 Dec 2014 13:37:02 +0000

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