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BattleMaster => Helpline => Topic started by: Forbes Family on January 29, 2013, 01:09:24 PM

Title: Archers
Post by: Forbes Family on January 29, 2013, 01:09:24 PM
What happens if you have a unit with say 4 range and add to it with archers with 3 range? does the range of your unit drop to 3?
Title: Re: Archers
Post by: Kwanstein on January 29, 2013, 01:47:47 PM
I believe that it determines the average range of the soldiers and then rounds to the nearest whole number. So, for example, if you have a unit of 60 men with 4 range and then recruit an additional 40 men with 3 range, the average range of your men would be 3.6, which would effectively round up to 4 range on the unit info page and when in battle.
Title: Re: Archers
Post by: Kai on January 29, 2013, 02:23:07 PM
Is the range then stored as float or can you recruit 2xr4 archers then repeatedly add a single man r3?
Title: Re: Archers
Post by: Solari on January 29, 2013, 02:24:20 PM
I believe that it determines the average range of the soldiers and then rounds to the nearest whole number. So, for example, if you have a unit of 60 men with 4 range and then recruit an additional 40 men with 3 range, the average range of your men would be 3.6, which would effectively round up to 4 range on the unit info page and when in battle.

Correct!
Title: Re: Archers
Post by: Solari on January 29, 2013, 02:24:38 PM
Is the range then stored as float or can you recruit 2xr4 archers then repeatedly add a single man r3?

Range is stored as an integer. The rounding is done during recruitment.
Title: Re: Archers
Post by: vonGenf on January 29, 2013, 02:31:39 PM
Is the range then stored as float or can you recruit 2xr4 archers then repeatedly add a single man r3?

Range is stored as an integer. The rounding is done during recruitment.

Nevertheless, that would be metagaming.
Title: Re: Archers
Post by: Solari on January 29, 2013, 02:34:03 PM
Nevertheless, that would be metagaming.

If someone is dumb enough to spend an hour of their time recruiting one man (which isn't actually possible), then they can meta game themselves into a coma of tedium.
Title: Re: Archers
Post by: Chenier on January 29, 2013, 08:44:33 PM
If someone is dumb enough to spend an hour of their time recruiting one man (which isn't actually possible), then they can meta game themselves into a coma of tedium.

Well, if you have cheap R4 RCs, and really good R3 centres, I could see it being worth the hours spent.
Title: Re: Archers
Post by: Chenier on January 29, 2013, 08:45:16 PM
Well, if you have cheap R4 RCs, and really good R3 centres, I could see it being worth the hours spent.

Especially with regards to MI and SF, who often have high stats combined with atrocious range.
Title: Re: Archers
Post by: fodder on January 29, 2013, 11:38:17 PM
heh... i have r2 sf from r0+r5

incidentally... r4 does not necessarily mean better than r3

because a r4 shooting at r3 does the same damage as a r3 shooting at r3. and r4 shooting at r4 will do less dmg than a r3 shooting at r3... usually.

in either case... shooting range is bugged and is atm (and for the last year and a bit) pretty much infinite anyway.
Title: Re: Archers
Post by: Forbes Family on January 30, 2013, 12:00:23 PM
ok so I tried it... I had range 5:

Type:    Special Forces
Range:    5 lines
Strength:    44 men

added 14 men:

Type:    Special Forces
Range:    4 lines
Strength:    59 men

It appears that you do go down to the lower range of what has been recruited.
Title: Re: Archers
Post by: Velax on January 30, 2013, 12:18:01 PM
What was the range of the SF you added?
Title: Re: Archers
Post by: Chenier on January 30, 2013, 01:14:43 PM
heh... i have r2 sf from r0+r5

incidentally... r4 does not necessarily mean better than r3

because a r4 shooting at r3 does the same damage as a r3 shooting at r3. and r4 shooting at r4 will do less dmg than a r3 shooting at r3... usually.

in either case... shooting range is bugged and is atm (and for the last year and a bit) pretty much infinite anyway.

So what if distance penalties are the same regardless of maximum range (doesn't feel right though), r4 (or r5) still get an extra round of shots without moving forward to expose themselves.
Title: Re: Archers
Post by: Forbes Family on January 30, 2013, 02:33:28 PM
What was the range of the SF you added?

I added range 4... the math doesn't add up.
Title: Re: Archers
Post by: Indirik on January 30, 2013, 05:08:25 PM
It appears that you do go down to the lower range of what has been recruited.
This is a possibility, but not a certainty. Adding some lower-ranged troops is not a guarantee that your max range will drop.
Title: Re: Archers
Post by: Indirik on January 30, 2013, 05:09:27 PM
I added range 4... the math doesn't add up.
I have no idea how you can possibly say that the math doesn't add up, when you don't even know the equation to use. If you were using the right equation, then you can be certain that the math would work out.
Title: Re: Archers
Post by: vonGenf on January 30, 2013, 05:37:54 PM
Range is stored as an integer. The rounding is done during recruitment.

I took Solari's comment as a confirmation that Kwanstein's hypothesis was right. After all, he is a dev.
Title: Re: Archers
Post by: Indirik on January 30, 2013, 07:46:03 PM
He may not have looked at the code for it. I know I haven't.

But even so, you don't know the exact equation used. Maybe it accounts for weapon rating, or training. Maybe it counts the new troops as a percentage of the total final troop count, or as a percentage of the initial troop count. Or something else completely. And you don't know where the cutoff from R4 to R5 is. It could even be a two-step process.

What I do know, from seeing some of the other calculations that Tom has used in the past, is that he rarely uses anything as simple as a straight average.
Title: Re: Archers
Post by: Solari on January 30, 2013, 08:19:11 PM
I looked at the code before replying. It adds up. I know some people would like the formula, but we can't do that. But the question was about how range was stored, which has been answered.  ;)
Title: Re: Archers
Post by: fodder on January 30, 2013, 09:08:29 PM
So what if distance penalties are the same regardless of maximum range (doesn't feel right though), r4 (or r5) still get an extra round of shots without moving forward to expose themselves.
yes and no. it depends on your luck (or whatever) whether they walk or shoot. (or both!)

the no damage to you bit is nice, when you are shooting at idiots dug in or something, and doesn't move for rounds.

but the more serious point is... better stats is probably better off than 1 extra range...  i reckon r3 is good, r4 a bonus.. r5 could be a bit of a waste of time.. if all you do is minute damage.
Title: Re: Archers
Post by: Kai on February 03, 2013, 05:09:54 PM
the only thing you could do with r5 i suppose is an obnoxious rearguard deploy.