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Topic Closed22Sept2012 Major Release (Equipping)

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Arctic55 View Drop Down
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Direct Link To This Post Topic: 22Sept2012 Major Release (Equipping)
    Posted: 19 Feb 2013 at 00:01
Thank you! And Thank you! Great Job!
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Rohk View Drop Down
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Direct Link To This Post Posted: 21 Oct 2012 at 21:42
Originally posted by Gon Gon wrote:

They did state that any equipment dropped in a battle at a city would go directly into the inventory of that city. I would assume that runes would do the same, unless troops killed by runes don't drop equipment.

I hope that runes would do the same. Has anyone tried it to see if that is how it works, or could the Devs comment?


Edited by Rohk - 21 Oct 2012 at 21:44

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Direct Link To This Post Posted: 20 Oct 2012 at 04:07
They did state that any equipment dropped in a battle at a city would go directly into the inventory of that city. I would assume that runes would do the same, unless troops killed by runes don't drop equipment.
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Direct Link To This Post Posted: 20 Oct 2012 at 04:03
Okay quick question. I don't know if anyone knows about this or if they Devs could comment:

If equipped troops are killed by a defensive rune, do they drop equipment and if so, where? Do they drop equipment inside the defending city without having to be scavenged or at a random 1 of the 8 squares surrounding the city? Does it matter if the force is completely killed or not?

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Direct Link To This Post Posted: 04 Oct 2012 at 16:48
Originally posted by GM ThunderCat GM ThunderCat wrote:

The equipment's combat bonuses are additive with each other - i.e. they stack. So:
  • Offensive bonuses add up attack bonus, racial bonus, terrain bonus, biome bonus, and day/night bonus.
  • Defensive bonuses add up the relevant defence bonus (based on what you are defending against), racial bonus, terrain bonus, biome bonus, and day/night bonus.
  • Movement speed, magic resistance and carrying capacity are not affected by terrain, biome, race or day/night - these are each just a single bonus.
All bonuses are then doubled if the unit/commander is elite.

The equipped units new stats are then multiplied by the additive effects of the other bonuses. (e.g. commander divisional bonuses, jungle warfare colleges etc.)
 

For a commander, do you apply equipment bonuses to the basic stats before you apply the multiplier for heroism or after?

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Direct Link To This Post Posted: 04 Oct 2012 at 08:15
I've just noticed that you can equip your commanders while they're out in an encampment. Is that intended?

Edited by Kabu - 04 Oct 2012 at 08:16
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Direct Link To This Post Posted: 25 Sep 2012 at 21:54
Originally posted by Rill Rill wrote:

where's the square?  I have 14 cotters available ... Wink

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Direct Link To This Post Posted: 25 Sep 2012 at 21:41
where's the square?  I have 14 cotters available ... Wink
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Direct Link To This Post Posted: 25 Sep 2012 at 20:43
Originally posted by Fruppo Fruppo wrote:

Something strange happened.
On a square that contained hides, animal parts, 1 boar spear and 1 plainsman chain (only the commander was equipped, and i have a scout report confirming the res present before the harvesting) i harvested 98 plainsman chainmails, apparently out of nothing. I have an army camped there so i am sure no other battles happened.
A new scout report says that the 1 spear and 1 chain are still there, along with the hides/parts.
I sent cotters again, and they are now seemingly harvesting the boar spear, i'll update when they are done.

Update: the cotters harvested in 1 hour 98 Boar Spears. Definitely a bug, i'll stop sending cotters to avoid exploiting, lets see what skinners will bring home...
Petition sent.
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Direct Link To This Post Posted: 25 Sep 2012 at 20:08
A second run against a larger target gave better results. In this case the calc showed I should lose 59 out of each division of 60.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Marshal Marshal 1 Damaged for 78, 522 health remains.
Troops: Marshals 60 47 13
Commander: Cavalary Marshal 1 Damaged for 78, 222 health remains.
Troops: Marshals 60 46 14
Commander: Commander 4 Marshal 1 Damaged for 78, 22 health remains.
Troops: Marshals 60 47 13
Commander: Commander 5 Marshal 1 Damaged for 78, 122 health remains.
Troops: Marshals 60 47 13
Commander: Commander 5 Marshal 1 Damaged for 78, 22 health remains.
Troops: Marshals 60 47 13

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Scuttlers 1597 1597 0
Troops: Adult Scuttlers 802 802 0
Troops: Ravenous Scuttlers 298 298 0

*Further Edit - after this attack, only 1 boar spear and 4 ss chain were left behind on the sq, making it a ridiculously expensive way to save 60 t2 cav.

I'm thinking I might be building/equipping purely for speed in future, as the actual combat benefits are laughable in the face of the equipment expense
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