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22Sept2012 Major Release (Equipping)

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Printed Date: 23 Aug 2019 at 05:50
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Topic: 22Sept2012 Major Release (Equipping)
Posted By: GM ThunderCat
Subject: 22Sept2012 Major Release (Equipping)
Date Posted: 22 Sep 2012 at 13:34

MAJOR RELEASE: EQUIPPING AND SCAVENGING

Commander Equipping
The commander page now allows you to equip your commanders. To equip a commander, click on the equipment spot and it will show you a choice of equipment that you have in your inventory that that commander can also use:



We have added a Movement speed indicator under the commanders silhouette. This will show the effects of any speed enhancing or reducing equipment and the commander's Forced March ability.

If the commander is also in an army and is an elite commander, it will also show the equipment doubling effects of being elite. For a commander to be elite, it must be in an elite division - and also the same type as the units (Calvary, Spear, Ranged, Infantry).

Troop Equipping
You can now equip units on the army page. 



A set of the same unit type in the same division can only use one set of weapon, armour and mounts e.g. they cannot have mixed amours. Clicking the Equip button A above will allow you to equip or unequip the troops. 



The quantity defaults to the maximum possible of that type that you have in your inventory (or number of units, which ever is lower) for fast equipping. Blanking the quantity will also show you greyed out what the maximum amount is.

The icons shown at C indicated whether the division is Elite and Equipped. The icon as D shows if the commander is Elite. If you do not have any of the Elite technologies researched, you will not see the Elite icon. If you have the technologies researched but do not meet the requirements the Elite star will be grey: 


For a division to be elite it must be of a single type (advanced and basic unit types count as the same type), the technology researched in that town, lead by a living commander, and a lesser or the same unit count as specified in the technology.

If the commander is the same unit type as the units, the commander is then also elite.

The equipment icon shows whether your division is using equipment. If your division is elite but not using equipment you will receive no bonus from being elite. Below is an example of an Elite division with and Elite Commander and using Equipment:



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.)

Army Speed
With the advent of speed altering Armour, Weapons and Mounts - it has become increasingly difficult to work out the combined speed effects to an army based on the equipment, unit speeds, elite formations and commander bonuses across the divisions.

To aid you with choosing the correct load out, we have broken down the speeds for each part of the army:



The army speed is the speed of the slowest division. The division speed is the speed of the slowest commander or unit.

Commander bonuses are applied after the effects of equipment bonuses - which alter the base units stats; so the speed bonuses for the commander and units are applied as follows:

effective speed = speed * (1 + (armour + weapon + mount) * elite) * (1 + (forced march))

If a set of units does not have a full load out of speed altering equipment, for movement speed calculation, it is distributed in a manner to make the best use of its effects.

e.g. 100 troops with 50 speed boosting horses, 75 speed boosting swords and 25 speed reducing armour:

50 troops will get the horses. The 50 troops without horses will get swords. 25 of the troops with horses will also get swords. The 25 troops with both horses and swords will get the 25 armour. 

Map Drops
When troops using equipped items are killed, they will lose the same proportion of the equipment that they were using, rounded down. 

e.g. If 50 troops of 100 are killed (50%) and were using 75 swords, they will loose 37 swords.

A small variable portion of these will be recoverable on the map:



Unlike animal parts, there is no decay time on these items, and they will remain indefinitely until collected. If the combat occurs in a town 100% of the lost items will go into the attacked towns inventory.

Scavenging
To collect the items from the map you will need to research the Scavenging skill.


Having researched the scavenging skill, you can send cotters out to recover equipment from the map. The gathering time is the same as the cotters other pursuits.


Other Changes

Location Popups
Harvest resources option has been added to the location popups, which means you can harvest from the notifications window.

Scouts
Additionally report on the amount of equipment on a square.

Killed Gatherers
Now drop what they have gathered so far back onto the square they were gathering from. 

Workshop Specialisation
Occasionally specialising a workshop would not instantly update your build times, but would require another building level to be built (of any building type). This has been corrected.

Google Wallet
We have temporally reverted this back to the previous system which forwards you to Google Checkout then back to Illyriad - while we determine what is causing the occasional "hang". 


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Replies:
Posted By: Jabbels
Date Posted: 22 Sep 2012 at 13:42
I have to say you've done another awesome job there DEVS! Looking forward to this (:

/Jabs

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Posted By: Smoking GNU
Date Posted: 22 Sep 2012 at 13:57
THANK YOU DEVS!
THANK YOU!


Posted By: Gemley
Date Posted: 22 Sep 2012 at 14:06
Nice

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�I do not love the bright sword for it's sharpness, nor the arrow for it's swiftness, nor the warrior for his glory. I love only that which they defend� - J.R.R. Tolkien


Posted By: Spheniscidae
Date Posted: 22 Sep 2012 at 14:19
What happens when a commander equipped with armour and/or weapons dies? Seems like it shouldn't drop anything, since 1 rounded down is always 0 (:


Posted By: GM Luna
Date Posted: 22 Sep 2012 at 14:32
Originally posted by Spheniscidae Spheniscidae wrote:

What happens when a commander equipped with armour and/or weapons dies? Seems like it shouldn't drop anything, since 1 rounded down is always 0 (:

Commanders are treated as part of the troops. If they die, their items are lost with a chance of being dropped on the square.

Luna


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GM Luna | Illyriad Community Manager | community@illyriad.co.uk



Posted By: GM ThunderCat
Date Posted: 22 Sep 2012 at 14:32
Originally posted by Spheniscidae Spheniscidae wrote:

What happens when a commander equipped with armour and/or weapons dies? Seems like it shouldn't drop anything, since 1 rounded down is always 0 (:
Nice try, but 100% of 1 rounded down is 1 ;-)


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Posted By: Talonas
Date Posted: 22 Sep 2012 at 14:39
well worth the wait Smile


Posted By: Chaos Armor
Date Posted: 22 Sep 2012 at 14:40
Finally! Thank you, Devs!


Posted By: Joscelin
Date Posted: 22 Sep 2012 at 14:41
How will this effect looting gear vs. hides on a mineral or herb square, since already if you kill animals on a square with minerals and or herbs you never get to loot the hides before they rot since the cotters always loot it appears from the top down thus minerals/herbs?


Posted By: Torn Sky
Date Posted: 22 Sep 2012 at 14:43
How are riding horses affected by combat, since they arnt rode into battle are they lost as well?


Posted By: Diva
Date Posted: 22 Sep 2012 at 14:52
Thanks ya'll too. Nice stuff.. sorta.. why cotters? (just sayin' 1 level cotter cottages really makes it hard on a city)


Posted By: Smoking GNU
Date Posted: 22 Sep 2012 at 14:59
Hmm, that's another question. I'f you're hunting critters with anti-critter/animal weapons, and the tile they're on happens to have a mineral (normal) deposit, which will the cotters harvest first? The dropped crafting items, minerals or hides?


Posted By: GM ThunderCat
Date Posted: 22 Sep 2012 at 15:07
Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.

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Posted By: Ander
Date Posted: 22 Sep 2012 at 15:10
Awesome! Smile 
Too busy checking out the stuff! Smile


Posted By: Smoking GNU
Date Posted: 22 Sep 2012 at 15:23
Originally posted by Smoking GNU Smoking GNU wrote:

Hmm, that's another question. I'f you're hunting critters with anti-critter/animal weapons, and the tile they're on happens to have a mineral (normal) deposit, which will the cotters harvest first? The dropped crafting items, minerals or hides?

Would just like to elaborate here and suggest something. I meant here if you killed critters on a basic minerals patch and lost crafted item bearing troops too. What will the cotters go for first?

I think it should be (most usefully) a situation where a list for prioritizing cotter gathering items should be.

OK, that didn't make much sense to me after i typed it either.

Lemme show what i mean. You can now gather 5 different types of stuff with cotters. crafted items from battle, B minerals, B herbs, Hides and Grapes. How about a list where YOU show what they are supposed to go for, for EG:

1.Crafted items
2.Hides
3.Minerals
4.Grapes
5.Herbs

This would work best on the quoted example above, with MAYBE the possibility for the cotters to carry on with 2 if 1 is exhausted, perhaps?


Posted By: Torn Sky
Date Posted: 22 Sep 2012 at 15:51
Originally posted by GM ThunderCat GM ThunderCat wrote:


Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.


So do they take same % loss as items or if I lose 100 troops will there be 100 riding horses on the squ?


Posted By: Diva
Date Posted: 22 Sep 2012 at 16:16
Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.

And how do you know horses are milling around? (after a NPC battle) and who collects those? ALL  specialty horses sent into battle? 
*short of draught horses* of course.

And if a scritcher or worm or spider is on the square with the horses.. how's that work to collect?

*has found that it is a piece of armour and a sword for leftovers of T3 specialties* on the affected square.


Posted By: danimdan
Date Posted: 22 Sep 2012 at 16:40
Folks,

Likely I'm blind...but I'm struggling with the formation of elite units. yes...all of the applicable research is completed.

Thanks!


Posted By: Rill
Date Posted: 22 Sep 2012 at 17:06
Originally posted by Joscelin Joscelin wrote:

How will this effect looting gear vs. hides on a mineral or herb square, since already if you kill animals on a square with minerals and or herbs you never get to loot the hides before they rot since the cotters always loot it appears from the top down thus minerals/herbs?

Send more cotters (at the same time).

Big battle site = newb paradise.


Posted By: Fruppo
Date Posted: 22 Sep 2012 at 17:08
Originally posted by danimdan danimdan wrote:

Folks,

Likely I'm blind...but I'm struggling with the formation of elite units. yes...all of the applicable research is completed.

Thanks!

I just added the right amont of troops (up to 60 cav in my case) in the division and it worked by itself, the upper left stars light up when commander and division are considered elite, and if division equipments are detected an additional shield icon appears.
Btw, in settings with multiple divisions, to make the commander of each division elite you need to add at least 1 troop per division.


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http://elgea.illyriad.co.uk/a/p/129903" rel="nofollow">


Posted By: Yhina
Date Posted: 22 Sep 2012 at 17:34
As long as you add at least 1 troop (and you dont excess the elite division ammount, depending on the type : 60, 100, 150 or 200) , the "golden star" glows, elite division is marked...

Just did my first fight with +animal boost gear.. but numbers dont work out, got exactly as many casualties as if they if my commanders were "naked"

Doing a few more fights just in case but... ( the ammount of the bonus were great enough to be noticeable.. )


Posted By: Ander
Date Posted: 22 Sep 2012 at 17:47
Originally posted by Rill Rill wrote:

Big battle site = newb paradise.

lol


Posted By: GM ThunderCat
Date Posted: 22 Sep 2012 at 18:12
Originally posted by Torn Sky Torn Sky wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:


Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.


So do they take same % loss as items or if I lose 100 troops will there be 100 riding horses on the squ?
You will loose the 100 riding horses but "small variable portion of these will be recoverable on the map" - not 100

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Posted By: Aurordan
Date Posted: 22 Sep 2012 at 18:17
I like it.


Posted By: Yhina
Date Posted: 22 Sep 2012 at 19:27
Did another fight with 1 TS commander (10 heroism, 15 conc. fire) leading 100 TS  vs wild dogs in plains ( bow def 612 for the spear type ones, and 289 for infantry part)  equipped with a hunter's bow and an overpadded leather armor.

The commander herself has a base of 1952 attack, the bow has a -2% penalty on attack and +24% vs animals, the armor is +28% vs animals ... so either +44% bonus, or +100% (if the armor counts too for attack).

Considering the -15% penalty for the spear type dogs defending in plains... the ratio should lead to much lower than the 12 casualties the army had (unless armor bonus is not counted) ... does the armor bonus vs animal only work in defense? If it doesnt, does the bonus vs animal of the weapon only add in attack?


Posted By: Aurordan
Date Posted: 22 Sep 2012 at 19:45
How does this affect commanders saved by Defy Death?


Posted By: Ander
Date Posted: 22 Sep 2012 at 20:25
Originally posted by Yhina Yhina wrote:

Did another fight with 1 TS commander (10 heroism, 15 conc. fire) leading 100 TS  vs wild dogs in plains ( bow def 612 for the spear type ones, and 289 for infantry part)  equipped with a hunter's bow and an overpadded leather armor.

The commander herself has a base of 1952 attack, the bow has a -2% penalty on attack and +24% vs animals, the armor is +28% vs animals ... so either +44% bonus, or +100% (if the armor counts too for attack).

Considering the -15% penalty for the spear type dogs defending in plains... the ratio should lead to much lower than the 12 casualties the army had (unless armor bonus is not counted) ... does the armor bonus vs animal only work in defense? If it doesnt, does the bonus vs animal of the weapon only add in attack?

That looks like without any equipment bonus applied. 1952+3200=5162 attack against 612 bow defense. 

612/5162 = 11.8% loss to 100 units.





Posted By: Yhina
Date Posted: 22 Sep 2012 at 20:50
No, no.. the defending group was made of wild dogs ( 4 types : 2 spear type, and 2 infantry)

The defenders were   (520 ( 612 -15% as spearmen in plains)   and 289 (infantry type ) so 809 total defense.

and you arent considering the 15% attack bonus from divisional bonus for attackers


Posted By: Ander
Date Posted: 22 Sep 2012 at 22:26
Originally posted by Yhina Yhina wrote:

No, no.. the defending group was made of wild dogs ( 4 types : 2 spear type, and 2 infantry)

The defenders were   (520 ( 612 -15% as spearmen in plains)   and 289 (infantry type ) so 809 total defense.

and you arent considering the 15% attack bonus from divisional bonus for attackers

The numbers seem file with 809 total defense. You should consider double penalty for terrain too.

Total Attack Force=
1952 ( 1 + 1(100% against animals from equipment) - 0.1(2x terrain penalty) ) + 3200 ( 1 - 0.1*(2x terrain penalty) ) * 1.15(commander divisional bonus)
= 6458

Defense/Attack = 809/6458 = 12.5%










Posted By: Bard
Date Posted: 22 Sep 2012 at 22:40
@Aurordan : Commanders with Defy Death that get reduced to 1hp and returned, even if the army is destroyed, keep the equipment.  5 commanders: 4 with 10/10 defy death lost no eqpt, 1 commander with 5/10 Defy Death died, and lost eqpt.  All troops lost eqpt.


Posted By: Yhina
Date Posted: 22 Sep 2012 at 22:58
Originally posted by Ander Ander wrote:

Originally posted by Yhina Yhina wrote:

No, no.. the defending group was made of wild dogs ( 4 types : 2 spear type, and 2 infantry)

The defenders were   (520 ( 612 -15% as spearmen in plains)   and 289 (infantry type ) so 809 total defense.

and you arent considering the 15% attack bonus from divisional bonus for attackers

The numbers seem file with 809 total defense. You should consider double penalty for terrain too.

Total Attack Force=
1952 ( 1 + 1(100% against animals from equipment) - 0.1(2x terrain penalty) ) + 3200 ( 1 - 0.1*(2x terrain penalty) ) * 1.15(commander divisional bonus)
= 6458

Defense/Attack = 809/6458 = 12.5%






The math is brilliant but got two serious doubts :
1) archers dont get any penalty on plains
2) dont see why, or at least they shouldnt, double the effect of terrain modifiers from being elite, the same way they dont double commander modifier (both come later on)


Posted By: JimJams
Date Posted: 22 Sep 2012 at 23:55
I don't understand one thing. There isn't any real secret about how the fight math should work.
So, why don't just add a table with fight math exposed directly in the fight report ?


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Posted By: Nesse
Date Posted: 23 Sep 2012 at 00:06
A question on the racial bonuses (apologies if answered somewhere else). If it says Dwarves +6%, does that mean Dwarves using the weapon has +6% on attack and defence bonuses? Or is it +6% also on movement speed, magic resistance and carrying capacity?


Posted By: GM Luna
Date Posted: 23 Sep 2012 at 00:08
Bonuses that don't specify what they are for are a generic attack and defense bonus. 

Luna


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GM Luna | Illyriad Community Manager | community@illyriad.co.uk



Posted By: Yhina
Date Posted: 23 Sep 2012 at 00:14
that includes +vs animal, +vs monster and +vs undead type modifiers? both in attack or defense or depends on whether they are weapons or armors?


Posted By: GM Luna
Date Posted: 23 Sep 2012 at 00:18
Yes, if it says + vs. animal it means attack and defense vs. animal.

Luna


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GM Luna | Illyriad Community Manager | community@illyriad.co.uk



Posted By: Sisren
Date Posted: 23 Sep 2012 at 04:26
For map drops, will that be equipped gear and adv res used to make the units?  or just equiped gear?

Personally, I am thinking it should be both...  its not like the swordsman did have a sword and armor if they have just a horse...


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Illy is different from Physics-
Reactions are rarely Equal, and rarely the opposite of what you'd expect...


Posted By: Rill
Date Posted: 23 Sep 2012 at 04:51
Originally posted by Sisren Sisren wrote:

For map drops, will that be equipped gear and adv res used to make the units?  or just equiped gear?

Personally, I am thinking it should be both...  its not like the swordsman did have a sword and armor if they have just a horse...

since the cotters will pick up stuff randomly, if they have to pick up advanced res as well it will substantially diminish their efficiency and mean it will take a lot longer to recover available gear after battles.  With no decay on this stuff, eventually every non-city square in Elgea could be covered with battle trash.

Wiser heads than mine will have to decide if that is desirable.


Posted By: Ander
Date Posted: 23 Sep 2012 at 05:20
Originally posted by Yhina Yhina wrote:

 
2) dont see why, or at least they shouldnt, double the effect of terrain modifiers from being elite, the same way they dont double commander modifier (both come later on)

The effect of some of the existing factors have changed -

Originally posted by GM ThunderCat GM ThunderCat wrote:


  • Offensive bonuses add up attack bonus, racial bonus, terrain bonus, biome bonus, and day/night 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.)


Posted By: Yhina
Date Posted: 23 Sep 2012 at 07:54
Originally posted by Ander Ander wrote:

Originally posted by Yhina Yhina wrote:

 
2) dont see why, or at least they shouldnt, double the effect of terrain modifiers from being elite, the same way they dont double commander modifier (both come later on)

The effect of some of the existing factors have changed -

Originally posted by GM ThunderCat GM ThunderCat wrote:


  • Offensive bonuses add up attack bonus, racial bonus, terrain bonus, biome bonus, and day/night 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.)


Alright then :) Need to do a few more fights without gear to make sure the terrain modifier for archers is still 0% (for plains) as before..

If terrain modifier is doubled too by being elite, i see yet another advantage for cavalry with their already huge bonus for plains... even without any gear...

Could anyone do a test with a cavalry army to confirm this?


Posted By: Yhina
Date Posted: 23 Sep 2012 at 10:23
Did another simple fight without gear this time :

Same commander (10 heroism, 15 conc. fire) leading 200 TS vs wild dogs, plains again.

Defenders total defense ( considering spear units penalty on plains ) : 501

Attackers final attack rating : 9604   ( 1952*1.15 + 6400*1.15 )

Ratio : 5.22% 

Real loses as in report : 10 trueshots .   

Should any terrain modifier affect the archers on plains would have lead to diferent casualty ammount.... so if terrain modifier for archers in plains is still 0%..  the fight with +vs animal armor and weapon has something ... fishy.


Posted By: Captain Ganoes Paran
Date Posted: 23 Sep 2012 at 10:23
i think only the bonuses you get from equipement is doubled on elit troops


Posted By: Yhina
Date Posted: 23 Sep 2012 at 10:56
Either way, the results dont match the "expected"... even if you doubled the terrain modifiers, as they would be 0%..

----------edited part ,added ---

Done a few more fights :

both in plains with 200 ts and the same commander vs wild dogs.

a) the one with the hunter bow (+vs animals) gave out a expected result

b) the one just with overpadded leather armor gave out more casualties than should for +28% vs animal bonus ( to attack and defense as mentioned by GM Luna), but less than if the item was complety ignored... the casualties taken leave the bonus somewhere in between 8% and 20% ( with a single fight can not be narrowed much )


Posted By: RatuJone
Date Posted: 24 Sep 2012 at 09:05
I don't know if anyone else has reported this as I don't have the time atm to read the whole thread. I lost a commander in a skirmish. He left his SS Plate Armour on the battlefield. I sent 1 cotter (scavenging enabled) to retrieve the armour. Said cotter harvested/scavenged, completed his task and came back empty handed. The armour shows as still there. Next I sent 2 cotters, and same story.
Please advise.


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I'm pretty Harmless, really :)


Posted By: Salararius
Date Posted: 24 Sep 2012 at 15:21
Originally posted by RatuJone RatuJone wrote:

I don't know if anyone else has reported this as I don't have the time atm to read the whole thread. I lost a commander in a skirmish. He left his SS Plate Armour on the battlefield. I sent 1 cotter (scavenging enabled) to retrieve the armour. Said cotter harvested/scavenged, completed his task and came back empty handed. The armour shows as still there. Next I sent 2 cotters, and same story.
Please advise.
There is a new research to complete in order to scavenge equipment.  Is that what you meant by "scavenging enabled"?



Posted By: RatuJone
Date Posted: 24 Sep 2012 at 16:29
Yes, the research was completed.

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I'm pretty Harmless, really :)


Posted By: sunwalker
Date Posted: 24 Sep 2012 at 20:36
Originally posted by RatuJone RatuJone wrote:

I don't know if anyone else has reported this as I don't have the time atm to read the whole thread. I lost a commander in a skirmish. He left his SS Plate Armour on the battlefield. I sent 1 cotter (scavenging enabled) to retrieve the armour. Said cotter harvested/scavenged, completed his task and came back empty handed. The armour shows as still there. Next I sent 2 cotters, and same story.
Please advise.

I am having the same problem.. Have the research done, but they find nothing of value..


Posted By: DeMeisz
Date Posted: 24 Sep 2012 at 21:31
Yeah I have the same problem... The gathering fails

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http://elgea.illyriad.co.uk/a/p/138073" rel="nofollow">


Posted By: HendelTheDwarf
Date Posted: 24 Sep 2012 at 22:35
Same here - I've tried three times now and they never yield anything.  Is there a percentage chance associated with harvesting equipment?  Maybe I just need to keep trying - though harvest times are very longggggg.


Posted By: GM ThunderCat
Date Posted: 25 Sep 2012 at 01:03
We are working on a solution to the equipment harvesting - currently no one can harvest equipment.

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Posted By: monkeyfeather
Date Posted: 25 Sep 2012 at 14:44
Not an epic battle, but it's my first run with a fully equipped elite army (Boar spears and Silversteel chain), so I thought I'd throw it up. According to the battle calc I use ( http://illyriad.varda.nl/battle/ ), the equipment had no effect on casualties, so either it's down to the small numbers involved or equipment is not yet fully activated. Either way, a disappointing result. Can anyone confirm for me that all this equipment actually has a noticeable effect on combat results as well as movement speed?

Terrain: Plains

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Marshal Marshal 1 Damaged for 3, 597 health remains.
Troops: Marshals 60 3 57
Commander: Cavalary Marshal 1 Damaged for 3, 297 health remains.
Troops: Marshals 60 2 58
Commander: Commander 4 Marshal 1 Damaged for 3, 97 health remains.
Troops: Marshals 60 2 58
Commander: Commander 5 Marshal 1 Damaged for 3, 197 health remains.
Troops: Marshals 60 2 58
Commander: Commander 5 Marshal 1 Damaged for 3, 97 health remains.
Troops: Marshals 60 2 58

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Wolfpups 154 154 0
Troops: Grey Wolves 75 75 0
Troops: White Wolves 34 34 0
Troops: Alpha Wolves 20 20 0


Posted By: Saura
Date Posted: 25 Sep 2012 at 15:02
awesome jobs devs!!! Waiting for magic v2 now....man this game's getting better everyday Smile


Posted By: Elmindra
Date Posted: 25 Sep 2012 at 16:43
As of this morning I was able to scavenge 5 riding horses I noticed roaming around.  Although my production ques are still jacked up.  I gained 17 extra siege blocks from a 50 item production run so far.


Posted By: Yhina
Date Posted: 25 Sep 2012 at 16:58
Originally posted by monkeyfeather monkeyfeather wrote:

Not an epic battle, but it's my first run with a fully equipped elite army (Boar spears and Silversteel chain), so I thought I'd throw it up. According to the battle calc I use ( http://illyriad.varda.nl/battle/ ), the equipment had no effect on casualties, so either it's down to the small numbers involved or equipment is not yet fully activated. Either way, a disappointing result. Can anyone confirm for me that all this equipment actually has a noticeable effect on combat results as well as movement speed?

Terrain: Plains

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Marshal Marshal 1 Damaged for 3, 597 health remains.
Troops: Marshals 60 3 57
Commander: Cavalary Marshal 1 Damaged for 3, 297 health remains.
Troops: Marshals 60 2 58
Commander: Commander 4 Marshal 1 Damaged for 3, 97 health remains.
Troops: Marshals 60 2 58
Commander: Commander 5 Marshal 1 Damaged for 3, 197 health remains.
Troops: Marshals 60 2 58
Commander: Commander 5 Marshal 1 Damaged for 3, 97 health remains.
Troops: Marshals 60 2 58

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Wolfpups 154 154 0
Troops: Grey Wolves 75 75 0
Troops: White Wolves 34 34 0
Troops: Alpha Wolves 20 20 0
The effect on movement can be seen right away, just need to choose a commander and equip and un-equip a horse (or movement affecting gear). Then just give it an attack order, check the time, recall, and do it again without the gear, and check the diferences. The number show diferent speed right away in army window, so seems to be working.
 
Regarding combat stats, i did some fights with gear, and it shifted, reduced casualties as expected ( true that the leather over padded armor not quite as it should, but hunter's bow did a perfect match). So they are enabled, whether some of the shown stats are truly those, would require more fighting..


Posted By: Fruppo
Date Posted: 25 Sep 2012 at 19:09
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.


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http://elgea.illyriad.co.uk/a/p/129903" rel="nofollow">


Posted By: Ander
Date Posted: 25 Sep 2012 at 19:11
I could see the effects of terrain bonus gears in test battles with and without equipments. The numbers were precise. 

I suppose it works for animal gears too. It is difficult to say anything from a battle report with casualties of 2 units per division though. 




Posted By: monkeyfeather
Date 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


Posted By: Fruppo
Date 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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http://elgea.illyriad.co.uk/a/p/129903" rel="nofollow">


Posted By: Rill
Date Posted: 25 Sep 2012 at 21:41
where's the square?  I have 14 cotters available ... Wink


Posted By: Fruppo
Date Posted: 25 Sep 2012 at 21:54
Originally posted by Rill Rill wrote:

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

Tongue


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http://elgea.illyriad.co.uk/a/p/129903" rel="nofollow">


Posted By: Kabu
Date 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?


Posted By: Salararius
Date 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?



Posted By: Rohk
Date 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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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: Gon
Date 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.


Posted By: Rohk
Date 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?


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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: Arctic55
Date Posted: 19 Feb 2013 at 00:01
Thank you! And Thank you! Great Job!

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I'm pressed but not crushed.
Persecuted but not abandoned.
Struck down but not destroyed.



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