Military system

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Military system

PostPosted by Zarine » Tue Apr 10, 2012 09:50

So... I joined the team and I plan to work on the military system :
- tactics
- battle events
- decisions for battle tactics


Here is my primary plan, feel free to propose change as it's best not to have half the work useless :


Tactics :

- Set of basic tactics (almost like vanilla) with 5 levels for each one. Each level would represente how well the tactics is executed (very bad, bad, normal, good, very good) depending on the martial skill. Bad marshal will never be able to perform a very good tactics and will likely perform a bad, if not very bad one. A good marshal will never perform a very bad tactics and will likely perform a good one, and with some luck a very good one. Bad, normal and good will always be possible but chance will be martial skill dependend.

- Set of manoeuver tactics (prepare ambush, prepare flanking...) that would inhibit most damage (still didn't manage to have no death) during the combat turn and could create a big effect when the next tactic come into use.

- Set of dynasty special tactics for flavor : lion roar, dragon breath, wolf howl, kraken tentacles... These would be little improvements over the basic tactics that would only be available to leader who have a member of the correct dynasty above them.



Battle events (2nd and 3rd need to be check possible):

- Add more battle events for the characters participating granting them prestige, health conditions, martial skills or the opposite.

- If possible, events to rally the troops (moral increase) and effects on the number of troops

- Participation of character companions (wolves at least) who could kill enemies, lower enemy moral or die trying.



Decisions for battle tactics :

That's the most unclear elements right now, but I'm thinking about decisions that would switch between possible tactics groups and/or could have different effects. For instance, choosing "no prisonner" rule would kill any character that was supposed to be captured but would lower opinions of other leaders, on the other hand "capture leaders" would increase the chance of capturing the leader at the expense of offensive power.
Also, you could for instance set "cavalry charge" that would double the chance of any cavalry charge and would also increase the chance of good one.
If I do that, it would be a kingdom wide rule so you don't get spam by it. I would also have to check if I can have the AI choose a correct one depending on his current army composition.




Feel free to comment those idea and to add any idea even if you don't know if it is possible. I'm open to any idea about it.
Zarine
 
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Re: Military system

PostPosted by Ogaburan » Tue Apr 10, 2012 12:27

Sweet!
Welcome to the team!

In case you missed them, here are two threads that more or less have to do with your area;
Rodri's attempts & thoughts on how to tag dynasties - topic178.html
Galle's work on a battle engine - topic131.html
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Re: Military system

PostPosted by knuckey » Sat Apr 14, 2012 12:09

Nice ideas, I like the idea of making the chance of getting successful tactics be more dependant on the martial skill of a charcacter. Will this help in making battles more random? So superior numbers dont always win. Also perhaps enhancing the affects of better terrain or defensible positions could help with this as well.
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Re: Military system

PostPosted by tonkatoy5 » Fri Apr 20, 2012 04:00

hey Zarine are you gonna also change the combat static modifiers, like fighting on a hill or mountain so they effect the outcome more?
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Re: Military system

PostPosted by Zarine » Fri Apr 20, 2012 10:13

Well, I'll do most if not all the tactics this week-end and I'll have to do many test. And then after I'll think about the conbat static modifiers... but I would really prefer to have those gone and in fact introduced into the tactics:
Why would the attacker get always river malus, it's not the one attacking that should get the penality but the one crossing. If one army has enough archer to just shoot, it's the other army that should try to cross. And if you consider that the other army is too far to be shoot at, then there is no problem crossing (most of the time).
But I don't know how this could be done without having too much tactics cases.

About Knuckey's, battles will be more "random", the randomness being based on the martial skill. The primary goal is to have a 5k army winning against a 10k army with something like 50% of the time if the martial skill are in huge favor of the 5k army. And like 5% chance if the difference is null.
Of course, there will be much balance work to be done to find something good, but this shouldn't be too hard to do and test.
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Re: Military system

PostPosted by Zarine » Fri Apr 20, 2012 15:53

Military system maybe postpone... need to check something first.
It's something good that might stop me, so be happy, not sad.
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