[eBugs] 037 Good News, Bad News

Ok folks here is my latest list of buggy items from the 037.

Good News: Bows work again and hit.      Bad News: Bows hit all of the time for max damage and total bypass the targets armour value. Armour looked broken in 1.08 vs the new spells (max/min) and special abilitites. Anything that uses "Value" as a damage tag like bows and abilities will have this issue it appears.

Good News: I can cast Endurance.     Bad News: It is not changing my strategic map move rate, but does seem to change my combat move value.

Good News: I know how to get the two custom name ruleset files to work and have tested this successfully.     Bad News: The game should be allowing mod file overwrite but it isn't.  Not sure what other XMLs will not modifiy.

Solution for Name Rulesets:

  1. In the data/english folder change the two existing rulesets extensions from .XML to .bak to have in case something goes wrong.
  2. In the English folder copy in your modified files for these two items.
    1. Rename to match the orignal file names (may not be needed, but better safe then sorry).
  3. Now jump back in to the data folder and locate the file called "Data.zip".
    1. Rename this by adding a few exclaimation points in from of it (should be like this: !!!Data.zip ) Again this is a backup if something blows up. You can just remove the exclaimation points and go back to business as usual.
  4. Now start a game.
    1. There is no need for the /createblalbla command line item.
  5. The game will hang for a longer then normal period of time as it build sthe missing zip file from the core files.
    1. If you are paranoid like me start task manager before launching the game. When the game hangs you should see a process caled datazip.exe chugging away. That is the game rebuilding the file. Elemental may say "no responce" or something like that. Just  ignore that until the datazip.exe goes away.
  6. Once it builds the new zip it will continue and you can setup your new game. You should be seeing new Worldnames from your file.
    1. If you look in the /data folder you should see and new data.zip close to the original size. Could be more or less depending on the edits in the file.
  7. It took my older machine about 10 minutes or so to rebuild the data.zip. Your mileage may vary.
  8. EnjoyB)  
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Reply #1 Top

capn darwin, in my tiny map test for the bows, I did have some misses, but they were usually on the lower strength 'heros', once their strength got past 14 they usually hit, sometimes with a reduced damage,

and I agree that armour seems to be broken.

it looks like the damage calcs only look at health, not armour type, eg all plate armour should be bow resistant due to  small openings in them(assuming a full suit of armour, but if only helmet then should be almost no difference, and I also think that dexterity should also count  more with bows due to being a two hand weapon, as does the distance due to greater difficulty in hitting a exact position at greater distances(example calc ((strength * dexterity * bow kill ability(damage))/(20* distance (in tiles)) as piercing damage against (armour pirceing total points* health points) example sov with 8 strenght 14 dexterity+ longbow (1 shot per move) totaling ((8*14*12)/200 ) 3.4 net damage at a range of 10 tiles 10 health leather armour no crush defence against sov with plate armour suit helmet (2 pirceing defence)+curiase (4 pirceing defence) +full legs (2 pirce defence) + arm guards (1 pirce defence) total 9 pirce defence and 10 health and a lord hammer dealing 30 damage per hit 1 hit per turn  starting 10 tiles apart both with three moves per turn,bow sov at 10 tiles could average 3.4 damage before armour per shot

and here is a chart I worked up to fine tune the idea

attack calcs                
            stats for both sovs            
                                   bow sov     hammer sov        
strength                        8              15        
dexterity                       14              7        
inteligence                    9               8        
wisdom                        10              8        
combat moves per turn    3        3        
health before armour    10        10        
weapon damage          12        40        
weapon range             10        1        
attacks per turn    movement    1        
armour head               2        2    light plate     note these are assumed values for lightplate armour vs arrows & hammer
armour body               4        4    light plate     
armour legs                2        2    light plate     
armour arms               1        1    light plate     


the formula used is ((strength*dexterity*distant weapon damage)/(20*distance))*(distance<range)                                                
    bow table                                            
distance                    1        2       3          4       5          6        7       8      9      10    11    12
peak damage         67.2    33.6    22.4    16.8    13.4    11.2    9.6    8.4    7.5    6.7    0.0    0.0
average damage    33.6    16.8    11.2      8.4      6.7      5.6    4.8    4.2    3.7    3.4    0.0    0.0

    hammer table                                            
distance                    1        2      3       4       5       6      7        8      9      10      11    12
peak damage         210.0   0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0
average damage    105.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0

range                                      1    2    3    4    5    6    7    8    9    10    11    12
armour effectiveness arrows       9    9    9    9    9    9    9    9    9     9      9      9
armour effectiveness hammer    9    9    9    9    9    9    9    9    9     9      9      9


now down to the damage vs distance vs attack mitigation re armour                                                
the formula used is average attack effectiveness-armour zero and negative answer is NOT effective                                                
distance            1       2      3       4       5      6        7      8       9      10      11    12
average
arrow            24.6    7.8    2.2   -0.6   -2.3   -3.4   -4.2  -4.8   -5.3   -5.6    0.0    0.0
hammer        96.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0
peak                                                
arrow               58.2  24.6  13.4    7.8    4.4    2.2    0.6  -0.6   -1.5   -2.3    0.0    0.0
hammer        201.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0    0.0

now to work out the kill range against each weapon assuming 10 health and damage done at distance through armour                                                
average                                                
arrow             -14.6     2.2     7.8     10.6    12.3    13.4    14.2    14.8    15.3    15.6    10.0    10.0
hammer        -86.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0
peak                                                
arrow               -48.2   -14.6   -3.4      2.2      5.6      7.8      9.4    10.6    11.5    12.3    10.0    10.0
hammer        -191.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0    10.0
in the kill per shot range table above it is assumed negative is dead over 10 no effect                                                
so hammer in range is oneshot kill                                                
but arrows against light plate (assumed ratings) effective at injuring out to 7 tiles and can oneshot a 10 health at one to three tiles                                                
and against unarmoured troops it would be effective out to six tiles for a oneshot per trooper at average
and all of this is before the dexterity dodging the attack   

harpo