Just a quick update.
I tried applying my 'balance factor' versus core unit stats.xml. As suspected, the other, race and unit specific files are overriding the values. I'm seeing a few units with the adjusted values, but a lot of others with only one or neither of them.
I tried experimenting with calling out the race specific values in a separate file via the mod folder, but that didn't go well either. Unit portraits/models disappeared, and there were other glitches.
So it looks like I'll need to rework around a dozen or so files to apply this. I also have another workaround (an item), but the problem with that is getting the AI players to always use said item. Plus monsters don't do items, so they have to be adjusted individually.
I'd still like to do a <calculate stat> modifier outside of the spell environment, but so far no one has come up with a way to do that. So modifications have to be on the front end, not the back end.
I could just apply modifiers to the weapons and armor, but I'm trying to adjust Str and Def across the board, not on a case by case basis. The CoreDefs.xml file would seem to be a good place to do that, but those stats aren't called out there.
I'm also thinking about where weapon adjustments should go. Here's a thought problem for you.
Say at the start of the game you have the following choices:
Basic Sword plus Shield
Basic Dagger plus Shield
Axe or Club plus Shield
Spear
Basic 2H Sword
Staff
How should these combinations balance out against each other? My thoughts at the moment (still puzzling this out)
Axe/Club/Hammer + Shield: 6 Att, 1 Def, +1 Dodge
Sword+ Shield: 5 Att, +1 Spd/Acc, +1 Dodge
Dagger + Shield: 4 Att, +1 Spd, +2 Acc, +2 Dodge (more nimble)
Spear: 8 Att
Basic 2H Sword: 7 Att, +1 Spd/Acc
Staff: 6 Att, + 2 to Dodge (parry). +2 to Acc?
Assume the 'typical' defense versus these is a padded leather suit (5 Def), with another +1 for the shield.
Staff is the one I'm agonizing about at the moment. I REALLY like the +1 Move modifier that Kenata uses in his mod, but this might be too powerful outside of combat, hence the bonus to dodge instead in this thought exercise.
Also, there is the matter of the 'basic' club. In game, it has a 3 attack currently. Perhaps it should have a 3 attack AND a Smash ability (+3 Attack, 2 actions) to make it competitive? It's the 'cheap' option for peasants, but we don't want peasant militiamen to be too weak, after all...
Do these values look balanced against each other? Thoughts?