You must be logged in to post messages.
Please login or register

Rome Strategy Discussion
Moderated by Terikel Grayhair, General Sajaru, Awesome Eagle

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Character traits, battle odds, Patch 1.5 strategy tweaks
posted 27 December 2005 17:15 EDT (US)   
Note: this comes from an obscure technical thread that most might not otherwise notice, started by an excellent 1.5 strategy summary of Sep_18th_480BC, here.

Quoted from asked about computing the odds:


"What does a battle odds of 1.6 mean in x:y chance to win, as it's presented in game, before the battles?"


The odds are the ratio of raw units of your units the the enemy's.
Example. You have a total of 499 units attacking 1000 enemy. The odds are 499/1000 = .499. Tweaking these settings in 1.5/1.6 will affect certain strategies, including my own that I have posted about in regards to creating generals and getting experience. These are the source of how certain things are computed, and why it can be advantageous to go into battle facing certain odds. Or not.


---------- SUMMARY OF CHANGES FROM PATCH 1.2 to PATCH 1.5 -------------

export_descr_character_traits.txt

NOTES:
1. Summary of relevant changes of traits, from Patch 1.2 to patch 1.5... line by line.
2. Changes in trait naming conventions (e.g., plurality) are not included. If it is not mentioned below, then no changes occurred.
3. The unaltered 1.2 and 1.5 were compared character for character, and all data files in RTW 1.2 and 1.5 were searched for relevant additions...



=================


1.2:
Trait GoodCommander
Characters family
AntiTraits BadCommander


Level Great_Commander
Description Great_Commander_desc
EffectsDescription Great_Commander_effects_desc
GainMessage Great_Commander_gain_desc
Threshold 8
Effect Command 4

Level Legendary_Commander
Description Legendary_Commander_desc
EffectsDescription Legendary_Commander_effects_desc
GainMessage Legendary_Commander_gain_desc
Epithet Legendary_Commander_epithet_desc
Threshold 16
Effect Command 5

1.5: Changed(for Great_Commander): Threshold 10
1.5: Changed(for Legendary_Commander): Threshold 18

=================

Trait BadConspirator
Characters spy, assassin
AntiTraits GoodConspirator

1.2:
Level Very_Lively
Description Very_Lively_desc
EffectsDescription Very_Lively_effects_desc
Threshold 2
Effect Management 2
Effect MovementPoints 4

1.5: Changed: Effect MovementPoints 3

=================

1.2:
Trait BadConspirator
Characters spy
AntiTraits GoodConspirator

1.5: Changed: Characters spy, assassin

=================

1.2:
Trait IndecisiveAttacker
Characters family
ExcludeCultures barbarian
AntiTraits GoodCommander, GoodAttacker

1.5: Changed: AntiTraits GoodRiskyAttacker, GoodAttacker

=================

1.2:
Trigger V0020_Standard_Battle_Attacker_Crushing_Loss_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadAttacker 2 Chance 50

1.5: Removed and BattleOdds < 1.5

=================
1.2:
Trigger V0040_Standard_Battle_Defender_Crushing_Loss_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadDefender 2 Chance 50


Trigger V0060_Standard_Battle_Attacker_Clear_Loss_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = clear
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5

Affects BadAttacker 1 Chance 50

1.5: Removed and BattleOdds < 1.5

=================

1.2:
Trigger V0080_Standard_Battle_Defender_Clear_Loss_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = clear
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadDefender 1 Chance 50

1.5: Removed and BattleOdds < 1.5

=================

1.2: Did not exist

1.5: ADDED (Totally NEW!):
Trigger V0095_Standard_Battle_Clear_Victory_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds >= 1.6
and BattleOdds < 2.1
and BattleSuccess >= clear

Affects GoodCommander 1 Chance 100
=================

1.2:
Trigger V0190_Withdraw_Before_Battle_Even_Odds_VnV_Trigger
WhenToTest PreBattleWithdrawal
Condition IsGeneral
and I_WithdrawsBeforeBattle
and BattleOdds > 0.8
and BattleOdds < 1.5
Affects IndecisiveAttacker 1 Chance 50

1.5: Changed and BattleOdds < 3
=================

1.2:
Trigger random_birth12
WhenToTest CharacterComesOfAge
Affects BadBuilder 2 Chance 2
Affects Feck 1 Chance 2
Affects SmoothTalker 1 Chance 2

1.5: Changed: Affects BadCommander 1 Chance 2

=================

1.2:
Trigger harsh_lifestyle1
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = governors_house
and RandomPercent > 50
Affects Austere 1 Chance 2
Affects Cuckold 1 Chance 2
Affects Ignorance 1 Chance 1
Affects Pragmatic 1 Chance 2
Affects Stoic 1 Chance 1

1.5: Removed: Affects Cuckold 1 Chance 2

=================

1.2: None

1.5: Added Education (TOTALLY NEW):

;------------------------------------------
Trigger education
WhenToTest CharacterTurnEnd

Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= academy
and Trait Ignorance < 1
and Trait Insane <= 1

Affects PhilosophySkill 1 Chance 1
Affects NaturalPhilosophySkill 1 Chance 1
Affects RhetoricSkill 1 Chance 1
Affects GoodEngineer 1 Chance 1

;------------------------------------------
Trigger education2
WhenToTest CharacterTurnEnd

Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= scriptorium
and Trait Ignorance < 1
and Trait Insane <= 1

Affects PoeticSkill 1 Chance 1
Affects TacticalSkill 1 Chance 1
Affects ArchitectSkill 1 Chance 1
Affects Stoic 1 Chance 1
Affects LogisticalSkill 1 Chance 1

;------------------------------------------
Trigger education3
WhenToTest CharacterTurnEnd

Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait Ignorance < 1
and Trait Insane <= 1
and SettlementBuildingExists = ludus_magnus
and CultureType roman

Affects BoringSpeaker 1 Chance 1
Affects MathematicsSkill 1 Chance 1
Affects StrategicSkill 1 Chance 1
Affects PhilosophySkill 1 Chance 1
Affects PoliticsSkill 1 Chance 1

;------------------------------------------

=================

1.2:
Trigger battle1R
WhenToTest PostBattle
Condition GeneralHPLostRatioinBattle > 0.3
and CultureType roman
Affects BattleScarred 1 Chance 30
Affects RomanHero 1 Chance 15

1.5: Removed: Affects BattleScarred 1 Chance 30

=================

1.2:
Trigger battle4
WhenToTest PostBattle
Condition not GeneralFoughtInCombat
and PercentageEnemyKilled = 0
Affects Coward 1 Chance 10

1.5: Removed: and BattleOdds <= 1.2

=================

1.2:
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 2 Chance 3
Affects FaithfulWife 1 Chance 8
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 4
Affects WellConnectedWife 1 Chance 5

1.5: Changed: Affects Cuckold 2 Chance 4

=================

1.2:
Trigger agents2
WhenToTest SpyMission
Condition MissionSuccessLevel = slightly_successful
and Trait GoodSpy = 1
Affects GoodSpy 1 Chance 10

1.5: Changed: and Trait GoodSpy <= 2

=================


Replies:
posted 28 December 2005 23:38 EDT (US)     1 / 3  
General note: This info might be also be useful in context, which LostWraith asks "Does academy type buildings, or any other buildings, affect the traits of the generals?" Affecting traits.
posted 29 December 2005 12:16 EDT (US)     2 / 3  
[This comment relates to BI patched to 1.6]

By casual observation, it seems to me that the latest patch(es) have had the following effects:

-Noticeably changed the threshold (from the original RTW) for getting promotions (chevrons) in battle, at least on VH.
-It also seems that spies, assassins and diplomats have a much lower likelihood of earning trait increases from successful negotiotions and missions.
-It also seems that there is something really "off" about the likelihood of success reported by the game for assassin missions - I have had no better than 50-50 results, even when the odds of success (reported by the game) are 95%. Much worse than 50-50 if the odds are (supposedly) 75%. Maybe I'm just unlucky
-I've never noticed this in RTW, but in BI I've seen a diplomat lose a wreath (influence) after trying to negotiate something unlikely to be accepted.

Anyway, the game is clearly much more difficult in these and other respects than RTW. Not saying it's bad, just different.


Total War Heaven Former Angel Cherub and Long-Time Contributor
posted 08 January 2006 20:58 EDT (US)     3 / 3  
As LostWraith and others have pointed out in other threads, there are also adjustments in unit strengths. I've just been looking at changes in Cavalry from 1.2 to 1.5, and charge bonuses are cut greatly for some of the hard-charging units.

Even the Equites go from 7/7 to 6/5, yet Carth Round Shield increase from 7/2 to 7/4. The British chariots are likewise toned down.

Look in the export_descr_unit.txt file of Patch 1.5/1.6 and compare the stats of your 'usual' favorite units with the stats from the version you have 'normally' been playing with.

Total War Heaven » Forums » Rome Strategy Discussion » Character traits, battle odds, Patch 1.5 strategy tweaks
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Total War Heaven | HeavenGames