Map Database  •  FAQ  •  RSS  •  Login

KaM Fighting system analyses

<<

harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 10 Mar 2010, 21:29

IIRC it's always the same, but I can re-check
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 10 Mar 2010, 22:29

Thanks would you post the attackspeed in ms as well?
<<

harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 11 Mar 2010, 08:16

Ok no I found some differences, it seems to be 12 frames for melee units (the only units I looked at earlier), 18 for bowmen, 28 for crossbowmen (not sure), and 30 for seige units
That's just what it seems like now though
All bowmen also take some (currently unknown) time to aim
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 11 Mar 2010, 18:38

Thx harold!

How many seconds for each frame? 100ms? so it would be 1.2 seconds per hit?

Edit: corrected typing error

@harold
Thanks for information :D
<<

harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 11 Mar 2010, 18:44

Around 91ms (assuming 11FPS, which looks OK and is consistent with the game-time)
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 14 Mar 2010, 14:38

I think the regeneration time for each lifepoint is about seven seconds.
I recorded my tests and uploaded it on youtube.
http://www.youtube.com/watch?v=pVFvp4EOqrE

The Miliz dies normaly after 3 Hits. This works till after 6 seconds. After 7 seconds(2nd part of clip) the miliz survived one hit more.



I noticed also something weird about the 50% dodge I assumed.

I create a map where the KI Player attacks a row of soldiers(AI start position behind that row). The KI gives the order to go to the AI start position every 30~ seconds.
And you can see here what happened:
http://www.youtube.com/watch?v=vuo8aDWkmnI
(I speed up between the attacks)

The 2nd Unit get killed by 4 hits(but it should be 3) and every 5th unit need also 4 hits before it dies.
Any ideas why this happens?

The KI attacks everytime the same so I think it's more measurable.

Please say also what you refer to (lifepoints or the 4hit problem)

EDIT: Old or maybe wrong informations are tagged with [[[ italic text ]]] beause there is no strike command on this board
<<

batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 02 Apr 2010, 17:11

Thank you for testing all this!

The fact that left sides takes more hits might be explained so, that the shield is in the left hand, and programmer didnt bother to turn it off for units that have no shield :)

Does the lanceman/pikeman have a range of 1 square "sometimes" ? I remember seeing something like this in shattered kingdom: 2 lines of pikemen are in melee combat with sth. First row of pikemen hit in one animation, and the second row behind them also attacks, with another animation. I migh be wrong about the animations but im rather sure the second row attacked too, even though they were actually 1 square away from their target.
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 09 Nov 2010, 17:30

After a long break I continued my researchs a bit.

First to answer you batoonike, I dont think they have a longer range but you're right they have 2 different animations. It sometimes look that the range is longer if someone attacks from diagonal.

Okay now I come to some new results:

The time of the lifepoint regeneration is about 4 seconds! There is no "dodge" like I assumed a few months ago.
The issue in KaM is: there is a different attackspeed.
I got different stats because sometimes a unit needs 4 and sometimes 5 hits! After I checked the timing I got an attacpspeed of about 1.3-1.5 hits per second. The unit always died if the fourth hit was less than 4 seconds after the first hit. (for example: 3x 1.5seconds= 4.5 <-> 3x 1.3sec= 3.9 sec)

I have to do further tests to fit the lifepoint regeneration time to the new attackspeed because remake has always the same attackspeed.
Furthermore we have to decide what the remike should have:
nearly same hits like KaM or nearly the same time of battles like KaM


I also checked the range of Bowmen/Crossbowmen:
Some facts:
The ranges of both range units are the same.
The hit rate is 100% but you can dodge by moving.
If you are in range and then you leave the range, the unit has a longer range(look at screenshot)

Screenshot description:
Street: if a enemy is in this range the bowman will start shooting
Field: if the bowman has started shooting he won't stop till you leave the fields. This range is bigger than the attack-range because the bowman changes his direction to the enemy. By faster moving on the fields you can avoid that the bowman is shooting on you and he will only starts shooting again if you get into the attackrange(street).

Image
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 11 Nov 2010, 07:59

Great analysis. This info is very useful for KaM Remake and TKE :)

It's interesting that the shape does not seems to be a section of a perfect circle though ..

Do you think watchtowers and TPR catapults behave the same?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 11 Nov 2010, 20:00

checked now: TPR catapults and balista have the same range.
catapults


Watchtowers looks like this:
Image
I marked the center of the tower's range: the door. In every range(northsoutheastwest) a range of 6 fields. More you can see on the picture

offtopic
I got a strange bug on my testing map... didnt work anymore so I had to make a new one .__.' dont know what I did yesterday@editor :/

@TPR Units
I think Lewin did the stats of the TPR Units(Rebel, vagabond, rogue) correctly which are:
Rebel: like lance carrier with 1 Armor(instead of 2)
Vagabond: like scout with 1 armor(instead of 2)
Rogue: like bowman with 1 armor(instead of 2) and also the same range
I checked them yesterday
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 12 Nov 2010, 06:18

Very interesting, that the range is computed from Towers door.

That correlates well with Remake unit tasks, where unit enters a house and stays invisible and does his tasks. I.e. recruit stands on entrance and thus computes range to enemies.

Although I think we will compute the range from towers middle.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 12 Nov 2010, 11:42

Very interesting, that the range is computed from Towers door.

That correlates well with Remake unit tasks, where unit enters a house and stays invisible and does his tasks. I.e. recruit stands on entrance and thus computes range to enemies.
Yes that make sense, I never thought about that. I tested now to destroy a watchtower and the recruit stands at the upper left corner of the tower. At the armor&weapon workshop the carpenter stands above the door. Maybe its just to vacate the position for the serfs

Although I think we will compute the range from towers middle.
This would be more realistic.

Btw did you ever think about to enlarge the ranged attacks by standing on a higher position like a hill or sth?

I tested it on KaM and the range is always fix...

It would be better if we move the attackrange one or two fields farther. This would increase the attack range but also increase the distance where a bowman doesn't shoot if you are to close to him.
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 12 Nov 2010, 12:08

Btw did you ever think about to enlarge the ranged attacks by standing on a higher position like a hill or sth?
This sounds interesting. The range could be computed by similar formula:
  Code:
"range = basic_range + (my_tile_height - target_tile_height) / 25" [/quote] Where tile height varies between 0..100 [quote]It would be better if we move the attackrange one or two fields farther. This would increase the attack range but also increase the distance where a bowman doesn't shoot if you are to close to him.[/quote] You mean to make archers attack range between 5..12 ?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 12 Nov 2010, 12:23

I would advise against changing the range of archers in that way (there are ways that I think wouldn't hurt much, such as making the range an actual circle)
But think about the effect. Existing missions have often been designed with a certain range in mind, with strategically located mountains. To be fair there are plenty of mistakes, certain tiles from which you can sneakily destroy a barrack with an archer etc..

Actually that makes me think of something - Krom and Lewin, could you add a feature to the map/mission editor (when they're merged) where you can see which tiles the buildings of a selected team can be targeted by an archer?
<<

Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 12 Nov 2010, 12:31

Yes if they stand on a higher position something like that:
moving the whole field according to the height
Image

With your formula it would also increase the range to the left/right? This sounds better :)

Return to “Other Creations”

Who is online

Users browsing this forum: No registered users and 6 guests