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Other Games / Re: Europa Universalis IV
« on: October 17, 2013, 12:58:37 am »
More info about the combat modifier bug:
The OP of that thread has the research, and the following pages have more research that validates that the weapon modifiers from tech levels and combat ability modifiers do not work at all.
Quote from: hauptman
1.1 combat was fine. Everything worked as intended. 1.2 changed something. Someone left out a decimal or a number and it all went to hell. The "testers" only tested early game, as in they would start a new game to see the problem, see huge casualty rates, so they halved damage which made late game combat even worse.Source
So according to what Kongoman did, what happened is, in 1.2 infantry fire became a fixed 2 instead of the intended scaling modifier. since that number is simply a multiplier, no matter the erra, infantry did 4 times the damage of the roll. Early game when you have no tactics to offset damage, you Gibbed an army with a high roll. The infantry fire early game is supposed to quarter damage to offset this. Now in 1.2.2 they "halved" damage. So in effect they changed the bugged fixed number from a 2 to a 1. So the problem was still there. And when the fire rating should be higher late game (2) it is now at a fixed 1. so we saw much longer battles with dozens of casualties. As the modifier was supposed to offset the large number of pips and tactics.
I am asuming this works exactly the same for shock numbers and all unit types. I cant imagine they have a seperate line of code for those, and would have only made the mistake in 1 place.
So late game when artilery fire should be 4+, it remains a 1. Cavalry shock also gets upto the 4+ range. Also staying 1 the entire game. This in all is what killed late game casualty rates.
And as everyone seemed to notice, Mid game seemed to even out and be fine. That's because mid game, they are supposed to be at 1. when arty becomes available I'm pretty sure it starts with a 1 rating in the tech screen. It isnt until later techs that it's supposed to get bumped. tech 10 or so, pretty much all modifiers should list at or near 1 in the fire/shock modifiers in the tech screen, and as such combat was perfectly fine.
The OP of that thread has the research, and the following pages have more research that validates that the weapon modifiers from tech levels and combat ability modifiers do not work at all.