
This guide is a rough infodump of the reletively obscure/unknown mechanics of Attila Total War, and how you can change them. Melee Accuracy and Charges The Base accuracy of all attacks is 40%. Melee attack, Bonus Versus, and charge bonus add one percentage point to this value. Melee defense subtracts one to this value. (Charge bonus also adds to the units melee damage.) Attack accuracy cannot go below 15%, or above 85%. In KV rules, these values are Melee_hit_chance_base, Melee_hit_chance_min, and Melee_hit_chance_max. Melee hit chance is entirely based in arithmetic with a few caps added on. In the vanilla game, the charge bonus of most units can be expected to cap accuracy in nearly every engagement. Charges: Charges boost the units weapon damage, and accuracy, as stated above. They last for 15 seconds in the base game, as determined by Charge_cool_down_time, in KV_rules. The timer for Charge_cool_down_time starts ticking when the unit enters an animation state called "Charge_Adopt_Pose" which can be set in battle_entities_table. The further away you have a unit adopt their charge pose, the more likely they will successfully deliver a charge when intercepted or caught, but this gives the unit less time to deal charge bonus in an ideal charge scenario. Armor Armor blocks a random amount of damage, from 0, to the armors value. On average, you can assume armor will block a third of its value (For some reason.) AP damage ALWAYS bypasses armor, and generally should be set to values where you never expect armor scores to actually trigger AP damage, however, due to the RNG nature of the game, armor may randomly decide to block 100% of the enemies damage for 83% or the battle when you set AP to 0. Having no AP makes battles get wildly unpredictable when armor scores are even remotely close to being as high as the enemies damage score. Bonus VS Infantry or Cavalry also bypasses armor when the bonus is applicable. Armor_piercing_divisor, and armor_penetrating_divisor, KV_rules values, are used to divide the enemies armor score when enabled on a melee_weapon. This is not used int the base game. When regarding missiles, it seems whether the Missile_Armor_Penetrating_Coefficent, or Missile_Armor_Piercing_Coefficient (KV_Rules) is used as a multiplier is actually determined by the Unit_armor_Types. By default, the Missile_Armor_Piercing_Coefficient is used against most armors. If bonus versus missiles is checked on the Unit_armor_type entity, the full armor value is used, if weakness versus missiles is checked, missile_armor_penetrating_coefficient is used. This is used to offset certain KV_Rules values that cause missiles to experience damage falloff. There is a lot of them, and I haven't tested them all. One governs shots that hit targets past the missiles maximum range, as determined by the missile table. Arrows that hit past 150 meters (Or 200 for the longbow,) should do 1/5th less damage. Shield armor is always half as effective against missiles, to counterbalance missile block chance. This can be changed with the variable "Missile_Shield_Piercing_Coefficient." A KV_Rules value. Missile Weapon Accuracy Missile Weapon Accuracy is determined by several factors: Velocity (Faster shots hit more often,) An unseen "Base Spread" value, Accuracy Skill+Weapon Accuracy Skill Bonus (Reduces the Base spread,) and by introducing some fixed spread. In baseline Attila, the high velocity of Slings and Crossbows make them the most accurate missile weapons. The faster the projectile flies, the easier time your men will have in hitting the enemy unit. All accuracy scores are 0 (Unit Accuracy Skill,) + 5 (Weapon Accuracy Bonus.) Unit Accuracy Skill is on the Land_Units_Table, Weapon_Accuracy_Bonus (PFM marks it as a "marksmanship_bonus,") can be found on Projectiles_table. Accuracy Scores of above 100 do not seem to become more accurate then 100%. The Spread score found on Projectiles_table creates some inaccuracy that the unit cannot bring down through its accuracy skill. Seems to be the base dispersion in meters. (More testing needed.) Accuracy skill takes a 20% penalty when firing on targets in cover. This is determined by missile_target_in_cover_penalty in KV_Rules There are accuracy multipliers for all weather effects. Shockwave radius can be used to make missiles stagger or knockdown enemy units. This can be found in the Projectiles_Table. A value of 0.05 will reliably stagger medium infantry, so be careful! Missile_saving_bonus is the base chance that a missile that hits a target will miss. This is to account for the chance of a shot passing between someones legs, or past their head. Its a KV_Rules value, and it is set to 20 in the base game. Missile units will choose to aim at a random point within a 2 meter radius of the center of the enemies unit. This is based on "Projectile_Target_Calibration_area," in KV rules. Where you can find unit Movement Values. Units Base speeds (Charge, Walk, Run, "Crawl") are all found in the Battle_Entities_table. It is also home to the values regarding the base health, mass, and charge distances of units. The KV_Rules value "Pike_Move_Speed_modifier" is used to multiply the walk speed of units that are in any mobile infantry formation, be it shield wall, pike phalanx, or mobile testudo. The Battle_entites value "Tracking_Threshold" determines how cohesive units within a certain weight class will try to be when making movements on the battle field. This is disabled when a unit is charging it seems. Impact damage Impact damage: The formula for impact damage is (((((BracingX(Mass/100))XSpeed))-((BracingX(EnemiesMass/100))XSpeed))^Collison_Damage_Normalizer)*Collison_Damage_Multiplier+Collison_Damage_Default (Big formula, right?) Collision_Damage_Normalizer, Collision_Damage_Multiplier, and Collision_Damage_Default are all KV rules value. Collision_Damage_Normalizer=1.5 in the base game Collision_Damage_Multiplier=2 in the base game Collison_Damage_Default=20 in the base game. This makes the base impact damage expodential damage that can easily reach into the thousands. It cannot be blocked by anything except having enough bracing force to deflect the enemy charge. Half of all collision damage is AP, by default. Bracing is always 1 when the unit hasn't stood still for about 2 seconds. Bracing is never used when a unit is getting hit with a flanking charge. The strength of bracing can be determined in KV_rules, which allows players to set at how many ranks does the unit get the most bracing per rank, what the maximum bracing per rank is, and what the maximum mass multiplier one can get from any number of bracing factors. Charge reflectors get 4X mass from bracing when hit from the front, and standing still. (KV_Rules.) Mass bonuses from unit abilities are all bracing, so stand still, and get hit from the front! Cavalry is immune to impact damage in the base game. This can be changed in KV rules. (Collision_damage_exclude_large_entities.) Proof regarding cavalries impact damage immunity.
侧翼机制 单位中攻击敌方单位侧面的士兵只需应对敌方一半的近战防御。 攻击敌方单位后方的士兵则无需面对任何近战防御。 这由KV规则值【Melee_Defense_Coefficient_Flank/Rear】决定。 【Factor_Attack_Dir_Front/Left/Right/Rear】(KV_rules)设定敌方攻击被忽略并由侧翼士兵发动攻击的百分比概率。大致而言,当敌方单位被士兵绕至后方时,敌方仅会在14%的时间内发动攻击。 实际上,一名绕后士兵的作战效率是正面冲击敌方单位士兵的7.14至9.6倍。拥有3名侧袭士兵,相当于部队规模比敌人多出20人。 未使用的先攻机制 在melee_weapons_table中发现了一个未使用的 initiative 值。每点 initiative 值大致能让你的部队在所有情况下有较高几率用自己的一次攻击替代敌人的一次攻击。 在《罗马2:全面战争》中,这个变量据说会使攻击比例改变1/25;而在《阿提拉:全面战争》中,我的测试显示其效果更强,甚至到了几乎无法使用的地步。
2026-02-17 22:00:11 发布在
Total War: ATTILA
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