Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Commanders/Generals are using their damage state as a % bonus
So if Guderian has 10 soft, it means all friendlies are gonna get 10% bonus for their soft attack
So to answer your question, it is B)
10 damage (commander stat) translates as 10% bonus for the unit (on its own stats)
Now, you are having troubles identifying it because it doesn't apply to the raw damage stat, that is 'normal' because the bonus does not provide a flat bonus on base unit's stat (the 30 you saw)
It applies on final damage, after some modifiers were already applied, so here, I think armour is applied before, then you get the bonus on resulting damage
As it currently stands, bonuses DO NOT stack, the best in its category (soft, hard, air) is picked when a unit has the choice between several commander's bonuses
Any chance to share how damage formula works.
To understand what is taken in consideration for raw damage and what after it is being modified.
It is a very, very, very long piece of code
Here is the code: https://pastebin.com/mZvRPcZR
Morale is a concept I've seen treated a number of ways in different games of this type, often it is a combat improvement buff if >100 and a combat debuff if <100. Value 100 being the 'base' Morale of standard units. Special forces and political units may have higher base morale value. Morale changes due to combat losses and reduces faster in green troops. I've seen Morale used as a trigger for breaking and retreat.
Tactical advantage, is tricky. In a nutshell, assuming a General is competent, it boosts combat effectiveness (positional advantage boosting attack and defence) and I would say improves Supply; a Good General would ensure his troops have good access to ammunition and other critical supplies from the rear or embedded prior to an engagement.
But in reality it was more like whole chain of command with many officers that were working good or less good and at the end we could attach results of some campaigns to only top names and in this case these are Army/Front generals.
Present system is not bad but as always it would be nice to see bit more depth like real OOB with General on top and below armies (with their HQs) and then attached units. I know it is not possible to attach units to any HQ but I was hoping I could make something like Von Rundstedt with range 20 and then 16th, 17th and 11th army with their HQs of let say 5 hexes leading troops, but since HQs bonuses don't stack this would be more for role play reason then actual benefit.
HoS has always hit the 'nail on the head' when it comes to abstraction of complex military concepts, better than any other hex game IMO and it is at least in part makes this game so good. The influence radius reflects the skills of the General and those of his General Staff, and the buffs themselves abstract the General's personal strengths.
Whilst it isn't critical, I have always liked Morale in a war game, as a unit attribute and as a Generals ability to buff it. I think it would be very cool.
I agree with you that we should make HQs somehow impact units moral, though it will be another buff on already present one. Maybe units in the range of General are more resistant to loss of moral due to losses for example. Something like that will not ruin balance I hope.
Either the Colonel's units in range stat buffs don't stack with a General (if in range) OR 1 or 2 Colonel buffs can stack with the General depending on the Generals rank.
just working on such thing for my 10km hex East front map.
Need some help from Val as it is not possible to implement generic HQs right now.
I would be very much happy if we can make stacking possible to let say 2-3 max to simulate Army group/Front commander (General with Name) and subordinate Armies with generic HQ (two types maybe one for infantry another for panzer/tank armies).
For the unit stacking its kinda the same, how should it work? We cant raise the damage per tile, its already on the (too) high side, so if anything only one unit would fight at a time anyway in my view. What do you have in mind for its functionality, how should calculations work?
Raoule, I agree there are enough Generals. I'm not in the market for a complex system, I just looked at my current game and realised that on a couple of combat fronts it would be nice to have a 'Leader' but I didn't have the HQ points and nor did I want to spend the 60+ HQ points on this particular Front, it simply wasn't justified. BUT I thought it would perhaps be justified if I could appoint a Colonel for circa 20 HQ'ps...
Then it occurred to me (thinking about OtO's comments), that the Colonel's would need to 'fit in' with the game's command structures and not unbalance a perfectly balanced game by over buffing, hence my comment on Colonels buffs either not being allowed to stack with Generals or other Colonels, or else being regulated by a skill that the General could possibly have. i.e. better General's being able to incorporate (stack) the buffs of some Colonels,