Age of Wonders III

Age of Wonders III

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Ballista
 
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Sep 10, 2015 @ 8:30am
Sep 25, 2015 @ 8:31am
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Ballista

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Description
Adds a Ballista to the Siege Workshop. Click here to see the unit's detailed stats.[age-of-wonders-3.wikia.com]

Trebuchet is moved over to the Master's Guild, with some modifications to make it more effective against walls and machines, while less effective against other targets. It's also renamed Catapult.

Many will feel this makes for a more AoW 1 like war machine series, and while it's being used for a AoW 1 project, it wasn't the original intention, being very fit to be used solo or in addition to any other mod.

This ballista is the exact same as the one I thought about a while ago here on the Wiki[age-of-wonders-3.wikia.com]

Report your bugs here., if they are not noted in the Mod description[age-of-wonders-3.wikia.com]

Credits:
- Eternal Gratitude to Charlatan for the model!
Popular Discussions View All (1)
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Sep 11, 2015 @ 4:59am
Bugs
Gloweye
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22 Comments
Gloweye  [author] Nov 13, 2018 @ 9:06am 
In general, I think it's the other way around - for example, a horned god is easier to hit than your average halfling. Machines also all got decent defense. Generally, higher tier units have both higher defense and are bigger. Giants are also an example. However, I couldn't select on size and therefore had to pick something else - and it was defense that made the choice. I might instead have gone for a flat % chance, but sadly we can't build that into the game.
pipo.p Oct 28, 2018 @ 4:39am 
I wasn't clear, I meant that a "9% - That what's close! 1 turn" case (that I'd interpreted as a chance "to hit") illustrated what you explain indeed: that the percentile is the chance to miss, as you say, and a further reading of the logs shows that the more defense, the lower this percentile, hence the greater chance to actually hit. Just as you said. (well, a 9% attack might have missed as well, but it was marginal, like... 9 out of 100)

Not to be pernicketty, but sometimes though, a high defense stat stands for a greater agility or combat expertise, not a greater armor or size (see assassin in my example). Poor nimble assassins. Perhaps they (and like units) could benefit from a new ability or one of their abilities might be checked in order to specifically lower their chance to be hit?
Gloweye  [author] Oct 24, 2018 @ 11:26am 
Reloading the game won't reset the seed - so a 9% random that hits will always hit if the same actions are taken. And no problem
pipo.p Oct 11, 2018 @ 5:18pm 
I eventually came to that interpretation when I looked at the battle log, and stumble on a 9% "to hit" that never missed, but it's quite... puzzling, even more since once the target is hit for real, damage calculation seems normal (usually, the more chance to resist, the less damage is taken in case of resistance). Thank you for your patience.
Gloweye  [author] Oct 11, 2018 @ 1:39pm 
Yes, the "miss" effect completely prevents all damage. That's intended. However, I switched around the fields for "hit" and "miss", so that hit chance was higher for higher defense units (which are generally bigger. Also more chance in guard mode = standing still). This is because I wanted the catapult to be an inaccurate weapon vs units, while increasing it's effect against structures. However, I wanted it less inaccurate against larger units.

Note that "That was close!" does exactly nothing - it's because I am forced to do something when the resistance check "succeeds".
pipo.p Oct 3, 2018 @ 4:51pm 
Catapult vs Tigran/Orcish Scoundrel:
55% - That was close! 1 turn, or 23-35 physical when resisted

Catapult vs Elven Assassin:
25% - That was close! 1 turn, or 9-14 physical when resisted

Catapult vs Tigran Assassin (flanked):
40% - That was close! 1 turn, or 22-34 physical when resisted

I can't really say what's wrong here (the display or the behaviour), but something surely is not WAD.
pipo.p Oct 3, 2018 @ 4:51pm 
Perhaps I don't have up-to-date files after all. :)

6) When a hit misses (is resisted?), the target suffers a fake effect: That was closed! (in red) for 1 turn, not stackable, with a description saying that it just witnessed a large boulder landing nearby. That's why I wondered if a real effect couldn't be added, like a sideration (or a crippling effect).

5) How would you compare the display of usual abilities that can be resisted and the catapult attack?

Hero's Stunning Touch vs Draconian Assassin:
70% - Stunned 2 turns, or -16 MP when resisted

Civic Guard's Net Touch vs Goblin Scoundrel (8 DEF vs 11 Resist check):
65% - Ensnared 2 turns, or -14 MP when resisted

Civic Guard's Net Touch vs Draconian Assassin (11 DEF vs 11 Resist check):
50% - Ensnared 2 turns, or -16 MP when resisted
Gloweye  [author] Oct 1, 2018 @ 9:56am 
3) They're a different unit now, along with a paralel to AoW1
4) I'd say the trebuchet is weaker as catapult, due to miss chance
5) Nope, that's WAD. The more defense you have, the *lower* the miss chance
6) The misses have no effect at all, therefore it doesn't say anything
7) Ballista has same MP as the old trebuchet. If you're using Dreadnought though, they have an ability increasing it by 8, which is really fast.
8) Cause I hate reloads
pipo.p Sep 22, 2018 @ 4:13am 
8/ If a nerf is ever wanted, why not adding a reload ability to both machines (or at least to the catapult). Just compare an irl single ballista (or a battery?) and a squad of crossbowmen, and a catapult vs a cannon to assess their "DPS". I mean that in game, should the ballista be the equivalent to the crossbowman, and the catapult be the equivalent to the rock giant or the cannon? Should they be better in term of damage? Should they be worst in term of rate of fire? Now I understand that a lighter catapult has a greater rate of fire than the slow, trebuchet...
pipo.p Sep 22, 2018 @ 4:13am 
7/ Now that we have two new, potent machines that are available to all (not only to Dreadnoughts), I feel like siege machines are quite fast now. They shouldn't move at the same pace as a regular infantry, even wearing all the impedimenta. I don't know how to really handle this, and nerfing all machines shouldn't be a good idea, but lessening the move points of those two specific machines, or giving them a new, dedicated ability like "Siege Weapon/Cumbersome" / a -25% MP penalty (a rough value before any thoroughful study) could settle the point. Specific Dreadnought machines would not be nerfed because considered as field machines.