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Повідомити про проблему з перекладом
Other groups have furthered knowledge of Attila's mechanics in recent years as well and its been a long time since i wrote this, so my experience with this information is much more faint then it was back then.
The big thing is that all my notes are gone since I have gone through several computers since then, so without any test data I can't exactly reread my best examples of working these things out (Even if I have made a few mods to exaggerate and properly demonstrate a few of these values.)
https://forums.totalwar.com/discussion/266660/charge-defense
My units sometimes annihilated by charging cavalry from the front because of no bracing or ECDefense if my unit is already fighting in melee
Pikes and spears were slightly different, and this is part of why pikes could be oddly effective.
But ECDefense also should "reflect" damage....
Thanks a lot! I will put the info to good use.
Both can be modified to alter the initial damage.
**However,** the base normalizer in attilla I remember being 2, which results in many instances impact damage being a one shot kill because mass differences between the units are treated as polynomial differences.
However, the unit numbers don't report accurate kill counts until the knock down animation finishes playing. So it appears that very few people die on the initial charge and then die in a giant burst over a few seeconds as their various knockdown animations play.
Basically, everyone died the first second, but it took 10 seconds for the kills to register from the unit animations wrapping up.
I'm a bit confused about the impact damage though. Say i want to make cav charges stronger on impact but weaker after impact, what values do i have to adjust? I did some testing with your Impact Damage Isolated mod and found out the cav keeps killing for a whole 10 seconds after they charged in.
One last thing I don't quite understand, what is a Normalizer?
I'm still new to modding so i would really appreciate the help!