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Rapporter et oversættelsesproblem
https://forums.taleworlds.com/index.php/topic,376006.0.html
During enemy sally out all long range units on the player side have max 5 arrows. This is because attackers are caught by surprise and have no time to properly prepare to the battle.
The other reason is to prevent cheese strategy: player siege fief with mostly (only) ranged units, form ranks away from the walls and shoot all defenders with minimal looses. Then retreat to replenish arrows and repeat. Just like fish in the barrel.
@k0nr@d If there's one thing archers are going to have, it's arrows and bows. Also, assuming that every time the enemy sally's forth from their castle, the attacking force is caught by surprise, is not realistic. If you want to represent that chance, perhaps have a calculation based on the attackers Spot skill, and the defenders Spot skill. Then if the defender beats the Spot skill of the attacker, they get a bonus on the upcoming battle.
So, @Heavy Metal Nightmare has an army with 1/3 archers, 2/3 infantry, and that triggers the sally forth for the defenders? Your code is not correct, if a sally is triggered at that ratio, unless there's more to it then what you've said so far. I still disagree with the assumption that attackers are always considered "surprised" by the defenders. Also, it's never a good idea to silently punish players for not having a good ratio of troops (your opinion as to the correct ratio).