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124 23-Apr-2021 17:56 5 KB Administrator to previous | to last Fraction ==> Factions
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At line 1 changed 4 lines
Each unit has 3 general characteristics: __attack__, __health__ and __defence__.\\
In battle "attack" reduces "health" of enemy units.\\
"Defence" reduces damage from "attack". Maximum Defence value - 50. Defence Bonuses above this value will be cut; in such case the percents will be written in yellow. \\
EXAMPLE: Units with Defence value 20 will receive 20% less damage. Units with Defence value 1 will receive 1% less damage, and so on.\\
Each unit has three basic parameters - __Attack__, __Health __and __Defence__.\\
In the battle Attack decreases the enemy's health. \\
The third parameter (Defence) decreases received damage. Max Defence value cannot exceed 50. Bonuses that increase Defence higher than 50 are cut, in this case the Defence value is shown in yellow. \\
__Example__: Units with Defence value 10 will receive 11.1% less Damage (in other words, their Health value increases by 11.1%). Units with Defence value 20 will receive 25% less Damage (in other words, their Health value increases by 25%). Units with Defence value 50 will receive only half Damage (their Health increases by 100%). This shows that with Defence increase, the effect increases almost in an exponantial way.
At line 6 added 9 lines
\\
Paramater restrictions:
%%leftAccordion
%%tab-Defence
!!Defence.
__Minimal:__ not less than 0.\\
__Maximal:__ not more than 50. All bonuses that should make defence above 50 don`t count, in that case the digits become yellow. \\
In case applying scrolls to maximal amount of maximal defence - not more than 75.\\
/%
At line 7 changed 3 lines
__Before battle the "Fortifications" round takes place.__\\
In this round [Fortifications|Fortification] of Defender kill certain amount of enemy troops.\\
Damage from Fortifications is distributed proportionally to the amount of units of each type, regardless of the units health, attack and levels (except for Mercenaries).\\
%%tab-Health
!!Health
__Maximal:__ not restricted.\\
__Minimal:__ health can be decreased by 75%, but not more.\\
\\
/%
At line 23 added 5 lines
%%tab-Attack
!!Attack
__Maximal:__ not restricted.\\
__Minimal:__ can be decreased by 90%, but not more.\\
Pursuer`s Attack can be decreased by 90% as well.\\
At line 29 added 7 lines
/%
/%
\\
__The "Fortification" round is played before the battle.__\\
In this round [Fortifications|Fortification] of the defender kill a certain number of troops.\\
Units are killed proportionally to their number in the group regardless of their strength and level (except for the Mercenaries).\\
\\
At line 13 changed 3 lines
__Battle rounds__\\
In further battle interaction amount and parameters of units of both Attacker and Defender are considered, as well as Pursuer-Victim system.\\
__Combat rounds__\\
After the Fortification round the combat begins where the number and parameters of units and also presence of Pursuers-Victims in the battle is considered.\\
At line 17 changed one line
__Logic of Attack distribution:__\\
__Algorithms of attack calculations:__\\
At line 19 changed 4 lines
1. Army Attack (including Attack Bonuses and Penalties) + [Towers|Magic_Tower] Attack + [Magic Towers|Magic_Tower] Attack,\\
2. Считаем пропорцию по группам по количеству юнитов в группе.\\
Шаг 3. Раздаём всем порции урона.\\
Шаг 4. Считаем атаку, наносимую дополнительно Преследователями. \\
Step 1. Calculate the attack value of the whole considering bonuses-disbonuses + attack of [Towers|Magic_Tower] and [Magic Towers|Magic_Tower].\\
Step 2. Calculate the percentage for groups and number of units in the group.\\
Step 3. Calculate the attack additionally dealt by Pursuers.\\
Step 4. Distribute the damage portions.\\
At line 24 changed 5 lines
__Damage calculation:__ \\
[{Image src='attack.png' align='left' }]1. for Attacker - sum all units' Attack,\\
[{Image src='defence.png' align='left' }]2. decrease the calculated Total Attack by percent of Defender's units Total Defence value, \\
[{Image src='health.png' align='left' }]3. sum all units' health of the Defender and decrease the value by Total Attack (with regard to Defence). The value you get - is Total Health that remains. \\
\\
The residual damage (e.g. the Warrior group don't have enough health to take all damage) is distributed among other groups of units proportionally.\\
At line 49 added 4 lines
__Damage calculation:__ \\
[{Image src='attack.png' align='left' }]1. calculate all attack from one side\\
[{Image src='defence.png' align='left' }]2. reduce the attack value by %, equal to the defence of the other side\\
[{Image src='health.png' align='left' }]3. subtract the attack value from the health, thus you receive the remaining health of the opponent.\\
At line 57 added 4 lines
E.g.: The Cavalry is the pursuer for the Warriors, accordingly the Warrior is a victim for the Cavalry. \\
Combat in each round is played according to standard rules, i.e. the Cavalry deals damage to all enemy troops according to the algorithm, plus the cavalry deals additional damage only to the Warriors.
At line 35 removed one line
In every round Pursuers inflict damage to their Victims twice.
At line 37 changed 5 lines
\\
__% of losses__, \\
that's to be reached for your army retreat can be specified in the [Main Building|Buildings] for Defender and in the [Mission Launch Window|CombatMissions] for Attacker.\\
Whether the limit of losses reached - is checked after each round. If the limit is reached - squad retreats and does not take participation in next round. If all squads of one of the parties retreated - battle rounds end.\\
__% of losses in the battle__, \\
when you troops retreat – set in the [Main building|Buildings]. \\
For the attacker in the dialog box of the [mission|Combat].\\
At the end of each round the system check the losses limit for each army. If the limit is reached the army retreats and don't participate in the next round. If all armies from any side retreat – the combat round are over.\\
At line 45 changed 3 lines
*Player who didn't reach the limit of losses when other player have reached it is considered a Winner.
If both players reached the limit of losses in same round, the Defender is considered a Winner.
*Maximum number of rounds in battle - 20. If attacking army didn't win in course of 20 rounds - the Attacker is the one who lost.
*The player who didn't reach the limit of losses while the other player have reached it is considered the Winner.
If both players reached the limit of losses in same round, the Defender is considered the Winner.
*Maximum number of rounds in battle is 20. If attacking army don't win within 20 rounds, the Attacker loses.
At line 52 changed 2 lines
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Ressurected healer do not resurrect units in current battle.\\
EXAMPLE: If 10 Warriors and 100 Carriers fell in the battle, and only 20 can be resurrected, then 10 Carriers and 10 Warriors will be the resurrected units.\\
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Resurrected Healer do not resurrect units in current battle.\\
E.g.: If 10 Warriors and 100 Carriers fell in the battle, and only 20 can be resurrected, then 10 Carriers and 10 Warriors will be the resurrected units.\\
At line 57 changed 2 lines
Если в бой вступают две или более армии с одной стороны, то получаемый урон делится пропорционально между группами юнитов суммарно во всех армиях, с учетом преследователей-жертв. Атака армий складывается.\\
Defence Bonus from [Fortifications|Fortification] does not afftect assistant troops.
If two or more armies participate in the battle from on side, the dealt damage is proportionally distributed among unit groups for all armies considering Pursuers-Victims. Attack of armies is added together.\\
The defence bonus of [Fortifications|Fortification] is not applied to the assistance armies.
At line 63 changed one line
1. [Race/Fraction|Fraction] Penalties, \\
1. [Race/Factions|Factions] Penalties, \\
At line 69 changed one line
| |Magic Forest |Cursed Forrest |Holy Land |Deadland
| |Magic Forest |Cursed Forest |Holy Land |Deadland
At line 93 changed one line
* or if by the 1st round there are 20 times less attacking units than defending, and thus - the Attacker lost all units in the course of the 1 round.\\
* or if by the 1st round there are 10 times less attacking units than defending, and thus - the Attacker lost all units in the course of the 1 round.\\
At line 120 added 12 lines
\\
\\
__The order of calculating the attack of the troops, taking into account bonuses from spells and skills .__ \\
There are skills and spells with the following description: \\
__А .__ Attack of all troops {+/- percent} \\
__B .__ Increase attack {unit type} by {percentage} after each round \\
__С .__ Strengthening the attack of the army {percentage} \\
__D .__ Attack in each round {+/- number} \\
For each unit type affected by this spell or passive, a bonus (__A __ + __ B __) is applied to its base attack. \\
The numbers obtained for each type of unit are summed up. \\
After that, __C __ is applied. \\
After that __D __ is added. \\