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At line 1 changed 8 lines
У каждого юнита есть три основных параметра - __атака__, __здоровье __и __защита__.\\
В бою атака нападающего уменьшает здоровье противника. Третий параметр - защита, немного уменьшает повреждения. Максимальная защита не может быть больше 50. \\
__НАПРИМЕР__: Если у моих юнитов защита 20, то они будут получать на 20% меньше повреждений. Если защита 1 - то на 1% меньше повреждений. И т.д. \\
\\
__Формула боя:__ \\
[{Image src='attack.png' align='left' }]1. считаем всю атаку одной стороны\\
[{Image src='defence.png' align='left' }]2. всё защитоздоровье второй стороны = здоровье*100/(100-защита)\\
[{Image src='health.png' align='left' }]3. отнимаем от защитоздоровья атаку, получаем оставшееся количество здоровья второй стороны.\\
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 10 removed one line
__Алгоритм распределения атаки:__\\
At line 12 changed 4 lines
Шаг 1. Считаем атаку всего войска.\\
Шаг 2. Считаем пропорцию по группам по количеству юнитов в группе.\\
Шаг 3. Раздаём всем порции урона.\\
Шаг 4. Считаем атаку, наносимую дополнительно Преследователями. \\
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.\\
/%
%%tab-Health
!!Health
__Maximal:__ not restricted.\\
__Minimal:__ health can be decreased by 75%, but not more.\\
At line 17 changed 2 lines
Остаточный урон (например, если у группы воинов не хватило здоровья, чтобы принять всю атаку) распределяется на другие группы юнитов пропорционально новому количеству оставшихся.\\
\\
/%
%%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.\\
\\
/%
/%
\\
__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).\\
\\
__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 20 changed one line
__Преследователь-Жертва.__\\
__Algorithms of attack calculations:__\\
\\
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.\\
\\
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.\\
__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.\\
\\
__Pursuer-Victim.__\\
At line 25 changed 2 lines
ПРИМЕР: У Воина Преследователь - Всадник, соответствено, Воин для всадника - Жертва. \\
Бой в каждом раунде происходит по стандартным правилам, то есть повреждения Всадники наносят всем войскам противника согласно алгоритму, плюс дополнительно Всадники наносят повторно повреждения только по Воинам.
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 29 changed 4 lines
__% потерь в бою__, \\
после которого отступит Ваша армия во владении - выставляется в [Центральном здании|Здания]. \\
Для нападающего – в окне отправки миссии.\\
\\
__% 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 34 removed 2 lines
__Укрепления и башни.__\\
В бою также участвуют [Укрепления|Fortification], [Магические башни|Magic_Tower] и [Башни|Magic_Tower].\\
At line 69 added 4 lines
__Winner__:
*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 38 removed 2 lines
__Бонусы-дисбонусы__.\\
В бою учитываются бонусы-дисбонусы в бою [по фракции|Фракции] и по террайну(см. таблицы ниже).\\
At line 41 changed one line
__Бонус родной земли__ - на своем расовом террайне бонус к защите войск, ед.\\
__In the end of battle the "Resurrection" round takes place__\\
Healers that survived resurrect fallen in battle units from their troops first, and then - units of the ally troops.\\
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.\\
\\
\\
__Assistance__\\
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.
\\
\\
__Bonuses / Penalties__.\\
Attack/Defence Bonuses and Penalties are considered in the course of battle:\\
1. [Race/Factions|Factions] Penalties, \\
2. Native Land Bonus,\\
3. other Terrains Bonuses and Penalties.\\
\\
2.__Native Land Bonus__ - Defence Bonus.\\
At line 43 changed one line
| |Волшебные леса |Проклятые леса |Священная земля |Мёртвая земля
| |Magic Forest |Cursed Forest |Holy Land |Deadland
At line 45 changed 4 lines
|Эльфы |+25 защиты | | |
|Темные эльфы| |+25 защиты | |
|Рыцари| | |+25 защиты |
| Демоны| | | |+25 защиты
|Elves |+25 Defence | | |
|Drow| |+25 Defence | |
|Knights| | |+25 Defence |
| Demons| | | |+25 Defence
At line 51 changed 8 lines
__Бонус других террайнов__ - бонус к атаке войск,%:__\\
||Террайн||Воин||Всадник||Летающий||Стрелок|| Наёмник
| Горы | -50% | | 50% | |
|Пустыня | 50% | | -50 % | |
|Лес | | -50% | | 50% |
|Степь | | 50% | | -50% |
|Подземелье| | | | | -50%
\\
3. Other__Terrains Bonuses/penalties__ - Attack Bonus/Penalty,%:__\\
| |Mountains |Desert| Forest |Steppe |Underground
| |[{Image src='mount.jpg'}]|[{Image src='desert.jpg'}]|[{Image src='forest.jpg'}]|[{Image src='steppe.jpg'}]|[{Image src='podzem.jpg'}]
|Warrior | -50%| 50% | | |
|Cavalry | | |-50% |50% |
|Airborne|50% | -50%| | |
|Archer | | | 50%| -50% |
|Mercenary | | | | | -50%
At line 60 removed 6 lines
|Террайн |Горы |Пустыня| Лес |Степь |Подземелье
|Воин | -50%| 50% | | |
|Всадник | | |-50% |50 |
|Летающий|50% | -50%| | |
|Стрелок | | | 50%| -50% |
|Наёмник | | | | | -50%
At line 112 added one line
\\
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__Enemy garrison information.__\\
Attacker will not see enemy troops in the Battle Report:\\
* if all attacking units were killed at Fortifications,
* 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 70 removed 3 lines
__Победитель__:
*Победителем считается тот, кто не достиг лимита потерь при достигнутом лимите потерь со стороны другого игрока. Если в одном раунде оба игрока достигли лимита потерь, то победил защищающийся.
*Максимальное количество раундов в бою - 20. Если атакующая армия не победила за 20 раундов - ей присуждается поражение: "Ваши войска устали от длительной битвы".
At line 75 changed 4 lines
__Информация о вражеском гарнизоне.__\\
Атакующий не видит в боевом отчете войска защищающегося, если :\\
* у атакующего все войска погибли на укреплениях,
* или на начало 1-го раунда у атакующего оставалось количественно в 20 раз меньше войск, чем у защищающегося, и атакующий проиграл бой за 1 раунд и потерял все войска. \\
__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. \\