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Disable friendly fire from projectiles #553

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coffenbacher opened this issue May 7, 2016 · 3 comments
Open

Disable friendly fire from projectiles #553

coffenbacher opened this issue May 7, 2016 · 3 comments
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area: simulation Involved in the game mechanics and simulation blocked Blocked by a another issue or missing feature bug Behaving differently as it should behave lang: c++ Done in C++ code
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@coffenbacher
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coffenbacher commented May 7, 2016

It seems that getting in the way of your own projectiles causes friendly fire.

image

@TheJJ TheJJ added bug Behaving differently as it should behave lang: c++ Done in C++ code area: simulation Involved in the game mechanics and simulation labels May 8, 2016
@TheJJ
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TheJJ commented May 8, 2016

Mind that some projectiles must cause friendly fire (Mangonel etc). Somewhere in the data must be a flag for the friendly fire activation.

@coffenbacher
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Right, I think the distinction is that friendly fire only applies to area of effect projectiles.

Here's some research I found on the original behavior. I'll try to find some research on the "artillery" projectiles like trebuchets, mangonel line, bombard cannon, bombard tower etc. as well to get a complete picture of how the mechanics work.

Accuracy 1 - SotL

  • Archers have 100% accuracy within two tiles
  • "Accuracy" stat means that percentage of shots automatically target correct tile. Inaccurate shots are fired at a random vector in the same general direction, but also have a chance of hitting the correct tile if the random vector is close enough to the same direction.
  • Accuracy is a function of distance, giving credence to the vector theory. More tiles = more inaccurate.
  • Thumb ring = 100% accuracy. However, will still miss moving targets without ballistics.
  • Ballistics = shots are targeted at where the enemy unit will be, as opposed to where it is. Same accuracy rules apply.

Accuracy 2, Inaccurate Arrows - SotL

  • Inaccurate arrows do full damage if they happen to hit targeted unit
  • Inaccurate arrows do 50% damage (i.e. calculate damage normally with armor, then divide by two) if they happen to hit a different unit

Accuracy 3, Unit Size - SotL

  • Inaccurate arrows more likely to hit a large unit than a small unit. I.e. at 3 tiles, an elephant is hit 96% of time vs. 83% for a samurai.

@TheJJ
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TheJJ commented May 9, 2016

If you like, this is good information to add in the doc/reverse_engineering directory :)

@TheJJ TheJJ added this to constraints in game logic Feb 19, 2017
@TheJJ TheJJ moved this from constraints to todo in game logic May 2, 2018
@simonsan simonsan moved this from todo to waiting for in game logic Sep 8, 2019
@heinezen heinezen added blocked Blocked by a another issue or missing feature and removed waiting for new gamestate labels Sep 8, 2023
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Labels
area: simulation Involved in the game mechanics and simulation blocked Blocked by a another issue or missing feature bug Behaving differently as it should behave lang: c++ Done in C++ code
Projects
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waiting for
Status: 📋 Backlog
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