This page (revision-134) was last changed on 13-Aug-2024 16:22 by Administrator

This page was created on 23-Apr-2021 17:56 by Administrator

Only authorized users are allowed to rename pages.

Only authorized users are allowed to delete pages.

Page revision history

Version Date Modified Size Author Changes ... Change note
134 13-Aug-2024 16:22 7 KB Administrator to previous
133 23-Apr-2021 17:57 7 KB Administrator to previous | to last
132 23-Apr-2021 17:56 6 KB Administrator to previous | to last
131 23-Apr-2021 17:56 6 KB Administrator to previous | to last
130 23-Apr-2021 17:56 6 KB Administrator to previous | to last
129 23-Apr-2021 17:56 5 KB Administrator to previous | to last
128 23-Apr-2021 17:56 5 KB Administrator to previous | to last
127 23-Apr-2021 17:56 5 KB Administrator to previous | to last
126 23-Apr-2021 17:56 5 KB Administrator to previous | to last
125 23-Apr-2021 17:56 5 KB Administrator to previous | to last
124 23-Apr-2021 17:56 5 KB Administrator to previous | to last Fraction ==> Factions
123 23-Apr-2021 17:56 5 KB Administrator to previous | to last
122 23-Apr-2021 17:56 5 KB Administrator to previous | to last
121 23-Apr-2021 17:56 5 KB Administrator to previous | to last

Page References

Incoming links Outgoing links

Version management

Difference between version and

At line 1 changed 5 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 __Hefence__.\\
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 turns yellow. \\
__E.g.__: If Defence of my units is 10, they receive 10% less damage. If the defence value is 20, they receive 20% less damage. If Defence is 50, 2 times less damage.\\
\\
At line 7 changed 4 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).\\
__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 24 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 by %, equal to the defence of the other part\\
[{Image src='health.png' align='left' }]3. subtract the attack value from health and receive the remaining health of the other part.\\
At line 32 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|Combat] 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|Attack].\\
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 2 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.
*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.