Piranha,
piranha wrote:I will take some time the next week to make so all the dice rolls and strength are shown to the right when fighting so you know for sure if there was something wrong.
Thanks. That will be very useful. It would be handy to have them in the debug logs too.
I will however still hold with my previous statment that the warlords system (at least warlords 1,2) does give you insane results now and then.
I don't like that part either.
Well, 150-1 works out to 99.3% chance for me to win the battle. How much more sure can one get? Results like that tend to take the strategy out of the game completely.
On the other hand, if the catapult was mistakenly giving me a -2 to my stack the odds for me to win would drop to 25-1 which is still 96% chance for me to win the battle.
I personally don't recall such crazy things happening in Warlords 2. I've played a dozen games with it in the last few months on Max Warlorders scenario he created and never saw anything like that. What happened to me was the equivalent of 8 light infantry attacking 8 light infantry and being left with 8 light infantry (instead of 1-2 light infantry).
I'd like to make some changes to the combat system. We might see if we can come up with some ideas for a improved combat system and present them and when we have something that should work we can build it into beta3
The thing is if you make many changes to the combat system then you no longer have Warlords. Not that that's bad thing, just that it's going to confuse a lot of player familiar with Warlords who are hoping to play a faithful remake.
My suggestion in the other thread of just throwing out the outlier results still makes the most sense. That lets you keep the same combat system but doesn't allow results like the one I experienced. Throwing out the outlier results would have had me lose the light cavalry and spider but my hero would have lived. It's still a combat that went against me but not one that was insanely against me.
KGB