pandakraut Posted June 17, 2018 Share Posted June 17, 2018 (edited) Here are some of the behind the scenes mechanics I've learned about while modding. I've posted about several of these previously but wanted to get them all compiled into a single location. Weapon Recovery Rates Colonel difficulty rates Win - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.3 - weaponCaptureUnitPercent: 1 - weaponSavePercent: 0.5 Draw - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.15 - weaponCaptureUnitPercent: 1 - weaponSavePercent: 0.3 Loss - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.05 - weaponCaptureUnitPercent: 1 - weaponSavePercent2: 0.1 Brigadier General difficulty rates Win - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.2 - weaponCaptureUnitPercent: 0.75 - weaponSavePercent: 0.5 Draw - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.15 - weaponCaptureUnitPercent: 0.75 - weaponSavePercent: 0.25 Loss - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.05 - weaponCaptureUnitPercent: 0.75 - weaponSavePercent: 0.1 Major General and Legendary Win - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.1 - weaponCaptureUnitPercent: 0.5 - weaponSavePercent: 0.3 Draw - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.05 - weaponCaptureUnitPercent: 0.5 - weaponSavePercent: 0.15 Loss - supplyCapturePercent: 0.5 - weaponCapturePercent: 0.05 - weaponCaptureUnitPercent: 0.5 - weaponSavePercent: 0.1 - weaponCaptureUnitPercent is currently not used in the base game so no weapons are recovered from captured units. - You will still get the weapons from the men that were killed in a unit that is captured. Shatter Mechanics - infantry: hp% < .25 and morale% < 0.1 = shatter. hp% < .1 = shatter - artillery: hp% < .3 and morale% < 0.2 = shatter. hp% < .1 = shatter - cavalry: hp% < .4 and morale% < 0.2 = shatter. hp% < .1 = shatter - skirmishers: hp% < .35 and morale% < 0.2 = shatter. hp% < .1 = shatter - Shattering is worse than capturing in terms of the AISize. Capture is the only way to fully remove an entire unit from the AIsize. - Shattered units do allow you to recover their weapons. - AI tech and training are also affected by reducing the AISize. Scaling The scaling algorithm itself is rather complex but I'll try to summarize it. For every battle each AI unit has a default size. This size will increase or decrease based on several different factors. The following is not a complete list but is generally sufficient for most players purposes. 1) Difficulty: As seen at the campaign start MG and Legendary will cause sizes to go up. 2) Randomness: There is a random size modifier that is generated for each battle that will apply to all AI units. 3) Manpower Pool: There is an AI Size variable which is where the intelligence report size value comes from. This is where snowballing can happen if you aren't killing enough units in each battle. I'll provide some detail as to how this can be controlled later on. 4) Your army composition: In every battle your army makeup is compared to the AI's army makeup. This includes any allied units you get in the battle and any units you do not deploy. This comparison basically uses the average size of each type of unit though infantry size can also affect the size of other units. In side battles this allows you to lower your average unit size by creating temporary ballast units of the minimum size in corps that don't deploy. This does not work in major battles, but can sometimes appear to work because there are minimum floors in the algorithm. If ballast units appear to be lowering scaling in a major battle you just need to add more men in any way. This is calculated at battle start so on multiday battles you can wait to increase men until day 2 to limit scaling as well. 5) Historical force size factor: Each battle has its own factor that tries to enforce a specific ratio of forces. For example CSA Antietam leans toward the player being outnumbered 2:1. Union Antietam is closer to 1:1. Other factors can definitely override this. Tips: You can have a significant effect on the AI's average unit size by keeping your own small. For example, I play most of either campaign with units around 1k. Units will get a bit larger as it goes own but rarely do I go much about 1.3k. Even without ballast units this will largely keep AI units as small as they can be given other factors. You can also go the completely opposite direction and make your units max size to boost AI scaling as much as possible. The more men the AI has the more weapons you can recover and the more xp you can farm. When fielding a majority of max size infantry units scaling will not be able to keep up even on legendary due to unit size caps and the AI fielding other unit types. This means that it's possible to outnumber the AI in nearly every battle with max size units even on legendary. The main thing to compare when looking at other peoples campaigns is the intelligence reported size and their average unit size. The AI Size minimum is 50k for most of the campaign past the 1st 3rd. Here are the numbers for the Union Campaign minimum AISize, valid for all difficulties: https://old.reddit.com/r/ultimategeneral/comments/95stw1/what_does_army_size_actually_mean_and_is_it_bad/e4499mf/ From battle to battle, the only damage you can deal to the AI is reducing the AI Size, indicated by the intelligence report size percentage. This is accomplished by killing its units. Capturing a unit is the only way to completely remove its numbers from the AI Size. Men remaining in a shattered unit escape. Lowering the AISize has an impact on training and technology. However, all three values have a minimum amount based on the current timeline of the campaign. For example, if the AI size is 60k prior to 2nd bull run. You inflict 40k casualties and then post battle the AISize is now 65k. The resulting size is lower than it could have been, but limited by the minimum. On the harder difficulties this means that it is not always worth it to kill everything if you take to many losses to do it as the AI always gets 'free' troops back. It is also possible to not get enough kills and then the AISize will start to grow beyond the minimum. Also note, the AISize is not actually a limit on what you will face in battle. A variety of scaling factors can push that number higher or lower as described above. Optimal Unit Sizes for Damage These vary slightly based on weapon damage. The benefit of adding men/guns decreases significantly prior to these limits so using a slightly smaller size will be more optimal if money is a concern. - max artillery size for ranged damage ~14 - max skirmisher size for ranged damage ~375 - max infantry size for ranged damage ~1845 - The damage penalty for infantry is much smaller than for other unit types. This means that 2500 man units with detached skirmishers will deal more total damage when their volleys are combined. - mounted cavalry ranged attacks never fall off due to unit size. Larger units will always deal more damage. - The benefits of adding more men to mounted cavalry starts to yield decreasing returns between 500-600. - dismounted cavalry have the same optimum size as normal skirmishers at ~375 - melee damage will always continuously go up based on size though for some unit types it will do so at a diminishing rate. Surrender Mechanics Surrender checks occur when a certain damage threshold is met on a given frame. This means during melee or during a specific volley dozens of checks can occur. Melee produces checks more consistently than firing. Each check generates a random value that is compared against a surrender probability. It is nearly impossible for a close to full strength unit to surrender, but it is possible to get lucky. Artillery units will never make a surrender check. A unit will never make a surrender check if an allied unit that is not routing is nearby. This is part of the reason why splitting units up is very important. Surrender probability increases based on - morale - hp / hp max - hp ratio of all nearby allied units that are not routing vs all nearby enemy units. This is one of the larger factors. - enemy coverage in 360 degrees. Hard to quantify this more, but that's what the code appears to doing. - current ammo / max ammo - officer is dead(a wounded officer has no impact) Condition has no effect beyond reducing a units melee damage so that they can't inflict casualties and thus their morale drops faster. Low condition does reduce unit speed which makes it easier to stay on top of the unit. Map edges also do weird things with melee contact points and can cause units to stop doing the normal amounts of damage. Sometimes this results in both units just exhausting and routing themselves and they'll just slowly grind each other down. Battle Mechanics - Higher elevation gives increased accuracy/damage and morale regeneration. - Weapons always hit but can do < 1 damage with enough negative modifiers. - Base Damage Calculation is Weapon damage * Random value between AccuracyLow / 100 and Accuracy High / 100. - Artillery Shell shot modifies damage by 1.2 and accuracy low by .75. - Artillery Canister shot modifies damage by 1.75 and accuracy low by .5. - Canister shot is out to .25 of maximum range. - Shell shot is from .25 to .5 of maximum range. The spreadsheets attached below show the damage degradation as range increases for each weapon. You must be logged into the forum to access them. Rifles have a RangeHint column which contains the range value displayed in game UI for each weapon. This value frequently does not match the weapons actual range. The RangeHint value helps show the player which rifles are more effective at longer ranges, but to me are misleading in some cases. Keep in mind that some of these stats in isolation can be misleading. Nothing replaces actually trying out weapons yourself. For artillery I would also highly encourage you to read this guide first https://steamcommunity.com/sharedfiles/filedetails/?id=1105446690. The conclusions within match up with the data very accurately and are probably a better starting point. ArtilleryWeaponCurves.xlsx CavalryWeaponCurves.xlsx InfantryWeaponCurves.xlsx SkirmisherWeaponCurves.xlsx WeaponStats.xlsx DamageFalloffBySize.xlsx @TechnoSarge has also done some additional analysis on price effectiveness and dps which you can find here. Summary: http://forum.game-labs.net/topic/26142-hidden-mechanics-and-weapon-damage-degradation/?page=2&tab=comments#comment-574298 Analysis spreadsheets: http://forum.game-labs.net/topic/26142-hidden-mechanics-and-weapon-damage-degradation/?page=2&tab=comments#comment-573686 Some nice average damage spreadsheets put together by @Sir Galahadn't https://www.dropbox.com/s/adm7wm62aja9g53/Infantry Weapon Curves.xlsx?dl=0 https://www.dropbox.com/s/yk0fm8e86m9olh4/Artillery Weapons Analysis.xlsx?dl=0 Edited December 15, 2020 by pandakraut 11 1 Quote Link to comment Share on other sites More sharing options...
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