Morale
40-49 10% chance of 10% troops desert
30-39 15% chance of 15% troops desert
20-29 20% chance of 20% troops desert
10-19 25% chance of 25% troops desert
1- 9 30% chance of 30% troops desert
Really popular causes tend to attract volunteers on the march, so we
could even have:
Morale
60-69 10% chance of 10% growth in troop numbers
70-79 15% chance of 15% growth in troop numbers
and so on...
I really like the idea of more morale modifiers and shifting morale effects (although I think there should be a larger stable no growth no loss range). Good idea Laurence. My only question would be how difficult to add to program.
Winn
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first of all its good that leaderless navies exist -
leaderless armies shouldn't be that much harder to
add.
But regarding troops loses due to morale.
I seem to remember in the LoTR that after murazor was
stabbed from behind by a hobbit, and then whacked in
the face by a women (who said the good side had to
fight fairly 1 on 1 ?), that the free armies marched
into mordor.
The army marched off expecting to be killed, and their
morale was pretty low (so much so that aragorn split
off a section of his army as they were going to be
less than useless in the expected slaughter).
But they still marched, and I don't think they
suffered troop losses from deserters.
We could argue that the free passed their morale roll,
but I would rather not have armies with leaders suffer
troop loss/gain due to morale - only leaderless
armies.
thanks
din
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Well, I've been reading all of these messages and have been thinking
about what can be done before any long-term project involving huge
code changes. If more modest ones are possible, here are some ideas
for providing more options within the same basic framework.
1. No extra armor/weapons on light troops. (Needed, as they have
some additional uses below).
2. Replace the type-specific training orders with a general
400 raise troops order. The default if no type is given is HI; you
can hire mixed armies.
3. For more mobile forces - allow food to be purchased in a hire army
order if there is not enough in the pop center.
Troop changes:
2. Light infantry - maintenance cost is 1, not 2. Useful for
garrison troops or in situations where a rapid buildup is not
essential.
3. Archers - raise strength to 8, drop maintenance to 1. See above.
4. Light cav - drop food cost to 1, allow it to be recruited with
only mounts and no leather. One thing to ship instead of two; less
punch than HI but more mobility.
Special nation abilities:
Rohan/Eothraim/Long Rider -
hire cavalry at half leather/mounts cost.
light cav without food moves as if supplied (raiders!)
I would add the second SNA to the dog lord as well.
Rangers/Elves/Woodmen -
Armies move evasively at normal movement cost.
Dwarves -
HI hired at 50 training
Dwarves/Fire King -
heavy infantry armor and weapons at half metal cost
Witch King/Dragon Lord -
Hire double the normal quantities of LI at population centers.
(Maybe also the poor Northmen.)
Changes like these would retain the existing battle system, but would
considerably expand player choice on troops and tactics. There would
be code changes, but not big ones.
Making the nation terrain modifiers more variable sounds like an idea
that does have some consensus, at least on this board.