Hitpoints are discrete, so a hitpoint is either erased or not. If the damage applied gets below zero there is a chance that either 1 point will be erased or no point will be erased at all.
The raw damage applied, already below zero eg, will get reduced by other factors even more, so if you place a lot of singular units in defense mode, the actual damage applied will be very close to zero, resulting in a very high chance of having no hitpoint erased at all and the attack having no effect at all.
This explains extremities as bombers taking damage by bombarding inf flowers at sea and not taking out a single infantry unit.
This is ze power of ze flower.
Some info regard combat in general. Perhaps expanded upon, but a lot will not apply anymore within half a year or shorter, most likely.
The green circle in the slide above would be a splash circle of the defender. It deals back 10 def damage to both red dots, because the green dot is in both the combat ranges of the red attackers.
Speed on enemy terrain is only 35% of the normal speed (the speed you have on own terrain). If you select unit information this is signified.
-=+=- Efficient Upgrades -=+=-
If you build the following upgrades:
-Aerodrome (GM and Air-Pack games only)
-Level 2 Barracks
-Level 4 Factory
-Level 5 Fortress
You will gain (1 + 1 + 1 + 1 + 2 + 2 + 4 + 5) = 17 upgrades = 8.5 basic points
This is not correct: only types of upgrades are concerned, not levels of upgrade-types.
So a fort level 5 (fort building type) counts as 1 upgrade and a damaged recruiting agency (agency building type) with only 1 hit-point left as well. This implies that you can only have 7 upgrades (excluding the capital that also counts as an upgrade type) in a province. This implies that upgrades usually do not add a lot of weight (3.5 max (with capital 4)) compared to the dominant morale factor (16 + 6 bonus max). However, you only require the presence of rudimentary building types to max out on the upgrade factor. This is relevant.
Less relevant: the formula disclosed by Bytro way back would allow for negative score (very low morale provinces without or few upgrades). A minimum of zero however is applied.
flower is still evolving so you need to keep your eyes open
lately - offensive flower works as expected
defensive flower- works us expected against range units
defensive flower vs melee units- not so great because delay units go to attack mode at some point
there would be more articles once we finish AWT and have more data collected about newest flowers and bastions.
Is the delay of units reset or shortened once units are in combat or do you just mean that the delay cannot be prolonged anymore once the units are in combat modus?
What is the max delay time? was there not a trick to set a really long delay time?
well its good to see you got rid of the ridiculous arrows from supremacy 1, now please do the decent thing and take them away from 1914
I agree, these arrows are pointless (no pun intended).
Ranged units, such as artillery, did not automatically attack enemy units within range immediately, effectively allowing enemy units to operate within its range for up to a few minutes before being shot at.From now on ranged units will commence the bombardment of enemy units as soon as they get in range, in case their fire command doesn’t prevent such actions.
Actually, the end of Hit and Run is announced here.
- Ranged units, such as artillery, did not automatically attack enemy units within range immediately, effectively allowing enemy units to operate within its range for up to a few minutes before being shot at.From now on ranged units will commence the bombardment of enemy units as soon as they get in range, in case their fire command doesn’t prevent such actions.
Links to youtube videos on Infantry generation and Population added.
Province order + current_morale = 102 = target_morale
102 is the target morale when all the variable morale factors sum to zero.
Province order combined with the current morale is always 102, so together they are constant. It would be best to either mention the current_morale as a factor as well or to omit province_order as a real morale_factor. It is just confusing now; latter option would be better.
For more info on province morale: S1914 GAME INFO
Or check the discord in my banner.
Corruption info improved and graph replaced.
This post will probably help in seeing air mechanics replaced by something better in S1914. Considering that, publishing this is a good thing. Considering the OP nature of the exploit....not sure though.
Probably it could have been set up significantly better, but something had to be done quickly indeed.
since this is the time
I hope the survey does not point out that no improvements are (badly) required, due to lack of participants.
Since Legacy will be discontinued and since it is likely that some changes to the Revamp will be made before it does, it is a good time, a suitable moment, to do an unofficial survey, ok. Altered the introduction.
Legacy will soon disappear and there is no stopping this. Since some changes to the revamp are likely to be made before it does, it is a good time to let the Devs know what needs to be changed about the revamp (new UI/user interface). This small and UNOFFICIAL survey has been set up to better identify and asses the issues the community has with the new UI and to point them out to the developers.
Please fill out the small survey. It is not required to answer every question.