Armour

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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canuckgamer
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Armour

Post by canuckgamer »

In the unit information for Armour it indicates Protected or Unprotected. I know that Protected reduces the effects of projectiles on that unit but I am wondering if it also impacts the unit in melee? Thanks.
MikeC_81
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Re: Armour

Post by MikeC_81 »

Armor provides a scaling bonus vs opponents with inferior armor. The levels of armor are unprotected, protected, some armor, armored, and fully armored. Each armor level has a maximum PoA bonus that it can reach (50 PoA) if I recall correctly. This applies only to melee and not impact.

A protected unit vs an unprotected unit will gain 25 PoA in melee. Some armor vs unprotected will gain 37 PoA. Armored will gain 50 PoA. Fully Armored is better than armored but caps at 50 PoA so even against unprotected its 50 PoA. However they gain 50 PoA vs protected as well.

For the other levels of armor against each other, simply take the higher armor value and subtract the lower armor value to find the PoA advantage gained. (ie some armor vs protected = 37-25 = 12PoA)
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Re: Armour

Post by SnuggleBunnies »

However, it offers no bonus vs heavy weapon.
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Re: Armour

Post by kronenblatt »

1.5.23:
Heavy Weapon: Now cancels only the first 50 POA of enemy armour advantage.

1.3.9:
o Armoured cavalry gain additional 12% casualty mitigation against shooting by bows, slings
and javelins compared to Protected. (Unprotected cavalry get 0% mitigation, Protected
cavalry get 16%, Armoured get 28%, Cataphracts get 49%).
o Maximum melee POA for armour advantage increased to + 100 vs foot. (It remains +50 vs
mounted). This currently only affects cataphracts.
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Re: Armour

Post by kronenblatt »

Are there still five levels of armor: unprotected, protected, some armor, armored, and fully armored?

Do they still apply only to Melee and not Impact?

They still affect Shooting PoA negatively, I assume: -50 to -200 depending on completeness of armour?
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Re: Armour

Post by rbodleyscott »

kronenblatt wrote: Sun May 24, 2020 6:15 am Are there still five levels of armor: unprotected, protected, some armor, armored, and fully armored?
There are also "Lightly Protected" and "Well Armoured". But all of those descriptions are just words that apply to ranges of values. Armour rating is in fact on a continuous scale of 0-300, though not all of the intervening values are actually used.

In particular, units labelled "Some Armour" don't all have the same armour rating. You can see how much armour POA they can actually potentially get in melee by CTRL-L clicking on the unit. That will be the POA against Unprotected troops.
Do they still apply only to Melee and not Impact?
Yes
They still affect Shooting PoA negatively, I assume: -50 to -200 depending on completeness of armour?
Yes
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Re: Armour

Post by SnuggleBunnies »

I believe the only situation where armor does have an influence on Impact is when charging troops with Darts. If I recall correctly vs heavily armored troops, Darts+Light Spear is 166POA, not the usual 200.
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Re: Armour

Post by kronenblatt »

rbodleyscott wrote: Sun May 24, 2020 6:21 am
kronenblatt wrote: Sun May 24, 2020 6:15 am Are there still five levels of armor: unprotected, protected, some armor, armored, and fully armored?
There are also "Lightly Protected" and "Well Armoured". But all of those descriptions are just words that apply to ranges of values. Armour rating is in fact on a continuous scale of 0-300, though not all of the intervening values are actually used.

In particular, units labelled "Some Armour" don't all have the same armour rating. You can see how much armour POA they can actually potentially get in melee by CTRL-L clicking on the unit. That will be the POA against Unprotected troops.
They still affect Shooting PoA negatively, I assume: -50 to -200 depending on completeness of armour?
Yes
Richard: Is there then any chance to get a form of rough interval for each of the seven armo(u)r levels? Just for indication. Not binding legally, of course. :)

*Unprotected: A - B
*Lightly Protected: C - D
*Protected: E - F
*Some armor: G - H
*Armored: I - J
*Well armored: K - L
*Fully armored: M - N
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Re: Armour

Post by rbodleyscott »

kronenblatt wrote: Wed Jun 10, 2020 11:17 am
rbodleyscott wrote: Sun May 24, 2020 6:21 am
kronenblatt wrote: Sun May 24, 2020 6:15 am Are there still five levels of armor: unprotected, protected, some armor, armored, and fully armored?
There are also "Lightly Protected" and "Well Armoured". But all of those descriptions are just words that apply to ranges of values. Armour rating is in fact on a continuous scale of 0-300, though not all of the intervening values are actually used.

In particular, units labelled "Some Armour" don't all have the same armour rating. You can see how much armour POA they can actually potentially get in melee by CTRL-L clicking on the unit. That will be the POA against Unprotected troops.
They still affect Shooting PoA negatively, I assume: -50 to -200 depending on completeness of armour?
Yes
Richard: Is there then any chance to get a form of rough interval for each of the seven armo(u)r levels? Just for indication. Not binding legally, of course. :)

*Unprotected: A - B
*Lightly Protected: C - D
*Protected: E - F
*Some armor: G - H
*Armored: I - J
*Well armored: K - L
*Fully armored: M - N

Code: Select all

// Get string describing unit type's level of protection
FUNCTION PrintArmourString(me)
{
	int armour;

	armour = GetAttrib(me, "BodyArmour");

	if (armour < 25)
		{
			PrintString("IDS_ARMOUR_CLASS_UNPROTECTED");
		}
	else
		{
			if (armour < 50)
				{
					PrintString("IDS_ARMOUR_CLASS_LIGHTLY_PROTECTED");
				}
			else
				{
					if (armour < 67)
						{
							PrintString("IDS_ARMOUR_CLASS_PROTECTED");
						}
					else
						{
							if (armour < 100)
								{
									PrintString("IDS_ARMOUR_CLASS_SOME_ARMOUR");
								}
							else
								{
									if (armour < 150)
										{
											PrintString("IDS_ARMOUR_CLASS_ARMOURED");
										}
									else
										{
											if (armour < 300)
												{
													PrintString("IDS_ARMOUR_CLASS_WELL_ARMOURED");
												}
											else
												{
													PrintString("IDS_ARMOUR_CLASS_FULLY_ARMOURED");
												}
										}
								}
						}
				}
		}

}
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kronenblatt
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Re: Armour

Post by kronenblatt »

rbodleyscott wrote: Wed Jun 10, 2020 12:16 pm
kronenblatt wrote: Wed Jun 10, 2020 11:17 am
rbodleyscott wrote: Sun May 24, 2020 6:21 am

There are also "Lightly Protected" and "Well Armoured". But all of those descriptions are just words that apply to ranges of values. Armour rating is in fact on a continuous scale of 0-300, though not all of the intervening values are actually used.

In particular, units labelled "Some Armour" don't all have the same armour rating. You can see how much armour POA they can actually potentially get in melee by CTRL-L clicking on the unit. That will be the POA against Unprotected troops.



Yes
Richard: Is there then any chance to get a form of rough interval for each of the seven armo(u)r levels? Just for indication. Not binding legally, of course. :)

*Unprotected: A - B
*Lightly Protected: C - D
*Protected: E - F
*Some armor: G - H
*Armored: I - J
*Well armored: K - L
*Fully armored: M - N

Code: Select all

// Get string describing unit type's level of protection
FUNCTION PrintArmourString(me)
{
	int armour;

	armour = GetAttrib(me, "BodyArmour");

	if (armour < 25)
		{
			PrintString("IDS_ARMOUR_CLASS_UNPROTECTED");
		}
	else
		{
			if (armour < 50)
				{
					PrintString("IDS_ARMOUR_CLASS_LIGHTLY_PROTECTED");
				}
			else
				{
					if (armour < 67)
						{
							PrintString("IDS_ARMOUR_CLASS_PROTECTED");
						}
					else
						{
							if (armour < 100)
								{
									PrintString("IDS_ARMOUR_CLASS_SOME_ARMOUR");
								}
							else
								{
									if (armour < 150)
										{
											PrintString("IDS_ARMOUR_CLASS_ARMOURED");
										}
									else
										{
											if (armour < 300)
												{
													PrintString("IDS_ARMOUR_CLASS_WELL_ARMOURED");
												}
											else
												{
													PrintString("IDS_ARMOUR_CLASS_FULLY_ARMOURED");
												}
										}
								}
						}
				}
		}

}
Great: thanks!
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Re: Armour

Post by Paul59 »

It might be useful for you to know that although the armour value can be anything between 0 and 300, only a few actual armour values are currently used in the game: 0, 25, 50, 67, 75, 100, 150, and 300.
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Re: Armour

Post by DanZanzibar »

I assume that for MP games, where the point cost is a function of armour among other things that those amour descriptors become well defined terms... correct? Paul - you mention 8 values for the 7 descriptors. Is there one that has two possible values? Can you (or someone else) match these to their values?
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Re: Armour

Post by kronenblatt »

Paul59 wrote: Wed Jun 10, 2020 2:19 pm It might be useful for you to know that although the armour value can be anything between 0 and 300, only a few actual armour values are currently used in the game: 0, 25, 50, 67, 75, 100, 150, and 300.
Yep, that's useful: will add that too. Thanks Paul!
DanZanzibar wrote: Wed Jun 10, 2020 4:07 pm I assume that for MP games, where the point cost is a function of armour among other things that those amour descriptors become well defined terms... correct? Paul - you mention 8 values for the 7 descriptors. Is there one that has two possible values? Can you (or someone else) match these to their values?

EDIT: It seems that both 67 and 75 qualify as Some armor?
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Re: Armour

Post by Paul59 »

kronenblatt wrote: Wed Jun 10, 2020 4:29 pm
DanZanzibar wrote: Wed Jun 10, 2020 4:07 pm I assume that for MP games, where the point cost is a function of armour among other things that those amour descriptors become well defined terms... correct? Paul - you mention 8 values for the 7 descriptors. Is there one that has two possible values? Can you (or someone else) match these to their values?

EDIT: It seems that both 67 and 75 qualify as Some armor?
That is correct. The game uses the numerical value in it's combat calculations, so units with armour value 75 are slightly better protected than those with 67. The name of the armour value is only to give the player an idea of a unit's defensive capabilities.

Those 8 values are the ones currently used in the game, but as RBS stated the armour value range actually goes from 0 to 300, so there is nothing stopping him using another value at some later date for new units etc.

It's a similar story with the unit quality values, which range from 0 to 300, but in practice only a few values are actually used in the game. With the exception that in campaign games and Empires battles unit quality can differ from the usual assigned value.
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Re: Armour

Post by kronenblatt »

rbodleyscott wrote: Wed Jun 10, 2020 12:16 pm

Code: Select all

// Get string describing unit type's level of protection
FUNCTION PrintArmourString(me)
{
	int armour;

	armour = GetAttrib(me, "BodyArmour");

	if (armour < 25)
		{
			PrintString("IDS_ARMOUR_CLASS_UNPROTECTED");
		}
	else
		{
			if (armour < 50)
				{
					PrintString("IDS_ARMOUR_CLASS_LIGHTLY_PROTECTED");
				}
			else
				{
					if (armour < 67)
						{
							PrintString("IDS_ARMOUR_CLASS_PROTECTED");
						}
					else
						{
							if (armour < 100)
								{
									PrintString("IDS_ARMOUR_CLASS_SOME_ARMOUR");
								}
							else
								{
									if (armour < 150)
										{
											PrintString("IDS_ARMOUR_CLASS_ARMOURED");
										}
									else
										{
											if (armour < 300)
												{
													PrintString("IDS_ARMOUR_CLASS_WELL_ARMOURED");
												}
											else
												{
													PrintString("IDS_ARMOUR_CLASS_FULLY_ARMOURED");
												}
										}
								}
						}
				}
		}

}
In which file can I find this information?
Paul59 wrote: Wed Jun 10, 2020 4:46 pm That is correct. The game uses the numerical value in it's combat calculations, so units with armour value 75 are slightly better protected than those with 67. The name of the armour value is only to give the player an idea of a unit's defensive capabilities.

Those 8 values are the ones currently used in the game, but as RBS stated the armour value range actually goes from 0 to 300, so there is nothing stopping him using another value at some later date for new units etc.

It's a similar story with the unit quality values, which range from 0 to 300, but in practice only a few values are actually used in the game. With the exception that in campaign games and Empires battles unit quality can differ from the usual assigned value.
Thanks for information, Paul! I've asked Richard in which file I can find this, and then can check whether it changes in new patches. I can also look in the unit Excel file to see how many different armour or quality values there actually are.
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Re: Armour

Post by Paul59 »

kronenblatt wrote: Wed Jun 10, 2020 5:11 pm
rbodleyscott wrote: Wed Jun 10, 2020 12:16 pm

Code: Select all

// Get string describing unit type's level of protection
FUNCTION PrintArmourString(me)
{
	int armour;

	armour = GetAttrib(me, "BodyArmour");

	if (armour < 25)
		{
			PrintString("IDS_ARMOUR_CLASS_UNPROTECTED");
		}
	else
		{
			if (armour < 50)
				{
					PrintString("IDS_ARMOUR_CLASS_LIGHTLY_PROTECTED");
				}
			else
				{
					if (armour < 67)
						{
							PrintString("IDS_ARMOUR_CLASS_PROTECTED");
						}
					else
						{
							if (armour < 100)
								{
									PrintString("IDS_ARMOUR_CLASS_SOME_ARMOUR");
								}
							else
								{
									if (armour < 150)
										{
											PrintString("IDS_ARMOUR_CLASS_ARMOURED");
										}
									else
										{
											if (armour < 300)
												{
													PrintString("IDS_ARMOUR_CLASS_WELL_ARMOURED");
												}
											else
												{
													PrintString("IDS_ARMOUR_CLASS_FULLY_ARMOURED");
												}
										}
								}
						}
				}
		}

}
In which file can I find this information?
Paul59 wrote: Wed Jun 10, 2020 4:46 pm That is correct. The game uses the numerical value in it's combat calculations, so units with armour value 75 are slightly better protected than those with 67. The name of the armour value is only to give the player an idea of a unit's defensive capabilities.

Those 8 values are the ones currently used in the game, but as RBS stated the armour value range actually goes from 0 to 300, so there is nothing stopping him using another value at some later date for new units etc.

It's a similar story with the unit quality values, which range from 0 to 300, but in practice only a few values are actually used in the game. With the exception that in campaign games and Empires battles unit quality can differ from the usual assigned value.
Thanks for information, Paul! I've asked Richard in which file I can find this, and then can check whether it changes in new patches. I can also look in the unit Excel file to see how many different armour or quality values there actually are.
It's in Data/Scripts/UITools.BSF.

Note that with the Unit Quality it is the average of the Experience (column AG) and Elan (column AH) values, luckily they are nearly always the same.
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