Double armour for all
First things first: yes, this is Dwarf supremacy mod. Because shabby goblin spear shouldn’t do any damage to properly armoured dwarf.
However it is also "Great weapons justice" mod. Right now all great weapons variants are pretty much worthless. You lose shield(35/55% missile resistance), you lose around 10 MD, and in return you get measly 2 MA and "insane" 4 charge bonus. The only valuable thing is – your damage becomes about 60% AP, instead of usual 30%. But how much it really worth?
I took dwarf warriors and took them to testing.
DW vs DW duel takes about 8 minutes, results in equal fight.
DW vs DW(gw) duel … takes about 8 minutes, gw variant wins, but loses about 80% of their hp.
Once again: heavily armoured AP-oriented unit variant loses 80% of their hp fightning non-AP heavily armoured unit – supposedly optimal matchup for them.
I don’t like it. So i decided to make AP damage much more valuable by inflating armour values across the board.
That’s all there is to it – every unit has x2 armour. As result – some of them are taken through armour cap, making them immune to non-AP damage. Just as i like it.
This will have ripple effects through the game – battles will be longer, non-ap missles will suddenly become way less useful, "weak against armour" will become "useless against armour", high-armour units wih low MD (steam tanks) will become immune to non-AP units(320 armor steam tank, 280 bastilodon ololo).
While this mod is by no means balanced gameplay-wise, it should provide an interesting option, a way to "scratch the itch" for all of armor enthusiasts.
I hope you like it! Feedback and discussion is appreciated!
P.S. I’m a bit of math nerd, so i also wanted to get some sort of mathematical estimate of the effect that this mod will produce.
Effect of armor on non-AP damage can be described as
result damage = initial value*(1-(0.75*armour/100))
(0.75 – average value, game rolls between 0.5 and 1)
So, 100 armour will give you average 75% non-AP damage reduction and 200 armour will render you immune to non-ap damage, regardless of rolls.
Then there is standart to-hit calculation:
Chance to hit = 35% + (melee attack – melee defence)
With minimum of 8% and maximum of 90%
With that in mind let’s once again go to DW vs DW(gw) matchup. The parameter that i have in mind is Effective Damage per Attack(EDA) for both sides of duel.
Dwarf warrior: 85 armour, 22 MA, 40 MD, 21/7 non-AP/AP damage
Dwarf warrior(gw): 85 armour, 24 MA, 30 MD, 7/23 non-AP/AP damage
pre-mod:
DW EDA = (35+(22-30))/100 * (max(0;21*(1-(0.75*85/100)))+7) = 3,945375
DW(gw) EDA = (35+(24-40))/100 * (max(0;7*(1-(0.75*85/100)))+23) = 4,852125
Dw have about 81% damage output of GW variant
post-mod:
DW EDA = (35+(22-30))/100 * (max(0;21*(1-(0.75*170/100)))+7) = 1,89
DW(gw) EDA = (35+(24-40))/100 * (max(0;7*(1-(0.75*170/100)))+23) = 4.37
Dw have only 43% damage output of GW variant.
Compatibility: i only edited one table – unit_armour_type. So mod should be compatible with most of non-battle mods.