increase hit% across the board
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increase hit% across the board
I'm playing DM, and there is a chocobone with a tick of energy left. I send not one, or two, but four heavy infantry to kill it- I need only one hit- and they all miss. Time to reload the turn...
That's not very satisfying to a player. I feel as though hit percentages could be increased 10%, or even 20%, across all units. If you really wanted to go crazy go 20% with a random damage range, but either way, whiffing is just bad. Really high hit rates combined with a decent damage range, for a L1 1 damage is better than nothing, would be satisfying on some level. The higher the level, the tighter the range. Elf Archer 1-5 damage 70% chance to hit, Sharpshooter 8-10 damage 90% chance.
Yes I know this will never happen, just a rant. Crap like this though just makes me close out the game and stay away for a few days, it takes the fun out.
That's not very satisfying to a player. I feel as though hit percentages could be increased 10%, or even 20%, across all units. If you really wanted to go crazy go 20% with a random damage range, but either way, whiffing is just bad. Really high hit rates combined with a decent damage range, for a L1 1 damage is better than nothing, would be satisfying on some level. The higher the level, the tighter the range. Elf Archer 1-5 damage 70% chance to hit, Sharpshooter 8-10 damage 90% chance.
Yes I know this will never happen, just a rant. Crap like this though just makes me close out the game and stay away for a few days, it takes the fun out.
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Re: increase hit% across the board
Rant to people who care. Not here.
- alexanderthegre
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Re: increase hit% across the board
Well, you can certaintly increase the chance to hit using WML. I'm not sure how, though. IIRC there was something like this in the first scenario of bad moon rising.
Re: increase hit% across the board
If someone could point me to the files that I can modify, at least for hit%, it would be appreciated- I assume they are set up like defense/movement types?
Re: increase hit% across the board
Thanks for the link, but I was wondering where to hack the files that control each attack type, defense is described by movetypes like smallfoot and swimmer for instance, are attack types done in a similar fashion?
Re: increase hit% across the board
If you are referring to resistances against certain attack types, that is also done in the movement definitions.
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Re: increase hit% across the board
I want to change, say, magic attack from 70% to 90%, mace attack from 40% to 60%, etc. across all units/attacks. Can this be done? Just looking now, attack percentages seem unaffected by terrain, only defense is affected by terrain. I just want to boost the chance to hit from the offensive side. Does this make sense?
- Pentarctagon
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Re: increase hit% across the board
This ability would do that:
Code: Select all
[chance_to_hit]
id=add_chance
name= _ "add_change"
description= _ "description"
add=20
active_on=offense
cumulative=no
[/chance_to_hit]
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
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- Joined: January 6th, 2004, 10:42 pm
- Location: Portland, OR
Re: increase hit% across the board
I don't think you understand how percentage to hit is calculated. Save for the Marksman & Magical abilities, ALL chances to hit are based off terrain, not weapon type. If you really want to make this change yourself, reference this macro:
The parts near the bottom are the ones you can manipulate in your own custom attack type. Then units that you give that weapon ability will have a forced higher chance to hit. This will simulate what you desire closely, but not perfectly.
EDIT: Criminey, ninja'ed by Pentarctagon! His code will do just what you want. But still be aware, you will have to give units that ability.
Code: Select all
#define WEAPON_SPECIAL_MARKSMAN
# Canned definition of the Marksman ability to be included in a
# [specials] clause.
[chance_to_hit]
id=marksman
name= _ "marksman"
description= _ "Marksman:
When used offensively, this attack always has at least a 60% chance to hit."
value=60
cumulative=yes
active_on=offense
[/chance_to_hit]
#enddef
EDIT: Criminey, ninja'ed by Pentarctagon! His code will do just what you want. But still be aware, you will have to give units that ability.
Last edited by Insinuator on June 15th, 2012, 10:47 pm, edited 1 time in total.
Re: increase hit% across the board
But I would need to do that for each character, right?
For example here is the elf archer attacks:
nowhere does it say what the hit% is, but I'm going to assume the "type" is where I can change what I need to. Is this correct, and if so where can I find them?
For example here is the elf archer attacks:
Code: Select all
[attack]
name=sword
description=_"sword"
icon=attacks/sword-elven.png
type=blade
range=melee
damage=5
number=2
[/attack]
[attack]
name=bow
description=_"bow"
icon=attacks/bow-elven.png
type=pierce
range=ranged
damage=5
number=4
[/attack]
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- Posts: 706
- Joined: January 6th, 2004, 10:42 pm
- Location: Portland, OR
Re: increase hit% across the board
First question, qualified yes. Each unit type, not each unit.Crow_T wrote:But I would need to do that for each character, right? Nowhere does it say what the hit% is, but I'm going to assume the "type" is where I can change what I need to. Is this correct, and if so where can I find them?
Second question, no. Best way (IMO) would be to define a custom macro using the "chance_to_hit" code and then putting that under a [specials] tag in your custom unit.
- Pentarctagon
- Project Manager
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- Joined: March 22nd, 2009, 10:50 pm
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Re: increase hit% across the board
Moved to the WML Workshop, since you are now asking about how you would go about implementing this yourself.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: increase hit% across the board
If you just want all the units (both own and enemy ones) to hit more often, edit the defenses (defined with the movement types, usually). The chance to hit special is then only needed to adapt magical and marksman.
Re: increase hit% across the board
So basically, these numbers mean nothing and there is no way to modify the file that the game is pulling them from.