Jackamo 说:
This one is definatley better. Is it animated? Or Is it still flame?
yeah, that one does look better. It is slightly animated, but not like flame.
Justiciar 说:
The awesomery. It is too much!
Would it work without the markers? I imagine that would make things even more confusing and bloody. You wouldn't know who's sticking around to help you or who's leaving you for dead. Slightly less tactical, but certainly excellent for emersion.
Also, is it possible to tie this in to party morale on the campaign map?
The health markers do not appear unless you call on them, and then stay only for a second or two, to give you an overview of the status of your troops. The routing marker isn't very 'shiny', but helps you tell what is going on. It would certainly work without it though.
I thought about the world-map morale, but decided it would be complicating things without need, that morale has its own effect. If your world-map morale is high, you don't have people deserting you and can move faster on the map, selecting more favorable fights.
Llew2 说:
How'd you do it without the Module system? Or is this for .903?
Yeah, its for 0.903 for now, actually for EGII v4.25. I am going to first release it as a patch to EGII, for testing, to collect more feedback and see what needs to be tweaked. Then when the new module system will be out I'll mod it into Native and release that, together with the source.
grailknighthero 说:
Chel this is amazing. For my mod I was going to try to develop something like this but now I dont have to thanks to you. An idea, maybe assign each troop with some kind of menace. A knight is not going to run away from a few peasants, but in the case of your undead, the knight might not want to fight them and run away.
I thought about that too... Better troops with higher armor/life can take more damage before dropping a significant percentage in health, and are therefore harder to rout already. But maybe a small modifier based on their level can be added, higher level (higher tier) troops are more tenacious.
Kolba 说:
Chel 说:
You can't avoid chaos in a big battle. Keeping a coherent fighting force is the challenge!
That's much better. More challenging and difficult skirmishes will be awesome

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Why not make it realistic and increase damage of all weapons? For example three good sword slashes will kill an enemy (and vice versa - player!). It will demand from the players following style of fight: block-jump back-charge-block-jump back-charge-slash- jump back. What do you think about it, Chel?
In EGII the combat already is more flowing and dangerous, with more agility on troops, higher speed bonuses to damage, and high interrupt damage threshhold. Native - a different thing

But with a less quickly lethal combat it will also work well, there is more time to see what's going on.
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The way I've thought it out:
-(done) Each side has a 'cohesion' rating. It is the average combined health. So for example if you have 10 troops with 100% health and 10 troops with 50% health, your army's cohesion is 75%. If you have 10 troops with 50% health and 10 troops died in battle (0% health), your cohesion is 25%. Cohesion is calculated, updated and displayed every 30 seconds in battle (so you can also tell how you're doing).
-(almost done) Once cohesion drops below 90%, there's a morale check for routing, every 30 seconds. The lower the cohesion of an army is, the more likely is morale to falter and a rout take place. At 89% cohesion the chance for rout is 1%, at 50% -- 40% chance, and so on. So for example a bunch of horse archers might not kill a heavy infantry group very quickly, but by wounding them enough with arrows, while avoiding being hit, they drop their cohesion and can rout them.
-Cohesion is modified by character's leadership (leadership level is added). So with 5 Leadership chance of routing is reduced by 5%.
-Cohesion is also modified by the highest number of kills you managed in a 30 second period, in this battle - your soldiers see you fighting bravely and are less likely to leave you. So, you start out with 0 'bravery modifier', if you kill one guy, it goes up to 1 (reducing chance of routing by 1%). If in the next 30 seconds you manage to kill 3 guys, bravery modifier goes up to 3, and stays at 3 for the whole battle even if you do not kill any more enemies.
-I suppose positive modifiers to cohesion due to pesence of Lords/Kings can be added later. And negative ones if world map morale is low.
-If at the cohesion check a rout does take place, all troops are checked to see if they decide to fight or run. A troop's chance to run is equal to 110 minus his health percentage. So a troop with 85% health has 25% chance to rout, a troop with 20% health has 90% chance to run. (This may be slightly modified by troop's level, higher level troops are less likely to run).
-The fighting continues, in 30 seconds a new cohesion is calculated and a new morale check is made. If in that 30 seconds reinforcements arrived, cohesion should be improved due to more fresh troops.
-(not yet done) The player can rally his troops by using a 'Battle cry' combat ability (similar to 'rage'/'focus'/'sprint' combat abilities). The Battle cry temporarily increases cohesion, to make a rout less likely at the next morale check. Also if the player uses battle cry near running routed troops, they will rally and rejoin the battle.
-(not yet done) If at any point the cohesion of one side is 1.8 times (or more) the cohesion of the other (90% vs 50%, 54% vs 30%), [the winning side is slaughtering the opponents, or an arrow volley/heavy cavalry charge suddlenly inflicts terrible damage to one side, leaving the other unharmed], heavy routing takes place in the loosing side.
-(not yet done, probably after first test release, will see if its needed) If all troops of one side are either dead or routed, the battle is over, there is no need to hunt down the routed troops.