Testing For Balance

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I have recently started modding Warband.  While I don't have any issues with the modding itself, I am having trouble testing the balance of various units that have been added.  Does anyone know of a way to easily test for balance, or is the best way releasing to the community and letting them bring up various balance issues?
 
The easiest way to test yourself is coding a quick battle test, like 20 X troops vs. 20 Y troops.

Note that balancing doesn't mean that same-tier troops of different factions should be equivalent. Imbalances are good, if they are intentional.
 
Spreadsheets, fill the table and compute price/stats accordingly.
That mixed up with some playtesting won't do a lot of harm.


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Shouldn't be too much of a problem doing it with rules of three, something like:

If Candy Bow of the Silent Nighthawk of Bleeding Fate has 54dmg and costs 130 rupees.
If Humble Huntsman's Bow of Despair has 24dmg and costs X rupees.

插入代码块:
54 -> 130
24 -> [b]X[/b]

[b]X[/b] = (24*130)/54 =  57.7777777777778
[b]X[/b] = round([b]X[/b]) = 58 rupees

You get the gist.
 
Beg to disagree. Formulaic stats won't get you the unique character of each troop. (Assuming you talk about troops.)
You start with some base stats for a troop tier (presumably off Native Swadia or some such), then tweak them according to the troop's equipment and role in combat (and even lore, if there is any).
Then test and see if that's what you intended.
 
I've worked on the troops and their roles -- the problem now is tweaking them so as to not be too effective against troops that are meant to be good against them.  So far, Vader's way seems to be the best option (as it was explained the best), but Swyter, if you'd like to give me a set of formulae, I'd be more than willing to figure things out that way.
 
When it comes to items Swyter makes a good point as that is exactly the way I'm currently balancing out weapons in SoD:W. But if your focus is on troops and not the equipment itself then you need to focus greatly on troop skill as that makes a huge difference for the AI.

If you have excel I can send you one of my beta formula sheets that takes account the weapon length and item type to decide cost, attack, speed, etc.
 
This one just has a few formulas set for different one handed item weapons:
http://www.mediafire.com/?wpme2bit2nw5rhj

Just change the the range value to see the effects it gives to some of the other weapons. These formulas are based on an average of Native's weapon values.
 
What do each of these modifiers stand for?  (i.e. what are they modifying?)

If I understood this sheet, I have a feeling it would be even more awesome than it already is.

Thanks again!
 
Range the item | Weight | Speed | Damage

The Adj values can be positive or negative values and alter the Final Mod. Values.

The "J", "K", & "L" columns don't do anything. It was supposed to calculate money.
 
Ah, I get it.  This is for weapons, rather than troops.  If I decide to add new weapons for my mod, I will use this (and give credit where credit is due).  Thank you!

I have another problem - one relating to the one on the OP, but different nonetheless.  I'm trying to make an infantry that's good against cavalry (and I have done this by giving it pikes and throwing spears, along with footman's armor).  Unfortunately, it appears to be less effective against cavalry than it is against infantry.  Any suggestions?
 
I tried that and their effectiveness did seem to increase.  However, they seem to be "bashing" the enemy horsemen instead of stabbing (as the anticavalry tactic dictates).  Is this due to the length of the weapon and "leverage", and should I therefore give them a weapon with a lower reach?  If not, how could I increase the chance that they stab (as they do quite well while stabbing)?
 
You can't, unless you change the weapon capabilities by swapping out different versions of the weapon on the fly (do an agent loop check for enemy cavalry). On the other hand, you can make pikes do overstabs rather than overhead swings with the new flags (as implemented in WFaS).
 
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