Naval retreat parameters?

Post Reply
User avatar
CaesarAug
Posts: 504
Joined: Tue Jun 23, 2015 4:54 am

Naval retreat parameters?

Post by CaesarAug »

In my modding, I’m testing the naval retreat non-resource percentages, as well as tinkering with the number of hexes a given ship class—carriers—can retreat.

For instance, a 100% non-resource retreat, with a 6-hex retreat possibility. Attempts at making carriers harder to come within naval gunfire from surface units.

1. What actually triggers a naval retreat, other than the percentage? Because even 100% does not always make the carrier retreat.

2. And what other factors determine the number of actual retreat hexes, since they do vary, ie., the carriers do not always retreat the modded 6 hexes.

Understanding the underlying factors helps with modding.

Thanks for any help!
User avatar
BillRunacre
Posts: 6828
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Naval retreat parameters?

Post by BillRunacre »

Hi

A unit will only retreat if its estimated strength after the combat is 5 or less, therefore they won't retreat all the time.

There's variability built into the distance they retreat too, as otherwise it might help the retreating side too much if they always travel the full distance.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
CaesarAug
Posts: 504
Joined: Tue Jun 23, 2015 4:54 am

RE: Naval retreat parameters?

Post by CaesarAug »

Thank you. For gameplay balance, the criteria for this is quite sound, the variability of retreat is a good thing.
Knowing these factors gives modding insight. Thanks again. [;)]
Post Reply

Return to “MODS and Scenarios”