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2.7 Parameters and values

This section is intended for documenting values that are not clearly explained in the help of AGE or that is outdated with new features implemented.

2.7.1 Armor classes​

Here is the full list of armor classes the Community Patch uses:
  1. Infantry units.
  2. Turtle Ships. Turtle Ships and Thirisadais have the armor. Fire ships have the attack.
  3. Base pierce damage of non mounted units.
  4. Base melee damage of non mounted units.
  5. Elephants.
  6. Extra cavalry class to combine the Bohemian bonus damage and Sicilian and Bengali bonus resistance.
  7. Extra elephant class for damage against Bengali elephants.
  8. Cavalry.
  9. Extra cavalry class to combine the Gurjara bonus damage and Sicilian and Bengali bonus resistance.
  10. Unused.
  11. All Buildings, including stone walls.
  12. Unused.
  13. Stone Wals and gates, excluding palisades.
  14. Animals have the armor, villagers the attack. For implementing the Magyar bonus.
  15. Archers.
  16. Ships.
  17. Rams, Trebuchets and Siege towers.
  18. Trees. Lumberjacks and Ballista elephants have the attack but no unit has the armor. Probably used to be able to damage trees.
  19. Unique units.
  20. Siege weapons.
  21. Standard Buildings, excluding stone walls.
  22. Walls and gates, including palisades.
  23. Gunpowder units. For the Condottiero bonus.
  24. Boars and alikes. For the Goth bonus.
  25. Monks.
  26. Castle and Krepost.
  27. Spearmen.
  28. Cavalry Archers.
  29. Eagle Warriors.
  30. Camels.
  31. Ignoring armor class. Units have zero armor on this class, buildings have their melee armor. Used by Leitis and Dravidian units after their unique technology.
  32. Condottiero. Used by units with bonus damage against infantry (Cataphract, Slinger) to bypass the Condottiero resistance against Hand Canoneers.
  33. Composite Bowman class to accomodate their ability.
  34. Fishing ships. Ships and fortified buildigs have this attack.
  35. Mamelukes. Pikemen and camels have this attack.
  36. Archers except skirmishers. For implementing the Japanese bonus.
  37. Heavy Siege. Hussite Wagons and Ballista Elephants have the armor, Mangonels and Bombard cannons have the attack.
  38. Skirmishers and Genitours. For implementing the Bengali bonus.
  39. Pierce damage of mounted units.
  40. Melee damage of mounted units.
  41. Unused.
  42. Unused.
  43. Unused.
  44. Unused.
  45. Unused.
  46. Unused.
  47. Unused.
  48. Extra cavalry class for damage against Sicilian units.
  49. Unused.
  50. Extra damage of Arambais.

2.7.2 Blast damage options​

As far as I've gathered, the original blast damage was hardcoded into the game and there is no way of modifying the damage it does. By original blast damage I mean the one done by units up to the Conquerors expansion: the Cataphract, the War Elephant and the Siege Weapons. For these units, we can change the radius of effect but not how much damage is dealt.

Later on, in subsequent expansions, the field ``Blast Attack Level'' can be used to control how much damage units deal around them. This is used in Battle Elephants, Slavic Druzhina, Polish Lechitic Legacy and the Urumi Swordsman. The ``Blast Defense'' field doesn't seem to have any effect.

This field gives different amounts of damage and units affected depending on the binary representation of the number, each bit controls a certain property. The following lists all the existing bits in the Community Patch and, as far as I know, there are additional bits in Definitive Edition.

The first two bits control which units are affected by the attack. The four values are:
  • 00: Units, buildings, trees and other resources receive damage. This destroys stone and gold mines.
  • 01: Units, buildings and trees receive damage but not other resources.
  • 10: Units and buildings receive damage. This is the usual configuration for non-siege units.
  • 11: Only units receive damage.
By default, the blast attack deals full damage, accounting for armor. By setting to one one of the next bits, you can set different amounts of damage:
  • Third bit set to 1: units receive 5 damage, regardless of armor.
  • Fourth bit set to 1: units receive half damage, accounting for armor.
The highest bit set to one has priority when deciding the damage. This means that values from 8 to 11 do the same as values from 12 to 15. After 15, additional bits are not considered so the list repeats.

Full list of values​

0. Full damage (accounting armor). Applies to units, buildings, trees and resources.​
1. Full damage (accounting armor). Applies to units, buildings and trees.​
2. Full damage (accounting armor). Applies to units and buildings.​
3. Full damage (accounting armor). Applies to units.​
4. 5 damge (ignoring armor). Applies to units, buildings, trees and resources.​
5. 5 damge (ignoring armor). Applies to units, buildings and trees.​
6. 5 damge (ignoring armor). Applies to units and buildings.​
7. 5 damge (ignoring armor). Applies to units.​
8. Half damage (accounting armor). Applies to units, buildings, trees and resources.​
9. Half damage (accounting armor). Applies to units, buildings and trees.​
10. Half damage (accounting armor). Applies to units and buildings.​
11. Half damage (accounting armor). Applies to units.​
12. Half damage (accounting armor). Applies to units, buildings, trees and resources.​
13. Half damage (accounting armor). Applies to units, buildings and trees.​
14. Half damage (accounting armor). Applies to units and buildings.​
15. Half damage (accounting armor). Applies to units.​
16. Repeat from 0.​

2.7.3 Projectiles​

How the projectiles behave is controlled with the fields "Hit Mode'' and "Vanish Mode''.

"Hit Mode'' has three possible values:

0. Only damages the intended unit. If it passes through other units, they are not affected. Used by arrows.​
1. Damages the intended unit and deals half damage to others in the way, except for buildings and allies. Used by scorpion bolts and bullets.​
2. Damages every unit, building and ally in the way with full damage. Not used.​

Note that these descriptions have nothing to do with missed shots. If a projectile with hit mode 1 where to miss, it would still deal half damage to units in the way.

"Vanish Mode'' has two possible values:

0. The projectile disappears after hitting a target.​
1. The projectile continues until a bit more pass the target.​
Hit and Vanish modes create different types of projectiles:
  • Arrows have Hit and Vanish mode zero, meaning that, if they don't miss, they hit only the intended objective.
  • Bullets from Organ Guns have Hit mode one and Vanish Mode zero, meaning that they hit the first enemy in the way. If it wasn't the intended one, they deal half damage.
  • Scorpion bolts have Hit mode and Vanish mode one, meaning that they damage all units in the way to the objective.

2.7.4 New resources​

This is just a list of the resources we've introduced in the game for various purposes, as a way of keeping a log:
  • Resource 214. Control free Kipchaks with Cuman mercenaries.
  • Resource 215. Controls Fishermen and Fishing ships productivity.
  • Resource 216. Controls Sheperds productivity.
  • Resource 218. Controls Feudal Cuman Town Centers.
  • Resources 219 to 285. Controls queuable technologies.
  • Resource 286. Controls Poles stone miners and Vietnamese lumberjacks.
  • Resources 287 and 288. Controls First Crusade Serjeants.
  • Resource 289 and 290. Controls queuable ages, not implemented right now.
  • Resource 291. For detecting Strongholds and Chieftains and apply the new effects.
  • Resource 292. Controls Hunters productivity.
  • Resource 293. For detecting Comitatenses and enable charged units
  • Resources 294 to 336. For controlling the charge speed of various units.
  • Resource 337. For keeping track of the roman militia line, in combination with the Centurion effect.
  • Resources 340 to 342. Controls mining and lumber quable technologies.
  • Resources 343 to 377. Used to store game statistics and display them during recordings.
  • Resources 378 to 477. Controls queuable technologies in the Triple Tech Mode.
 
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