I need some help from the 15-lb brains out there who understand the combat engine (like Wobbler from what I hear) . I want to increase (let's say double) the amount of casualties inflicted during combat. I don't mind if the length of combat increases as a result, but shortening combat seems to have the opposite effect. Does anyone know how I can achieve this?
I've already played with organization, defensiveness, toughness, and attack/def values. Raising attack values makes combat too short since organization get hammered and the units retreat more quickly. That doesn't give me the desired effects since they retreat before more casualties can be inflicted.
I've tried raising org values which lengthens combat, but does not seem to produce more casualties. This was unexpected. Perhaps since higher org values lessen damage from hits received? I expected combat to last longer and more damage to be inflicted on divisions due to the higher number of hits sustained due to higher org. Again, this did not seem like the case. Perhaps slightly more casualties were produced, but the increase was neglible (I've developed a fairly in-depth program to track casualties).
Increasing def/toughness (like in TRP) kind of lengthens battles, but the same # of hits are required in combat if attack values remain the same so no more casualties are produced than normal. Concurrently raising attack values again produces undesired effects since units will retreat before adequate casualties are produced.
Any thoughts? Thanks.
I've already played with organization, defensiveness, toughness, and attack/def values. Raising attack values makes combat too short since organization get hammered and the units retreat more quickly. That doesn't give me the desired effects since they retreat before more casualties can be inflicted.
I've tried raising org values which lengthens combat, but does not seem to produce more casualties. This was unexpected. Perhaps since higher org values lessen damage from hits received? I expected combat to last longer and more damage to be inflicted on divisions due to the higher number of hits sustained due to higher org. Again, this did not seem like the case. Perhaps slightly more casualties were produced, but the increase was neglible (I've developed a fairly in-depth program to track casualties).
Increasing def/toughness (like in TRP) kind of lengthens battles, but the same # of hits are required in combat if attack values remain the same so no more casualties are produced than normal. Concurrently raising attack values again produces undesired effects since units will retreat before adequate casualties are produced.
Any thoughts? Thanks.