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  • #31
    Originally posted by Aeson
    I wasn't asking if Flanking would be better in general, I know it's not in those situations. What I was wondering is if it would make more difference on odds of actually losing the Gunship. (Regardless of how small the odds are.)
    Yeah, and I was trying to say it is a philosophical discussion... you won't lose the gunship

    Actually, my gut feeling is that Flanking II will be better at keeping the gunship alive, but the fs will give more health if the gunship survives. 30% retreat is a lot...

    However, it all depends on those leaps mentioned: because of roundings happening throughout the combat code there is not a fixed rule of thumb here. That Combat I promotion could be the little drop which swings the difference, or it might not do anything at all.

    Look at the gunship vs knight above: if that knight would be unpromoted, it will lose 20% strength. But that doesn't have an effect on how many rounds are needed for it to win... so while it does change a little bit on the global odds, it doesn't 'leap'. Changes to the overal odds are likely in the 20% range.

    However, get that same unpromoted knight at health 4.9, and it does leap: all of a sudden it needs 11 rounds instead of 10. The odds drop by a factor 3 or 4... that's 300%, not 20%.

    DeepO

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    • #32
      Originally posted by BgT
      Oh, and one more bug to solve - when the unit has more first strikes than it is the number of maximum possible rounds in a combat, there is a mistake of 0.0001% or something like that. It's not a lot but it bothers me.
      I would be interested in seeing the code to that: you need a robust fs implementation if you're going to have the odds correctly. However, please post that in the other thread, nice to have everything in one place

      As to the rounding: That's why I ask, and it will have a great impact on actual changes. I have forgotten most of my software experience, so if anyone can tell me whether iDamage = 11.51; rounds of to 11, or to 12, I can tell you for sure.

      Anyway, do you have any other idea about what else could be implemented in the calculator that would be useful for players?
      Sure, an average health after battle calculator. however, the formula I provided is not correct (yet), I don't know if you have followed all discussion in the thread.

      DeepO

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