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  • #31
    post 21

    ST, I've rewritten 3.7 for fighters. This should clear up any ambiguity. Let me know if a non-native speaker agrees!
    Last edited by Marquis de Sodaq; August 28, 2001, 10:21.
    The first President of the first Apolyton Democracy Game (CivII, that is)

    The gift of speech is given to many,
    intelligence to few.

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    • #32
      Post 22

      deleted
      Last edited by SlowThinker; October 3, 2001, 19:03.
      Civ2 "Great Library Index": direct download, Apolyton attachment

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      • #33
        deleted
        Last edited by SlowThinker; October 3, 2001, 19:04.
        Civ2 "Great Library Index": direct download, Apolyton attachment

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        • #34
          Post 24

          During a debate with Boco about an interface of his combat calculator I wrote the following table of combat exceptions.

          I suppose that the Civ2 algorithm checks if all "Requirements for the effect" are true and then the "Effect" is applied. Blank cells are not checked at all.

          Circumstance Requirements for the effect Effect Note
            Attacker Defender Defender's square    
          Entrenched   ground unit entrenchment DFx1.5 Superceded by Fortress and City Walls
          Fortress ground or naval unit ground unit Fortress DFx2 Superceded by City Walls
          City Wals ground unit and no Howitzer flag ground unit City Walls DFx3  
          Coastal Fortress naval unit   Coastal Fortress DFx2  
          SAM air unit   SAM DFx2 ignored if a non-missile attacks a fighter
          SDI missile   SDI DFx2  
          DF x2 vs horse "Horse" (HP=10, MF=2) Pikemen flag   DFx1.5  
          Attacking partisans Partisans AF=0   AFx8  
          Shore bombardment naval unit ground unit   dFP=1 aFP=1  
          Ship caught in city ground or air unit naval unit ground dFP=1 aFPx2  
          DF x2 vs Air air unit except Missile Missile AEGIS flag   DFx3 DFx5  
          Fighter scramble air unit except Missile and Fighter Fighter Fighter city DFx4 DFx2  
          Fighter vs. Helicopter Fighter Helicopter   DFx0.5 dFP=1  

          abbreviations in the "effect" column:
          DF is a defender's defense factor
          AF is a attacker's attack factor
          MF is the "movement factor" - squares per turn
          dHP/aHP is defender's/attacker's hit points
          dFP/aFP is defender's/attacker's firepower

          Please read and check it out.

           

          Last edited by SlowThinker; June 15, 2002, 11:26.
          Civ2 "Great Library Index": direct download, Apolyton attachment

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          • #35
            post 25

            (edited)

            For clarification, fighters don't scramble against missiles, do they? I don't think I've ever had a cruise missile fired at one of my cities. Your table looks good. I agree with the idea that bonuses are applied only after the program checks criteria - some variation of if/then loops for each flag.
            Last edited by Marquis de Sodaq; August 28, 2001, 10:23.
            The first President of the first Apolyton Democracy Game (CivII, that is)

            The gift of speech is given to many,
            intelligence to few.

            Comment


            • #36
              Re: post 25

              Originally posted by Marquis de Sodaq
              For clarification, fighters don't scramble against missiles, do they? I don't think I've ever had a cruise missile fired at one of my cities.
              I never tested missiles. I remember that civilopedia says that SAM works only against non-nuclear missiles...
              Last edited by SlowThinker; October 3, 2001, 19:07.
              Civ2 "Great Library Index": direct download, Apolyton attachment

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              • #37
                Re: post 14

                Originally posted by Marquis de Sodaq
                DaveV, see the discussion in the Credits link to the "Civfanatics combat odds discussion and testing." Tests do tend to favor the additive method. More test are always welcome, my summary changes with new discoveries, including debunking misnamed fact! In this case, the additive 50% matches tests, but a multiplicative 25% might give very similar results...

                Why would rivered terrain be an exception to being multiplicative? Because it is not its own terrain type, per se. It is the sole terrain that must appear with another.
                After some testing of my own, I have to agree with rivers being additive. I have edited my original post.

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                • #38
                  Since it's been mentioned...

                  During a debate with Boco about an interface of his combat calculator I wrote the following table of combat exceptions.
                  ...SlowThinker

                  Some debate...I don't think I've won a point yet.

                  SlowThinker, Henrik, and Marquis have helped me design a worksheet that makes the calculations listed in this forum and its precedents. Thanks to them a large number of bonehead errors have been corrected. It's not quite ready for public testing, but it's close.

                  Stupid question on Section 3.9 (Pearl Harbor): AFP doubling effect has been tested or mentioned in the manual? The DFP=1 I read about, but I missed the AFP adjustment.

                  SlowThinker, have you posted about your injury equation? If you have, forgive my lousy eyes. Excel VBA has ruined them.

                  A zip of a screen shot gif is attached (can't legibly shrink it to 600 pixels for a posted image). Suggestions are welcome.
                  Attached Files
                  El Aurens v2 Beta!

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                  • #39
                    Post 28

                    Boco,
                    SlowThinker, have you posted about your injury equation? If you have, forgive my lousy eyes. Excel VBA has ruined them.
                    I don't understand...Do you want to say you are not able to find my e-mail? Here it is:

                    It is valid for equal firepower and hitpoints (I missed this in my initial post) only, or equal number of wins that are needed to destroy an opponent. The idea of my equation is that if the winner wins 75% of battles (=probability of success Per Round) for example, then these 75% kills the 100% of opponent. Therefore 25% of defeats causes that 25/75=33% of the winner is killed.

                    Of course, if the number of wins that are needed to destroy an opponent is not equal, then the result must be adjusted: it must be multiplied by

                    RoundedUp(dHP/aFP) / RoundedUp(aHP/dFP)

                    dHP is defender's hit points etc.
                    then RoundedUp(dHP/aFP) is the number of attacker's wins that are needed to kill the defender

                    I hope there is not very much of errors in my reasoning.


                    Stupid question on Section 3.9 (Pearl Harbor): AFP doubling effect has been tested or mentioned in the manual?
                    My testing only.

                    Notes:
                    I would let the "All units" field blank. The user has to read it now, it retards.
                    Adjusted DF has "%" but terrain has "DF x". Should be unified. I vote for "DF x" intensively.
                    AF will be adjusted too now: Partisans.
                    Details: The "Basic modifiers"legend could be omitted, veterans could be in one row...

                    Don't forget your idea about hit points left. I would provide three outputs:
                    winner's hit points left
                    injury of winner(!, below 100%),
                    number of equal units of loser needed
                    Last edited by SlowThinker; October 3, 2001, 19:08.
                    Civ2 "Great Library Index": direct download, Apolyton attachment

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                    • #40
                      Originally published by Boco
                      Fighter vs. Helicopter: Def FP = 1
                      But you are right! I tested it now: Helicopter's FP is pruned to 1.

                      One question remains: Is helicopter's DF halved or fighter's AF doubled? It would be hard testing, because we would have to check the 1/8 advantage for the defender...
                      But I vote for fighter's AF doubled: all factors are multiplied, none is divided in other cases. Your opinions?

                      Edit: this was solved, Boco suggested me to read the manual.
                      Last edited by SlowThinker; August 14, 2001, 13:27.
                      Civ2 "Great Library Index": direct download, Apolyton attachment

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                      • #41
                        Re: Post 28

                        SlowThinker, I still have your email, but I felt that it was a valuable contribution that should be posted publicly. If you look closely at the screen shot, the average number of killed attackers and the injury to the first victorious attacker are listed. I'll edit it to include remaining hit points.

                        Regarding the helo, I simply went with the manual's description (DF/2). No testing, yet.

                        Still have a few more changes to make, but I think I can send a copy ~12h from now.[FONT=arial]
                        El Aurens v2 Beta!

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                        • #42
                          Post 31

                          Originally posted by Boco
                          Regarding the helo, I simply went with the manual's description (DF/2). No testing, yet.
                          Ah, you are right. I usually don't read the manual
                          Last edited by SlowThinker; October 5, 2001, 14:18.
                          Civ2 "Great Library Index": direct download, Apolyton attachment

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                          • #43
                            Re: Post 18

                            Originally posted by SlowThinker
                            3.9

                            I verified that if a naval unit attacks an air unit on the ground square, then no unit have his firepower reduced to 1, i.e. no shore bombardment effect.
                            What naval unit(s) can attack an air unit? Bombers seem impervious to all non-fighter units unless in a city.
                            No matter where you go, there you are. - Buckaroo Banzai
                            "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

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                            • #44
                              Post 33

                              Originally posted by Blaupanzer
                              What naval unit(s) can attack an air unit? Air units seem impervious to all attackers unless in a city.
                              1. A city square is also a ground square
                              2. Airbase
                              3. Any helico

                              In fact only bombers are impervious to all attackers excluding fighters.
                              Civ2 "Great Library Index": direct download, Apolyton attachment

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                              • #45
                                Post 34

                                IMHO the combat formula is wrong.
                                Please read http://apolyton.net/forums/showthrea...threadid=25291

                                Edit: The combat formula is correct
                                Last edited by SlowThinker; August 28, 2001, 14:38.
                                Civ2 "Great Library Index": direct download, Apolyton attachment

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