RE: Moraelin
Very simple and makes sense. But wouldnt the unit fights per cent win/loose outcome be false.
A knight (4-3-2) attacking a phalanx (1-2-1) doens't necessary mean a 4/6 succes rate?, but somewhere close
RE: Ironwood
The idea is similar to the post above I believe
But I personnaly doubt there's a unic link between unit attack/defence values and result probability, (not the way we think it is)
Very simple and makes sense. But wouldnt the unit fights per cent win/loose outcome be false.
A knight (4-3-2) attacking a phalanx (1-2-1) doens't necessary mean a 4/6 succes rate?, but somewhere close
RE: Ironwood
The idea is similar to the post above I believe
We know an attacking unit (value 4) vs a defending unit (value 2)
that the chance outcome for attacking unit is (4+2) / 4 = 2/3
and the chance outcome for defending unit is (4+2) / 2 = 1/3
So the system must be something like
adding the 2 units calculate value (in this case it is 4 and 2)
and from the result, then use an 6_ranged_int_list like
5415151412425566564646362525112636645 ... (loop to start)
and the attacking unit win with the values 1,2,3,4
and the defending unit with 5,6
that the chance outcome for attacking unit is (4+2) / 4 = 2/3
and the chance outcome for defending unit is (4+2) / 2 = 1/3
So the system must be something like
adding the 2 units calculate value (in this case it is 4 and 2)
and from the result, then use an 6_ranged_int_list like
5415151412425566564646362525112636645 ... (loop to start)
and the attacking unit win with the values 1,2,3,4
and the defending unit with 5,6
But I personnaly doubt there's a unic link between unit attack/defence values and result probability, (not the way we think it is)
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