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quote:

So the question is am I weighing HP and FP correctly?
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That should be your question. Your problem is that you are weighing the attack factor too greatly. I'm no mathematician, and I haven't read much of the civ2 instruction manual, but I have tested around greatly with HP and FP and I can relate my observations. HP= hit points (obviously). A unit with 2hp will take twice the amount of damage to kill than a 1hp unit. And so a 4hp unit will take twice as much to kill as a 2hp, and 4x's as much as a 1hp unit. FP= the amount of damage done with each hit. The attack factor vs defense factor, with consideration of terrain, veteran status and fortresses, calculates the odds of which a hit is scored. If the total attack value of 1 unit is 5, and the total defense value of the 2nd unit is 6, that just means that the chances of the 2nd unit scoring a hit is greater.
Now, playing around with all these values, I can use HP and FP to get certain roles out of my units. I began experimenting with this in my Danube scenario, so you might want to look at the unit values there. I will take 2 units that I want to be roughly equal in overall strenght. But to give them the same statistics would be boring. What I would do is give one unit higher attack and defense values, and give the other unit higher firepower. Say the unit with the higher attack and defense is a swordsman, and the higher firepower is the archer. Now if the values are adjusted to the right levels, you can have some very interesting combat experiences. You the results of combat involving the archer will vary more so than the swordsman. The swordsman will produce consistant results, while an archer may go down without scoring a hit, or kill the opponet without taking a hit. It gets really cool when an archer faces a swordsman. Say they battle on non defensive terrain like plains or grassland. If the unit values are proper, the archer will have the advantage and usually win, regardless if it attacks or defends. But on defensive terrain, the swordsman will have the advantage. If he is the defending unit, his odds are siginificantly greater at winning the battle than if the archer is defending. This is because the swordsman has the higher values and his defense will be increased more so than the archer. And this increase will surpase the bonus the archer gets with firepower.
Sometimes I will give a unit a great amount of firepower and very low attack to make things very interesting. A unit like this can easily win a battle without taking a hit, or lose a battle without dealing a hit, and score anywhere in between. The results can not be easily predicted. I often use this with assassin type units or siege engineers/weapons. It does take a lot of experimentation to set the unit values to the results you want. I pride myself on being one of the only scenario creators that greatly tampers with these values to make combat more interesting. So you can look at almost any of my scenarios and use those unit values as refrences.
I hope that helped. 
------------------
"There is no more illustrious history than the history of the Magyar Nation... The whole civilized world is indebted to Magyarland for its historic deeds."
-Theodore Roosevelt, to the Hungarian Parliament,
April 2, 1910
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William Keenan
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New Jersey, USA, Earth, Sol, Milky Way
Sep 1999 time: 00:13
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quote:

Originally posted by Kull on 03-03-2001 12:35 PM
Hmmmm. Would this be the first scenario from the illustrious Mr. Keenan? Could he perhaps favor us with just a wee little hint as to the subject? Hmmmm? 
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Hmmmm ... No! 
It will be ready for release very soon Kull. 
quote:

Originally posted by kobayashi on 03-03-2001 01:11 PM
Well lets see, using your formula on my example, we'd get
4/(4+2+.125)x1x2/1/2 = 65.3% which is a different answer.
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Well, to tell you the truth I don't understand your formula well enough to apply it.
quote:

(by the way I didn't catch how the 0.125 came about)
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That comes from the tieing die roll going to the defender. It's in the thread that Dave links above.
quote:

According to your formula, whenever the hp and fp of the attacker and defender are the same, you always get the same result since they cancel out each other.
According to my reasoning, the outcome will be different when the hp and fp change since they do not cancel out. When the hp/fp ratio increases (assuming they are still the same for both attacker and defenser) the chances that the superior unit (in terms of attack and defense factors)wins increases. As HP/FP increases to a certain point, even in the case of a A50 verses D49, the A50 will alway win.
Best guess is that your formula applies in the case that hp/fp is very low. Something like how Newton's laws of motion are a subset of the theory of relativity.
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I don't know much about statistical math but the experience that I have had leads me to believe that your formula is most accurate proposed thus far.
quote:

It's been a pleasure having this discourse with you. I think your Barbarian Paper is an all time great.
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Thanks, glad you liked it. It only took 3 * 10 ^ 10 hours to research. I wish I had that kind of time now! A new version of the paper will be released soon. It's jam packed with tons of new information about barbarians, and includes contributions from Kull and SlowThinker.
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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The thread really got my attention and caused me to re-think my unit stats for future scenarios:
When you work with statistics you don't have to worry about ties since the calculation will assume an equal number of ties or split the ties evenly between the sides (Basically assign the damage evenly to both sides). How the game handles it is irrelevant IMHO since you are trying to calculate odds of each side winning, not what happens in the specific case of the odd tie. Assume the game "rolls" a number between zero and one with 3 decimal places then compares it to the odd level at which side A or B wins the toss (For example 0.500) there will only be one tie every 1000 rolls. I actually think the calc goes beyond 3 decimal places so there are probably no ties at all in the game.
I do not think the .125 bias on the denominator of the formula above applies. The odds should be a straightforward (a/a+d)
I made a spreadsheet using the BINOMDIST Excel function to assess the results of multiple rolls and the impact of HP and FP on the odds of winning. HP and FP are truly VERY important in the ultimate outcome of an attack. I also added calculations for the average damage sustained by the winning unit. In the process I actually made some (for me) shocking discoveries on how much the FP and especially HP impacts outcome.
For example a unit 11a,6d,2FP,3HP unit attacking a 15a,9d,2FP,2HP unit versus a 15a,10d,2FP,2HP unit attacking the same 15a,9d,2FP,2HP...
This is an example from my scenario under construction... the 15a represents the better, newer unit to attack with and the 11a unit represent an older unit but slightly more rugged than the 15a version...
Well amazing the older unit with 3HP wins 93.5% of the time versus only 86.9% for the newer unit!! The older does sustain an average of 16 points of damage, while the newer one only averages 12
Here is the classic shore bombardment conflict
The battleship
12a,12d,4hp,2fp
against Mech Infantry
6a,6d,3hp,1fp
Results: 100.00% victory, BB only sustains 8 pts of damage on average
I ran dozens of my units through it to see how they fare against eachother and got a lot of interesting insight. Thanks!
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William Keenan
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New Jersey, USA, Earth, Sol, Milky Way
Sep 1999 time: 00:13
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BINOMDIST(ROUNDUP(Ahp*10/Dfp)-1,ROUNDUP(Dfp*10/Ahp)+ROUNDUP(Dhp*10/Afp)-1,(a*8)/((a+d)*8+1),TRUE)
The maximum number of times the attacker could be hit by the defender without being destroyed.
BINOMDIST(ROUNDUP(Ahp*10/Dfp)-1,ROUNDUP(Dfp*10/Ahp)+ROUNDUP(Dhp*10/Afp)-1,(a*8)/((a+d)*8+1),TRUE)
The maximum possible number of combat rounds.
BINOMDIST(ROUNDUP (Ahp*10/Dfp)-1,ROUNDUP(Dfp*10/Ahp)+ROUNDUP(Dhp*10/Afp)-1,(a*8)/((a+d)*8+1),TRUE)
The percentage chance the attacker will score a hit. If you don't want to include the "tie factor" just leave out the +1.
The chance of a warrior successfuuly defending against an attacking warrior would be BINOMDIST(9,19,47%,TRUE) or 60.26%
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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I agree that I did not take into account the special defense/attack bonus related to shore bombardment/ships caught in port/2x defense/air defense etc...
Where does this .125 come in? Does it just give the defender the victory when there is a tied die roll? If it truly is designed as a die roll are we talking about a 6 sided die? As in Roll A (1-6) x a > Roll D (1-6) x d for the attacker to win? This would give the 1a vs 1d battle a 21-to-15 edge to the defender but not 80-20?
I will do some more testing with actual combat situations... I think it is also critical to test Human-vs-AI and AI-vs-Human because I am willing to bet the results will be completely different!!
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