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Boco
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who was once King for a week.
Jan 2001 time: 00:14
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I've written an Excel spreadsheet that calculates the probability of an attacker winning a battle. I know it's been done before (at least one program was written by Mark Wagner), but I needed to brush up on my VBA for work, and this was my idea of fun.
Hopefully, a screenshot accompanies this post. If not, could someone explain how to upload c:\games\mps\oddscalc\scrndump.gif (76k) from my hard disk? 
The algorithm is a direct unmodified transposition from Marquis de Sodaq's writeup in the Apolyton GL found here: http://www.apolyton.net/forums/Foru...L/001944.html?6 .
From the posts, the algorithm seemed fairly sophisticated and did pretty well in predicting combat results with a variety of units.
The interface for the Excel 2000 workbook is a dialog asking for pertinent information. Besides the standard input for Af, Df, Hp, Fp, and terrain modifiers, it also has toggles for things such as vet status, entrenchment, coastal fortresses, pikeman special, fighter scramble, sneak attack, etc.
If you're interested, here's where I could use some help.
1) Where and how can I post this xls file? I could use some testing/feedback.
2) Is the algorithm by Buenos, Eggman, & Marquis de Sodaq, et al. generally accepted as accurate? I know it doesn't handle 0 Df situations, but it seems pretty good otherwise.
3) If I've overlooked a more thorough program written by someone else that does the same thing, let me know (gently).
Thanks
Attachment: scrndump.gif
This has been downloaded 219 time(s).
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Marquis de Sodaq
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... no, a Marquis.
Jul 2000 time: 23:14
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I'm not sure you've reinvented the wheel - mine is still in parts, yet to roll. I, too, started to make a VB combat calculator, but have just not had the time to finish it. The old Mark Wagner program uses math that has not held up to testing. Freshman recently posted in the CivII Strategy forum his work compiling tables of the results using the math you use.
I will download it from home later and have a look. Two suggestion I can make from the screenshots:
1) Verify the multipliers. I see you have 2x next to city walls, but this is actually 3x. Some differ from what the manual tells you. See my loooong thread for all that has been discussed!
2) Maybe provide a way for the user to enter hit points manually. Scenario designers might want to use damaged units. For example, a half-dead unit with 5 hp instead of the full 10 used in calculation (1hp unit). Entering a value would allow odds for these situations.
Some modifiers change firepower, others work only in certain situations. It will take much number validation to include all variables. If you feel ambitious, you'd need to include unit domain, type, and others. In VB, I've taken the approach to have pull down unit selection, the hp/fp/domain values were entered automatically (I hadn't planned to account for damaged units, either ). Terrain, barbarian status, etc, are check boxes that modify the unit's values.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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Boco, where is the new version (the version that came from our debate)?
In the thread Everything you want to know about CivII combat ?
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