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Thoddy
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Hannover, Germany
Jan 2001 time: 06:14
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In wich way are the effects of terrain and veteran status are added to the outcome of an combat.
I made a little experiment:
both units has 4a,1d,1hp,1fp
; defense = multiply by 50% to get % of normal combat factor defended at.
; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
I create a 400% terrain
Desert, 1,8, 0,1,0, yes, 1, 6, 5, no, 1, 5, 3, no, ; Drt
I expected no differences between the outcomes of a non veteran and a veteran combat, but
1st test
Without the veteran bonus the outcome was a little better than 1:1 and the winning unit was mostly damaged.
2nd test
If I made both units a veteran the winning ratio for the attacker has been significantly increased and if the attacker wins, the damage has bee decreased in comparision with the results from the first test.
Solutions
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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The defender has an advantage: both players throw a dice but a defender wins draw results.
If attacker=1, defender=1, then the real values are attacker=7/8 and defender=9/8.
Read DaveV's and my posts in Modifiers for Attack/Defense
In your example non-vets are 3 7/8 vs. 4 1/8, vets are 5 7/8 vs. 6 1/8.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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Shaka Naldur,
Posts and suggestions that were included into the main text are deleted so that don't have to read 9 pages of text.
Thoddy,
try to increase hp of both units from 1 to 14 (IIRC this is the maximum). Results should be more stable and should correspond to the Boco's calculator.
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:14
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@Boco
I run about 50 combats and the vet combat results were not the expected ones. So I ask for possible reasons.
quote: Originally posted by SlowThinker
Thoddy,
try to increase hp of both units from 1 to 14 (IIRC this is the maximum). Results should be more stable and should correspond to the Boco's calculator. |
I will test with more hp but this will last some time because of 3 week holidays.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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I have tested the defense bonus against barbs in cities. See Strategies against Barbarian Attacks .
quote: Originally posted by Marquis
Healing away from a city or fortress (by skipping that unit's turn) occurs immediately, before the next unit is available for an order. Barracks healing occurs at the end of the player's turn. |
After testing I claim healing is always executed when your cities are processed by the Civ2 engine.
An example: You are attacked by AI, you see your unit got in red. Then cities are processed and if your damaged unit didn't move last turn (i.e. before the AI attack) you see your unit got in yellow.
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:14
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Good news,
The calculator doesnt need any modifications.
By setting hp to 10 I got the expectedt results.
Seems the random factor at the first tests has well meant to me.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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Result of tests:
Sneak attack bonus works only if human player is attacked (no matter if by another human or AI).
Edit: It don't happen in Multiplayer/Hotseat mode because Civ2 engine considers other human players as AIs.
The effect: Attack factor is doubled (or Defense factor is halved, but I think it is the Attack factor).
Last edited by SlowThinker on 08-10-2003 at 21:42
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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Now I agree that it works in SP too - post was edited.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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In River War scenario I lost a key unit (Sirdar, 4d, 2h, 2f) because it was stacked with a unit less resistible to attack (Maxim Gun, 6d,1h, 1f). The attacker was Nubian Infantry (4a, 1h, 1f): it was a Veteran (6a, 1h, 1f). Sirdar is 2x stronger against Nubian Inf. attack than Maxim Gun, but the defending unit was Maxim Gun and it lost the combat.
So I ran some tests. The result:
For each unit in the stack Civ2 engine counts 'the defensive ability':
Defense*remainingHP/totalHP
The unit with the highest 'defensive ability' defends.
If more units have an exact 'defensive ability' then the first unit that came on the square defends.
Notes:
Vet status affects the Defense (x1.5), I suppose other modifiers too but I didn't test them.
Initial HP, FP are completely ignored! Only percentage of remaining HP (remainingHP/totalHP) is taken into account.
Unit role (0-attack, 1-defense) is ignored.
Other stats (Attack, Movement) are ignored. If you have a phalanx and legion stacked and the legion stands longer on the square then legion will defend 
So the choice of defender is buggy . There are 2 defects:
1. HP, FP stats are completely ignored.
2. For a combat outcome the Defense has a bigger significance than Percentage of remaining HP. Civ2 takes a healthy Warrior equal as half-wounded Phalanx but Phalanx is considerably stronger.
Last edited by SlowThinker on 15-09-2003 at 22:07
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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After losing a horsemen in a hotseat PBEM game and providing more tests I can claim
The sneak attack in hotseat mode don't work.
It looks in hotseat games the Civ2 engine takes other humans as AIs in every respect: F3 key invokes an AI diplomacy window, the Demographics window bug works, the sneak attack don't work.
Last edited by SlowThinker on 09-10-2003 at 21:39
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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I want to point this thread out: Modifiers for Attack/Defense. It explains the practical significance of Attack factor, Defense factor, Hitpoints and Firepower.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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I will give an example how to use combat math in practice. (Read Modifiers for Attack/Defense )for details.
An example:
Artillery (10 AF, 1 DF, 2 HP, 2 FP) with vet status attacks a Mech. Inf. (6 AF, 6 DF, 3 HP, 1 FP) fortified on a rivered hills.
A.
First of all you apply modifiers:
Vet status causes the Arty attacks with AF=10*1.5=15
Rivered hills causes the Mech. Inf. defends with DF=6*1.5*(2+0.5)=22.5
B.
Then you add a 1/8 bonus to the defender and 1/8 malus to the attacker (you can omit them if you don't need to be accurate):
Arty attacks is AF=14+7/8
Mech. Inf. defense is DF=22+5/8
C.
Now the stronger stats are enhanced - it is upped by (the absolute value of) the difference between attack and defense. In our example the defense is the stronger value:
DS=DF=22+5/8 + (22+5/8 - 14+7/8) = 22+5/8 + 6+6/8 = 29+3/8
(I 'renamed' Defense Factor to Defense Strength (DS) - it is some new kind of number)
D.
Now results are multiplied by HP*FP:
AS=(14+7/8)*2*2=44+1/2=44.5
DS=(29+3/8)*3*1=58+1/8=58.125
These numbers (AS - Attack Strength and DS - Defense Strength) express a relative strength of units:
58.125 / 44.5 = cca 1.3
so the defending Mech. Inf. is about 1.3 times stronger that the attacking Artillery. In average you need 1.3 Mech. Inf. units to kill the defender. In other words the first Mech. Inf. will be killed and the second one will get a 30% damage.
Notes:
If you multiply HP by 2 then you double both DS and AS. The unit is as strong as two original units.
If you add a vet status (AF and DF is multiplied by 1.5) to Musketeers (AF=3, DF=3), then you double both DS and AS against Musketeers (it is different against other units): phase C. of both Attack and Defense will be
AS = DS = 4.5 + (4.5-3) = 6
So an increase of AF, DF has usually stronger effect than an increase of HP*FP. On other side HP*FP affects both AF and DF simultaneously.
Notice that we use all the product HP*FP. Separate HP and FP factors are not interesting if we consider strength of units.
But they affect accidental behaviour of units. We can study another quantity - a quotient HP/FP . It represents a 'combat stability' of unit. Unit with a high HP/FP (for example HP=5, FP=1, so HP/FP=5) behaves predictably, but unit with a low HP/FP (for example HP=1, FP=5, so HP/FP=0.2) has very fortuious combat results.
Last edited by SlowThinker on 29-10-2003 at 01:23
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:14
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quote: It'd be nice to have a SG Hut Finderesque program to calculate who'll win |
These calculations are quite easy IMHO (if you omit point B). No program is needed.
For exact calculations you need Boco's Combat calculator (link in GL),
quote: You mean that you'll need two artillery to kill the mech infantry don't you? |
It is very likely, but it is not 100% sure.
Take Boco's calculator, double number of hitpoints for an Artillery (to simulate two units), and you will see the probability.
quote: but that would be at its most accurate only when both units had full green. Once their health bars were reduced then it'd become far more difficult to calculate accurately. |
It would not be so hard - you simply exchange HP=1 by HP=0.6 for example.
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