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ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:18
  Old Post 13-03-2002 20:36
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#1 Report this post to a moderator
Bombard formula? Support Apolyton, buy Civilization: The Boardgame

Does anyone know the formula for the "Bombard" equation?

If you have Bombard str: 1, and Rate of Fire: 3

When you bombard does the game calculate if you hit three times and thus do 1 or 2 or 3 points of damage? Or just calculate if you hit once and you do 3 points of damage, or none?


BTW:This guy creeps me out =

Marquis de Sodaq is offline Marquis de Sodaq
King
... no, a Marquis.
Jul 2000
time: 23:18
  Old Post 13-03-2002 23:18 Visit Marquis de Sodaq's homepage!
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#2 Report this post to a moderator
Put an end to popups!

It must calculate for each fire. I've had RoF=2 units hit with one, miss with the other. But it is nice when both land on target.

zeh is offline zeh
Warlord
Brazil
Aug 2001
time: 02:18
  Old Post 14-03-2002 00:06 Visit zeh's homepage!
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#3 Report this post to a moderator
Browse Apolyton AD-FREE

if not ModAplied then
begin
Bombard := 'waste of time';
action := 'Build "real" units';
Result := 'Cities in pieces';
end;

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:18
  Old Post 14-03-2002 02:10
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Support Apolyton, buy Civilization 2

So from Marquis de Sodaq it appears that the RoF relates to the number of attempts during a single shot.

Now what determines the accuracy of the "bombard"? It can't be the attack value since these units don't have one. Is the game giving the accuracy or chance to hit that a catapult has to artillery? If so, is there a way to make the "bombard" more or less accurate?

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 14-03-2002 04:00
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Suffering from ads?

quote:
Originally posted by ahenobarb
So from Marquis de Sodaq it appears that the RoF relates to the number of attempts during a single shot.

Now what determines the accuracy of the "bombard"? It can't be the attack value since these units don't have one. Is the game giving the accuracy or chance to hit that a catapult has to artillery? If so, is there a way to make the "bombard" more or less accurate?


There's no set number you can adjust, so I guess that's been hard coded into the unit itself. Unless somehow it's been tied to some other setting. I've noticed that Artillery is much more accurate than a Catapult, but I can't see anything that would account for that in the editor.

civman2000 is offline civman2000
Emperor
of the Martian Empire
Jun 2001
time: 23:18
  Old Post 14-03-2002 06:33
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quote:
Originally posted by zeh
if not ModAplied then
begin
Bombard := 'waste of time';
action := 'Build "real" units';
Result := 'Cities in pieces';
end;

LOL

Marquis de Sodaq is offline Marquis de Sodaq
King
... no, a Marquis.
Jul 2000
time: 23:18
  Old Post 14-03-2002 07:20 Visit Marquis de Sodaq's homepage!
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quote:
Originally posted by ahenobarb
Now what determines the accuracy of the "bombard"? It can't be the attack value since these units don't have one. Is the game giving the accuracy or chance to hit that a catapult has to artillery? If so, is there a way to make the "bombard" more or less accurate?

Is it simply tied to the bombard strength? The higher powered bombards equally more accurate as they are stronger?

My cannon hit more often than my catapults, but I don't know if it's twice as much, or just chance.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:18
  Old Post 14-03-2002 09:02
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#8 Report this post to a moderator
Lose 30 kilos (of popups)

One thing I've just noticed is that there's a big difference with the terrain types. My Catapults were missing constantly in the Jungle, but as soon as I was able to get them out onto grassland, I started hitting more than I missed.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:18
  Old Post 14-03-2002 11:10
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if korn's results can be believed, it does a random check for what to target. Apparantly 1/3 chance of pop hit, 1/3 of building hit, 1/3 of unit hit, then it does another random chance with the defense of the pop point/building/unit to determine if it actually hits that.

In a city with no buildings and 1 pop 2/3s of your bombardments will automatically fail.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:18
  Old Post 14-03-2002 11:16
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like combat Avatar Enlargement: We've got the solution

I believe the bombard number works just the same as regular combat numbers- so ifbombard is 2, and the defender has base 2, plus bonuses that make it go up to 4, then its a 1/3 chance of hitting (this is for outside the city). The higger the bombard number, the more likely to hit. The higher the defense number, the lower chance to hit.

What I don't know is how it decides, when attacking a city, what i hit and when i hit.

Hurricane is offline Hurricane
Warlord
Arctic Hill
May 2001
time: 07:18
  Old Post 14-03-2002 12:20
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#11 Report this post to a moderator
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The logical thing (which is also mentioned here) would be that teh higher the bombardment factor, the higher the chance of a hit. However, my experience is that a battleship will miss a ground tile much more often than an artillery. Also, Korn showed in another thread (link ) that even though he upped the bombardment for bombers to 1000 they still missed pretty often. This was on a city, however, so it might be that the "hit something that canīt be hit"-rule comes into play here.

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:18
  Old Post 14-03-2002 19:39
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Enter the AD-FREE zone

So it sounds like in the logic of the game, the damage done by a unit and its accuracy are being treated as the same thing.

That is unfortunate, it would be nice if there were a way to make low damage, high accuracy bombards and low accuracy high damage bombards. So you could give a trieme "bombard" (Shooting arrows to the shore) that would have high accuracy (because its easy to aim a bow) but low damage, and a high damage catapult (relatively) that isn't very accurate (because those manning it can't see over the walls to know where to aim).

If anyone knows the mathematic formula that would be great. GePap and Whoha are correct I believe, but what would be nice is to find out mathematically why 2/3 bombardments fail when attacking a 1 pop, no building city, when there is a unit in the city.

Also, it would be nice if you could specify that a bombard won't apply to buildings in the city (say from the above trieme), or the population, but units only. Or that a catapult only applies to buildings.

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