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ivanbuto
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Pedrunn, so would you happen to know the answers to my the Qs in my last post?
BTW if there is something that nobody is sure about, is it possible to contact Activision and do they have somebody who participated in creating CTP2 who could answer all Qs?
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ivanbuto
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I've been playing a game of CTP2, and I don't get this. When two mounted archers attack an archer, why doesn't one of the mountain archers back up the other one wih ranged fire, but instead they are both in the front row, one of them just standing there? I thought ranged units go in the front row only if there aren't enough other units to match the opponent's front row.
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ivanbuto
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Actually it works because first there is ranged fire from both sides, and only after that they get closer. And as far as I know the next round of ranged fire comes only after one of the front rows clears out.
As for fortification, I was actually wondering about how many turns it takes to fortify a unit, not to build a fortification improvement. It seems to me that it just takes one turn, but since the manual says it takes "a few turns" I was wondering if there are some circumstances under which it does take more than one turn.
Ivan
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Maquiladora
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quote: Originally posted by ivanbuto
As for fortification, I was actually wondering about how many turns it takes to fortify a unit, not to build a fortification improvement. It seems to me that it just takes one turn, but since the manual says it takes "a few turns" I was wondering if there are some circumstances under which it does take more than one turn. |
If you press "f" (fortify a unit) on turn 1, end turn. Then its still digging in on turn 2, then its finished on turn 3. Thats 2 turns i guess. It doesnt matter what terrain youre on or in a city either, well ive never had any longer.
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ivanbuto
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I've experimented with this a little bit, basically just tried two ranged units versus a single other unit, and Maq seems to be right - when the opponent unit was of the ranged type, there was first ranged fire from both sides and then one of the two ranged units fought the opponend while the other was merely standing by.
When the opponend unit was not ranged, however, the two ranged units fought with one in the front row and one behind it firing shots.
Nonetheless, I thought that armies were supposed to organize themselves to their max advantage, and therefore I don't understand why it would be happening like this.
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Maquiladora
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Okay heres probably the final version unless someone finds an error or something new to add.
Attachment: ctp2_combat_sim_final.zip
This has been downloaded 5 time(s).
Last edited by Maquiladora on 29-12-2002 at 12:15
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Maquiladora
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If i made it right this time, you can tell that Firepower(damage) rating is actually more important than armour in judging how good a unit is overall. All the stats are important but Firepower is most important, then armour, then Attack and Defence values, then any bonuses.
This is just 1v1 so its alot more complicated, but still there it is.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:24
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Maq,
You seem to have made a small mistake in the last section of the spreadsheet: you defined 'Defence Capacity' as Firepower*Armour, this should be Armour*Hitpoints.
Once that mistake is correctly, or (even more so) if you look at the formulas I posted above, you can clearly see that Firepower and Armour (as well as Hitpoints) are all linear in relation to each other and thus all equally important: doubling Firepower for a unit has exactly the same effect on it's chances to win the battle as doubling it's Armour or Hitpoints (or halving the opponent's FP, HP or Armour).
You are right when you state that Defence and Attack are less important, as they are not linear: a/(a+d). However, Defence is more important than Attack (see the formula or try doubling the defence and attack values in the sim to verify) and for this reason defensive bonuses are more important than offensive bonuses as well.
So the order of importance of combat stats (in 1v1 battles) is:
1) Firepower/Armour/Hitpoints
2) Defence
3) Attack
4) Defence bonus
5) Attack bonus
In the meantime, I did more testing with the game over the last few days and was able to confirm that terrain and fortifying work exactly as we expect them to, however, I seem to have found a new bug: veteran status doesn't appear to do anything I need to do some final testing to be absolutely sure (it would be useful if others could test this as well to verify or (hopefully) falsify my conclusion), but if I'm not mistaken their chances in battle against non-veteran units of the same type are exactly 50%; the only advantage veterans seem to have over non-veterans is that they have a cool medal icon under their shield... 
Last edited by Locutus on 30-12-2002 at 17:07
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:24
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quote: Originally posted by Maquiladora
Ah that old trick you truely are a mathmagician  |
I can do some cool things with a rabbit too 
quote: Although i would say that varying HP's rather than armour seems a little more intuitive to the player. Maybe they were forced to change it after losing the Civ license. Armour is more realistic in its thinking but its not as intuitive as HP's by judging units power, although as we know now, they equal the same thing in the end. Anyway I digress, ill try and make the sim with those workings in mind and see what comes out. |
Not sure about that: the HP value isn't visible anywhere in the game, the only way you can sort of deduct it is from the health bars of units. As it is, a 50% health bar on a Warrior means 5 HP, on a Tank it means the same thing. If you start varying HP then 50% health on a Tank might mean 20 HP while it still means 5 HP for a Warrior - that would be extremely confusing IMHO...
Pedrunn,
Maq and I pretty much layed it out in formula form already, but if you must have the whole thing in a single formula, I attached a screenshot of (the relevant part of) a Maple worksheet for you. If anyone actually has Maple and would like to see the entire worksheet (it's not all that special, just the formulas of this thread in Maple form), let me know.
Attachment: maple-combat.png
This has been downloaded 45 time(s).
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Maquiladora
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Ah ok i thought it unlikely that i hadnt made a mistake. But at least we know the most important values now.
On veterans, it seems unlikely that the programmers would let it out this way. Also considering theres an entry in the manual about it and its used in some of Activison's own scenario scripts, would they put work into that knowing it didnt work? Maybe they knew it didnt have an effect aside from the little medal as you said though.
It also says in the manual that veteran units only enjoy a bonus to their attack rating, but we know what the manual is like.
Is there a quick way to generate alot of veterans to test with? Otherwise it could take a long time to get enough from combat experience.
quote: Not sure about that: the HP value isn't visible anywhere in the game, the only way you can sort of deduct it is from the health bars of units. As it is, a 50% health bar on a Warrior means 5 HP, on a Tank it means the same thing. If you start varying HP then 50% health on a Tank might mean 20 HP while it still means 5 HP for a Warrior - that would be extremely confusing IMHO... |
Thats true, for CtP2. I had intended to use HP rather than varying armour but i realised you couldnt see the HP in the build manager and stuff, and now its clear armour has exactly the same effect so...
Probably the last version of the combat sim, although i said that last time. If it turns out veteran has no effect theres no need to use it.
Attachment: ctp2_combat_sim_final_1.zip
This has been downloaded 2 time(s).
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:24
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quote: Originally posted by Maquiladora
Is there a quick way to generate alot of veterans to test with? Otherwise it could take a long time to get enough from combat experience. |
It's not too bad, you should get several veterans from every 12v12 battle. But to make things even easier, you can use this SLIC code as well:
code: HandleEvent(BeginTurn) 'VeteranAll' post {
unit_t tmpUnit;
int_t i;
for (i = 0; i < player[0].units; i = i + 1) {
GetUnitByIndex(player[0], i, tmpUnit);
ToggleVeteran(tmpUnit, 1);
}
}
This turns all units veteran at the end of every turn. So create a bunch of units with the cheat menu, end the turn, all units become vets, create a bunch of non-veteran units with the cheat menu, attack.
The vets and non-vets both have an equal chance to win the battle, and usually the winner comes out of the battle severely damaged (only 1 or 2 hp left). When I tested terrain and fortifying, the units with a 50% bonus won 6-7 out of 10 battles and usually still had 5-2 hp remaining. (Note that there's a pretty big randomness factor so it's entirely possible for a non-fortified unit to defeat a fortiefied unit and only loose 2 hp, it just doesn't happen very often).
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Maquiladora
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Well its hard to say whether theres any bonus, but its probably easier to say it doesnt give a bonus from the tests i did anyway.
Attached shows, twelve 1 Warrior vs 1 Warrior, 1 Interceptor vs 1 Interceptor, 1 Archer vs 1 Archer, 1 Bomber vs 1 Bomber. All units have attack values equal to their defence values so every 1v1 battle is 50/50 chance for either unit. Blue always had veteran bonus and was the attacker. Probably do some more tests with veteran unit as defender.
Attachment: 1.png
This has been downloaded 41 time(s).
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Maquiladora
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edit: just rambling 
You could of course change the veteran effect to something freakish like VETERAN_COEF 250 then see what happens...
Last edited by Maquiladora on 30-12-2002 at 19:37
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