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ruoxiaohai
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Arston, Flatulance, FRT
Dec 2000 time: 05:12
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What is the order that they come? I mean, say I have a Vet. Knight in a city w/ city walls on a hill.
Def 2
Vet=*1.5
City walls=*3
Hill=*2, but what order?
If there's any other bonus I've left out feel free to add it in. Thanks.
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I always thought the knight would have a defense of 9 because you dont multiply the bonuses by each other. The basic defense is 2. for vet status, you add 1. for being on a hill, you multiply the basic defense by two, but you don't include the 1 from vet status, so you get +2 from the hills. Then you get +4 from the city walls, so his total is 2+1+2+4, which is 9.
------------------
- SilverDragon, scourge of the western skies
Email me at
SilverDragon141@aol.com
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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Dave V has it right. All Attack/Defense bonuses are multiplied together, never added. There have been numerous threads and tests on this very topic.
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ruoxiaohai
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Arston, Flatulance, FRT
Dec 2000 time: 05:12
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Um....yeah! I knew that multiplication order doesn't count, but I was interested about stuff like pikemen. I guess my example wasn't very good.
And how do easier difficulty levels affect the combat outcomes?
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Chainsaw
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Ratingen, Germany
Apr 2000 time: 05:12
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I`ve never been able to understand what kind of effect hitpoints and firepower have. How about modern units fighting obsolete ones? Does this affect attack/defense strength or HP/FP?
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ruoxiaohai
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Arston, Flatulance, FRT
Dec 2000 time: 05:12
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Well, if you guys want to be anal, the pikemen ONLY get defensive advantages for unit numbers 16 to 21, I think. Either that or 22, I've never tried pike vs. Calvalry, but that's the way it goes. Also, many scenario designers have found that special unit "places" have advantages. Yeah, so how does difficulty level (chieftan-deity) affect the chances of winning?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Subject: hit points and firepower are superfluous
BTW, I think the statement in the subject is valid. Two numbers would suit the purpose.
A,D,H,F are attack, defense, hit points and firepower.
In fact, you need to know A*F*H and D*F*H. You may imagine that
A*F*H replaces A and
D*F*H replaces D and
H, F are set to 1.
H/F lowers accidental behaviour of units only (H lowers it and F raises it).
It is my opinion only, I never discussed it, there may be some mistake in my thoughts.
[This message has been edited by SlowThinker (edited January 29, 2001).]
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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quote:

Originally posted by ruoxiaohai on 01-27-2001 01:33 AM
Well, if you guys want to be anal, the pikemen ONLY get defensive advantages for unit numbers 16 to 21, I think.
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Not too sure of this. If you leave both the Pikeman and, say, Knight in their respective slots, but increase their HP, the Pikeman loses the 50% defense multiplier.
quote:

Also, many scenario designers have found that special unit "places" have advantages.
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There are a number of these: Only a unit with the settling role in the Engineer slot works at double speed. Only a unit with the diplomacy role in the Spy slot, has the Spy's extra abilities. Same thing for Freight. Only the Partisan slot gives the extra attack strength vs 0 attack defenders. Only the Fanatics slot is a unit that can only be built under Fundamentalism. There's more.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote:

Originally posted by DaveV on 01-29-2001 10:06 AM
SlowThinker - I'm not sure I understand what you're saying. FP does make a difference for defenders, and HP for attackers.
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I am sorry, there was a mistake in my last post. Look there again, I made a correction now (it is bold).
I will present an example:
Artillery fights with Mech. Inf.
1. Civ2 offers four constants (a,d,h,f) for every unit:
Artillery (10a,1d, 2h,2f)
Mech. Inf. (6a,6d, 3h,1f)
2. You may translate theses four constants into two constants only (you may suppose h=1 and f=1 then):
Artillery (40a,4d)
40=10a*2h*2f; 4=1d*2h*2f
Mech. Inf. (18a,18d)
Suppose Mech. Inf. attacks Artillery : you can provide the standard deduction: Mech. Inf. will win 18 of 22 (=18a+4d) "internal" battles. It means that average outcome is: Artillery is dead, Mech. Inf. has 81,8% (18/22) hit points remaining.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I am not sure if I have understood:
Mech. Inf. has 0,1,2...6 on his die (7 sides).
Artillery has 0,1 on his die (2 sides).
Is it OK?
(I thought there is just one 7-sided die, 6 sides own Mech. Inf., 1 side Artil.)
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Combat system I have read that thread quickly.
I hope I have understood it: | On defender's die | Nr. of attacker's wins | Nr. of defender's wins | | 0 | 47 | 1 | | 1 | 46 | 2 | | 2 | 45 | 3 | | ... | ... | | | 6 | 41 | 7 | | 7 | 40 | 8 | | Total: | (40+47)*8/2 | (1+8)*8/2 |
Generally:
Suppose m=max(a,d), n=min(a,d). Then wins are distributed among both units following way: | Attacker's wins (AW) | Defender's wins (DW) | Total number of attacks | | a>=d | m-n/2-1/16 | n/2+1/16 | m | | a<=d | n/2-1/16 | m-n/2+1/16 | m |
| In our example: Artillery wins 1/2+1/16, Mech. Inf. wins 5 1/2-1/16. |
(Edited: DaveV multiply these numbers by two: it looks more functional:
Artillery wins 1+1/8, Mech. Inf. wins 11-1/8;
11=6+5, 5 is the "bonus" for the stronger unit)
quote:

Originally posted by DaveV on 01-29-2001 12:33 PM
With the default numbers: the odds of mech. infantry winning each round are 11/12 (6 + 5 bonus vs. 1).
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DaveV disregards sixteenths: Mech. Inf. wins 1 (or 1/2), Artillery wins 11 (or 5 1/2).
| We can multiply theses numbers (AW and DW) by both relevant firepower and hit points and obtain two numbers representing the ratio how to divide wins among both units. |
Using other words, we always use all the product f*h. Single f and h factors are not interesting (they affect accidental behaviour of units only).
| In our example:
Artillery wins (1/2+1/16)*4=2.25, Mech. Inf. wins (5 1/2-1/16.)*3=16.31
average outcome: Mech. Inf. holds 86% of hit points (0.86=1-2.25/16.31), Artillery is dying |
Am I right?
[This message has been edited by SlowThinker (edited January 30, 2001).]
[This message has been edited by SlowThinker (edited April 10, 2001).]
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Sorry, my last post is indigested. I am rebuilding it now.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I have rebuilt the post now.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Of course, it was my mistake. A big difference in a general case.
I corrected it, somebody may consider that post useful.
Note:
If we disregard sixteenths, then weaker unit makes 1/(2*m/n-1) of damage.
For large ratio m/n, weaker unit looses a half of his power ("-1" in the expression looses his significance).
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I have a presentiment that attacker has a 50% chance to get vet status, defender has a 100% chance.
Is it OK?
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