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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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My idea about 100% for a defender originated when I tested to attack dips/spies by warriors.
Now, I have found my record of older tests: only 3 vets after 20 successful defences.
It may depend on power of a unit...
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kobayashi
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Singapore
Dec 2000 time: 13:12
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As I understand, the Hitpoints and Firepower stats were added in Civ2 so that there would be a random element rather than a straight win for attacker or defender.
If you had a unit of A3,H1,F1 and attacked a unit of D3,H1,F1, its different from attacking a unit that is D1,H3,F1. Its also different from attacking a D1,H1,F3 unit.
In the first case, you might win or lose but the surviving unit will be half dead.
In the second case, if the defender survives, it will be almost dead
In the third case, if the defender survives, it will be only slightly damaged.
A second thing to take note is that HPs and FPs become important with modification that takes when air, helicopter and naval units fight land units or when city improvements like city walls are involved. Some modifications reduce the hit points while others multiply the attack factor without modifying the hit points. This give more depth in the design of interaction between units.
To understand the use of hit points and firepower, you need to take them to their extremes. In a game where all units have FP=10 and HP=1
You can have single blow deaths
The probability that a weak unit kills a strong unit becomes significant
Ships performing shore bombardment or defending cities are not disadvantaged - their firepower is reduced from one to one!
In a game where all units have FP=1 and HP=10
The weaker unit is sure to die
The stronger unit is sure to get damaged
Ships performing shore bombardment or defending in cities have fire power reduced to one (i.e. 10 times)
In the case of air units attacking ships in port, the planes have firepower doubled so the effect is not so pronounced as the ship example but there is still an effect.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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East Street Trader,
You may be right...Good idea
kobayashi,
I don't agree. If I have understood the combat system well, then (accordingly to my post "posted January 29, 2001 19:03")
a)A3,H1,F1 attacks D3,H1,F1,
attacker wins (3-1/8)*1*1 times
defender wins (3+1/8)*1*1 times
(Note: I have doubled numbers in my table: Total number of attacks = 2m)
If we disregard eights then wins are divided in a ratio 3 to 3, i. e. 1 to 1
b)A3,H1,F1 attacks D1,H3,F1,
attacker wins (3+2-1/8)*1*1 times
defender wins (1+1/8)*3*1 times
wins are divided in a ratio 5 to 3
c)A3,H1,F1 attacks D3,H1,F3,
attacker wins (3+2-1/8)*1*1 times
defender wins (1+1/8)*1*3 times
wins are divided in a ratio 5 to 3
quote:

Some modifications reduce the hit points while others multiply the attack factor without modifying the hit points.
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I don't understand what do you want to say...
quote:

To understand the use of hit points and firepower, you need to take them to their extremes. In a game where all units have FP=10 and HP=1...
...In a game where all units have FP=1 and HP=10...
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In short, a quotient H/F lowers accidental behaviour of units. OK?
{combat system}{combat formula}
{pikemen}{vet status}
{}{SlowThinker}{end2}
------------------------------
This is a post with keywords. See a thread The Great Library: a hierarchical structure" thread.
[This message has been edited by SlowThinker (edited April 15, 2001).]
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I posted a summary of math of this thread in Info: Combat (GL)
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I think the algorithm I posted (with point B. omitted) is just what you are speaking about: it doesn't tell you exact probabilities, only an approximate strength of units. And it is fast if you are familiar with it.
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