October 28th, 2011, 02:25
Posts: 5,294
Threads: 59
Joined: Dec 2004
cabra Wrote:Hi all. And thanks for sharing.
But I noticed the second Tab "Single Unit (Spreadsheet) is broken. If you change the number of first strikes it doesn't change the combat's odds.
This works perfect in the first Tab "Single Unit (Code), and in the last one "Multiple Attackers"
Could you solve it?
Thanks and regards.
The way I calculated first strikes doesn't work well in a spreadsheet. That's why I created the single-combat code tab. What goes on under the hood, is that I calculate the possibility of each results from the first strike round, then run the combat for each possible result, then sum the probabilities.
Shorter: I left the spreadsheet based calculator in there, and really should have taken it out. Don't use it .
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
October 28th, 2011, 09:44
Posts: 13,563
Threads: 49
Joined: Oct 2009
This calculator is awesome.
If want to add additional user-friendliness you could add some dropdown lists or something for unit type, terrain, fortification, etc. and a checkbox list for promotions, that helps you fill out the correct strengths and modifiers.
I have to run.
October 28th, 2011, 12:29
Posts: 5,294
Threads: 59
Joined: Dec 2004
novice Wrote:This calculator is awesome.
If want to add additional user-friendliness you could add some dropdown lists or something for unit type, terrain, fortification, etc. and a checkbox list for promotions, that helps you fill out the correct strengths and modifiers.
That would be nice, but it would be hard to get that all right *and* have the calculator be compatible with CIV, FfH2, and EitB all at once.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
October 28th, 2011, 22:35
Posts: 2,868
Threads: 15
Joined: Sep 2010
Sareln Wrote:I don't know if Chaotic is the right word. It ends up having a large number of possible unique outcomes, and if you want to simulate that it get's messy. You can make a number of simplifying assumptions to make things easier (eg. you will attack until you have no units remaining, and you will attack in a specific order made the computation of multiple-attackers, single-defender quite doable, because it collapsed the total number of outcomes to 101, the various HPs of the defender.)
By chaotic, I meant the mathematical meaning where a small change in the initial conditions makes a big change in the result. Like how if you change from slightly ahead to slightly behind in strength, it change your odds by a whole lot. Or a stack battle can quickly become so complicated that it takes significant time for a computer to calculate the odds.
October 29th, 2011, 02:25
Posts: 5,294
Threads: 59
Joined: Dec 2004
luddite Wrote:By chaotic, I meant the mathematical meaning where a small change in the initial conditions makes a big change in the result. Like how if you change from slightly ahead to slightly behind in strength, it change your odds by a whole lot. Or a stack battle can quickly become so complicated that it takes significant time for a computer to calculate the odds.
Ah, then yes, CIV combat is chaotic. I thought you meant in terms of the output being unpredictable from the input (eg. butterfly).
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
October 29th, 2011, 05:48
Posts: 3,916
Threads: 14
Joined: Feb 2011
Well, it's chaotic in the sense it's hard to predict who in a stack dies first, but it's safe to say that More Dudes = Better Than.
It's only hard to say that you can snipe out a Great General or a Hero using a suboptimal number of troops.
Posts: 6,721
Threads: 59
Joined: Apr 2004
Thread necro to report some odd behavior.
EitB pitboss 1 spoiler:
Posts: 5,630
Threads: 30
Joined: Apr 2009
DaveV Wrote:Thread necro to report some odd behavior.
EitB pitboss 1 spoiler:
Posts: 6,721
Threads: 59
Joined: Apr 2004
Posts: 5,630
Threads: 30
Joined: Apr 2009
|