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Caster of Magic II Bug Reports!

Those are dark elf swordsmen. They are all ranged.
According to the log file, they deal 8.5 damage with their ranged attacks per turn. That seems reasonable - there are 7 attacking units and each has 4-6 figures. (also Earth Elementals have pretty bad defense, 4 without, 6 with the node aura)
This happens for 5 turns (again, reasonable, Earth Elementals have only 1 movement).
Afterwards they start using melee on each other, however by then the elementals took 43 damage and an additional 13 from the first melee attack so by the time they can attack they have 56 damage, in other words, two of the three already died.  The last one stands no chance against 7 other units.
This is the log :
Quote:Tlaloc AI turn, phase 6 execute
Stack of 7 units moves from 2,19,21 to 18,21
Stack arrives to 18,21 plane :2
Stack initiates combat!
Entered combat at X=18, Y=21P =2
Player 2 will not cast spells to save mana. MP =249
Combat turn 1 player 1
Combat turn 1 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 2 player 1
Combat turn 2 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 3 player 1
Combat turn 3 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 4 player 1
Combat turn 4 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 5 player 1
Combat turn 5 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 6 player 1
Combat turn 6 player 2
Army deals 13.0368362892224 Melee damage
Combat turn 7 player 1
Army deals 9.78580348158254 Melee damage
Combat turn 7 player 2
Army deals 11.2342913407312 Melee damage
Combat turn 8 player 1
Army deals 6.55032757545196 Melee damage
Combat turn 8 player 2
Army deals 10.0277210366866 Melee damage
Combat turn 9 player 1
Army deals 3.66234391688622 Melee damage
Combat turn 9 player 2
Army deals 9.35311730696268 Melee damage
Combat turn 10 player 1
Army deals 0.96864613248097 Melee damage
Combat turn 10 player 2
5.81133806791766 HP disabled due to flying damage prevention.
Army deals 9.1746926945877 Melee damage
Tlaloc spent 0 mana!
Defenderlossrate Neutral=1
Attackerlossrate Tlaloc=0.296248530621462
Defeated : Neutral's Earth Elemental died in battle!
Defeated : Neutral's Earth Elemental died in battle!
Defeated : Neutral's Earth Elemental died in battle!

The only line I find strange is "5.81133806791766 HP disabled due to flying damage prevention." because there shouldn't be flying units in the fight. Maybe it's a problem caused by dealing more damage than left on the enemy.
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1 shot of a swordsman should deal 1.1 damage http://prntscr.com/vs7mus
4 shots* 1.1 * 4 swordsman = 17,6 damage from shots
3 ghouls deal 1.2 average damage/shot so 3*4*1.2 = 14.4 damage
They can kill 1 elemental(he has 30 HP) by arrows.
2 alive elementals should melee the rest.

He shots 5 times...how? He should have 4 arrows
How does he deal damage from turn 6 without any counterattacks?
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4 turns of damage would be ~34 damage so the damage amount is way more accurate than I expected.

Ammo doesn't exist in automatic combat - each army gets 5 ranged turns in the current implementation. Maybe implementing it could help increase accuracy a little?
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After implementing Ammo to determine ranged turns, the resulting log file is this :


Quote:Tlaloc AI turn, phase 6 execute
Stack of 7 units moves from 2,19,21 to 18,21
Stack arrives to 18,21 plane :2
Stack initiates combat!
Entered combat at X=18, Y=21P =2
Player 2 will not cast spells to save mana. MP =249
Combat turn 1 player 1
Combat turn 1 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 2 player 1
Combat turn 2 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 3 player 1
Combat turn 3 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 4 player 1
Combat turn 4 player 2
Army deals 2.31429740791269 Magic Ranged damage
Army deals 6.28263847203274 Sight Magic Ranged damage
Combat turn 5 player 1
Combat turn 5 player 2
Combat turn 6 player 1
Combat turn 6 player 2
Army deals 13.0368362892224 Melee damage
Combat turn 7 player 1
Army deals 12.2617210150068 Melee damage
Combat turn 7 player 2
Army deals 10.7782273444375 Melee damage
Combat turn 8 player 1
Army deals 9.15759153980881 Melee damage
Combat turn 8 player 2
Army deals 9.09139903223043 Melee damage
Combat turn 9 player 1
Army deals 6.53926861852645 Melee damage
Combat turn 9 player 2
Army deals 7.88686578799184 Melee damage
Combat turn 10 player 1
Army deals 4.2678512715848 Melee damage
Combat turn 10 player 2
Army deals 7.10072760680053 Melee damage
Combat turn 11 player 1
Army deals 2.22284172082624 Melee damage
Combat turn 11 player 2
Army deals 6.69128017382153 Melee damage
Tlaloc spent 0 mana!
Defenderlossrate Neutral=1
Attackerlossrate Tlaloc=0.486740492449594
Defeated : Neutral's Earth Elemental died in battle!
Defeated : Neutral's Earth Elemental died in battle!
Defeated : Neutral's Earth Elemental died in battle!
Winner : Tlaloc's Ghouls died in battle!
Winner : Tlaloc's Swordsmen died in battle!


Tlaloc still wins, but takes 48% damage to the stack instead of 29%.
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He can not win here ^_^.
Ranged attacks kill 1 bear.
Full melee attacks from 7 units deal 13 damage(that's not possible by the way. How did they manage to surround bears so they would be ably to do 7*2 attacks? some units would have to move forward and skip 1 attack)
So that's at least 2 strong counter attacks by bears. Only those kill 1 unit. Probably 2 -10% to hit counters also kill 1 unit. Let's not even count the rest.
Now 2 bears attack 2 times each and at least 2 more units die...
So after 1 melee round bears lose 13HP+3HP. Enemy army loses 4 units...
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Automatic combat doesn't use the concept of individual units and thus can't have a counterattack mechanic. Each army attacks the other army once per turn. I don't think it can be any more accurate than this.
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Combat turn 6 player 1
Combat turn 6 player 2
Army deals 13.0368362892224 Melee damage


Where is Elementals damage? One more free round of dealing damage for swordsmen where somehow elementals are not doing the same.
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Quote:Where is Elementals damage? One more free round of dealing damage for swordsmen where somehow elementals are not doing the same.

The faster army attacks first because they have the advantage of better positioning and picking which unit engages which other unit in normal combat.
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Combat turn 7 player 1
Army deals 12.2617210150068 Melee damage

By this time Tlaloc dealt 47,39 damage. Bears have 90 total HP.
Alive bear deal 5 damage vs swordsman(http://prntscr.com/vs8wt6) and 8 damage vs ghoul on average. 2attacks/turn*3 bear should give 30 - 48 damage on average ( i dont know if he attacks ghouls or swordsmen). 30-48 * 42,61/90 = 14,2 - 22,7
So 12 damage looks a bit low even if all bears decides to attack swordsmen first.
So how was 12.2617210150068 Melee damage calculated?
And if that auto combat knew that 1.5 bears deal the same damage as 2 bears...
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Bears? Wait, I thought we were walking about Earth Elementals? Is this a different battle? Is it the same save file? Which stack?
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