View Full Version : Combat Calculator


Thunderfall
Nov 05, 2001, 08:01 PM
There have been lots of talks in the forum about the return of the killer phalanx. Some people complained that their armor got killed when they attack a city guarded by a single pikeman. I have not encountered this kind of bizar outcome in my game. My Persian Immortals can kill units such as spearman and archer in my GOTM game with ease! :)

If you want to know the probability of a unit winning a combat under different circumstances, you can check out the Combat Calculators in this thread (http://forums.civfanatics.com/showthread.php?s=&threadid=7886). The calculators are created by Valant2, Xerxes314, and FortyJ. Valant2 formulated the formula to calculate combat odds, Xerxes314 incorporated the formula into his combat odd program, and FortyJ takes the program one step further by adding all the units to the program so all you need to do is select the attacker, defender and the appropriate modifiers (such as whether the defender is inside a city).

Original Thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=7886

An online version of the calculator is at:

http://www.civfanatics.com/civ3combatcalc.html

Pggar
Nov 07, 2001, 07:02 AM
TF, I can get the online calculator to work, is there a problem with it?

DaEezT
Nov 07, 2001, 07:14 AM
yeah, doesn't work for me either. I can select everything without problems but when I hit the calculate button nothing happens :o
But the design is nice! :goodjob:

Thunderfall
Nov 07, 2001, 07:39 AM
Strange... It doesn't work for me too (I uploaded a new version of the Calc yesterday).

You can find an older version that works in the original thread:

http://forums.civfanatics.com/showthread.php?s=&threadid=7886

FortyJ
Nov 07, 2001, 10:14 AM
For some reason, the java script required to perform the calculations was disabled. I don't know exactly why this happened, but you should be able to download it from here with no problems.

I apologize for the inconvenience.

Ciara
Nov 07, 2001, 01:14 PM
I noticed that the reason for the calculator was to show possible outcomes from a civ battle. Well in a game I recently started I found that Ironclads can defeat Aegis cruisers as well as ICBM's. After looking over the Calc it don't show this match up (Nuke versus a unit). Strange is that I even once nuked a stack of ships to see all of them survive. Oh well.

FortyJ
Nov 08, 2001, 11:34 AM
I believe nukes are considered artillery units for the purposes of the game.

If this is indeed the case then any unit that attacks a nuke should theoretically capture it or destroy it (if the civ doesn't understand the tech).

And yes, as far as the ironclad vs. AEGIS cruiser goes, it's possible to win, but the odds only start to look decent when the cruiser is severely wounded and on defense. Otherwise the captain of the ironclad ought to seriously consider running away.

liupang
Nov 09, 2001, 03:49 PM
I am sorry, but what is a GOTM game?

I must be ignorant or sth...

Pggar
Nov 09, 2001, 05:46 PM
Game of the month.
Link - GOTM (http://www.civfanatics.com/civ3gotm/)

Apollo
Nov 16, 2001, 03:09 AM
hmm, when I select horsemen as my attacking unit, the attack value for it remains at 1, rather than the 2 that its supposed to be.

Loopy
Nov 16, 2001, 11:21 AM
Originally posted by FortyJ
And yes, as far as the ironclad vs. AEGIS cruiser goes, it's possible to win, but the odds only start to look decent when the cruiser is severely wounded and on defense. Otherwise the captain of the ironclad ought to seriously consider running away.

I disagree. The captain of the Ironclad should go on the offensive immediately. Discounting the retreating, when attacking my calculations have a veteran Ironclad having a 10.8% chance of defeating a veteran AEGIS. Throw an elite Ironclad against a regular AEGIS and your chance of winning jumps to 32.1%. If the Ironclad captain runs (defends) and the AEGIS attacks, the Ironclad odds of winning drop by 3.7% and 7.7% in these respective cases.

Running in this case decreases your odds of winning as it puts you on the defensive. Plus the faster AEGIS can always hunt you down.

Apollo
Nov 28, 2001, 10:31 PM
Originally posted by Apollo
hmm, when I select horsemen as my attacking unit, the attack value for it remains at 1, rather than the 2 that its supposed to be.

*bump*

Anybody else notice this?

Apollo
Dec 05, 2001, 05:06 PM
Ok, my third and final try. There is a bug in the combat calculator that should be fixed! Read my posts above for details...

Dillo
Dec 14, 2001, 03:21 AM
Question, I watched a group of 2 Caravel attack my Vet battleship.The fist caravel inflicted one damage and of course my vet battleship sunk it, Then the second attacked , it took 1 damage and sunk my battleship. Can anyone who can get the calculator to work check this. I was fortified in an ocean square.It doesnt really seem like this should be possible, but I have noticed than virtually and unit with full health can defeat any unit missing one.

SSK
Dec 24, 2001, 05:52 PM
Originally posted by Apollo
Ok, my third and final try. There is a bug in the combat calculator that should be fixed! Read my posts above for details...

1) Chill, Apollo. :beer: FortyJ was nice enough to create this util for free for the public good.

2) I noticed that bug as well, and apparently he has too, because it is fixed in his combat calculator II. Go to the war academy and look through the threads to find it :goodjob:

3) I think FortyJ's combat calculator II is the best one out there :king:, because it not only calculates win%, but %s for all possible results (damage-wise) of each possible battle, including armies up to 15 hit points.:goodjob: :goodjob:

korn469
Jan 13, 2002, 08:41 AM
just a small little bug report, carriers aren't in the combat calculator, so you might want to add them in

but all in all its a wonderful tool!

alexman
Apr 09, 2002, 01:09 PM
Edit: [Deleted my buggy army combat calculator]

Shabbaman
Apr 17, 2002, 07:57 AM
I've got a question:

The combat calculator doesn't include defending artillery. How does this affect the odds? (Obviously in favor of the defender) Could someone modify the calculator for this option?

Great tool by the way.

Grey Knight
Apr 23, 2002, 10:23 AM
Yeah, it would be possible to add bombardment defense...

You can kinda do it yourself by knocking a HP off the attacker...

anarres
Jan 07, 2003, 07:09 AM
I am gonna modity the html for the combat calc to allow your own values for everything so it can be used with modded maps (and PTW).

I will post a link to my version when it is done.

Edit: Thanks for this version TF, I will credit the code to you of course :)

anarres
Jan 07, 2003, 09:13 AM
hmm. I have done the code, but have forgotten the password for my hosting ISP :rolleyes:

Here is the html if anyone else wants to use it...

Once I find the password I will get it hosted. Big thanks to TF, who of course wrote all the code. I just learned enough to modify some tiny cosmetic bits.

Edit: forgot to upload code
http://www.civfanatics.net/uploads3/CombatCalc2.zip

anarres
Jan 07, 2003, 10:57 AM
Now I have manged to find a new free host here it is:

http://www32.brinkster.com/dtw1976/CombatCalc2.html

TF, I hope you don't mind me using your code. If you do object I will take it down straight away. If you like it maybe you could host it as well as the original version.

bobah083
Jan 29, 2003, 04:57 PM
I think CombatCalc do not go right way to calculate the odds.
I mean when swordsman attacking spearman on hills CombatCalc shows 50/50 chances (3 attack vs 3 defence). I think it is not completely correct. the way calculations made is "then unit make a blow dices roll and, if it wins, opponent lose hitpoint, else it loses hitpoint". Does not anyone see a miss (then noone loses hitpoint)? The fight in game looks like defender make the first strike and if it wins a dice roll, attacker loses hitpoint, else it just misses, then attacker take a shot the same way. then calculating this way attacker will have less chances to win!

!Someone tell me if i wrong!

bobah083
Jan 30, 2003, 09:16 AM
I was completely wrong!:blush:
Using scenario editor i placed 500 unit for each side (attackers and defenders) 100 per each pair : swordsmen vs spearmen on hill, modern armors (on hills too), cavalry vs musketman(again on hills),mech infantry attacking riflemen on mountains, and guerilla vs pikemen on mountains. then i changed all exp levels to one hitpoint. When fight goes on i noticed no misses at all! And outcome was 247 attackers vs 253 defenders left with 49,4% possibility to win!

flores
Jul 21, 2003, 06:04 PM
I've made combat calc for PTW.

http://tokyo.cool.ne.jp/civ3/civ3PTWCombatcalce.htm

Changed points.
-PTW Units added
Med.Infantry, Guerillas, 8 Unique Units, King/Queen
-Added Effects
Rader Tower, Civil Defense, Coastal Fortress(Naval)

Enjoy!!