Symphony D.
Deity
Greater than.My WinRAR free trial ran out, and I'm cheap. Lemme get something else to open it up, then.
Greater than.My WinRAR free trial ran out, and I'm cheap. Lemme get something else to open it up, then.
Thank you and please offer your opiniion on the excel download,
Never used it, so none.and please offer your opiniion on the excel download,
Never used it, so none.
I'm pretty sure it's a guide for finding inputs for QJM.Those are zll fine Matt and the simplicity of the model allows for lots of variation. If a game had only ancient age armies, the mod could adapt it for that time period.
I was referenced a war (Second Punic) and a battle (Hastings). Given the 3000-4000 some odd year span of history in question prior to gunpowder and human virtuosity at and proclivity to war, you'll have to forgive me if I deem that submission list pathetic and epic fail.Do you need more?
I don't contribute to things I'm not interested in unless it's quick and simple to do so, sorry.I'm still looking for suggestion on how to modify it.
I was referenced a war (Second Punic) and a battle (Hastings). Given the 3000-4000 some odd year span of history in question prior to gunpowder and human virtuosity at and proclivity to war, you'll have to forgive me if I deem that submission list pathetic and epic fail.
1. As I said with that very list, I would like three from every era. That works out to about every 200-300 years.Plus you had a list that you posted. How many do you need to get started?
Like iI said earlier Birdy, I was asking about what you thought was a close battle and a rout. This was so I could get a basis for which to get a general range for casulties of the given battle I am currently calculating. That said, what do think about the following.
Casulties Chart:
0% to 10% difference from 100%: 40% to 80% casualties for loser, 30% to 70% casualties for winner
11% to 30%: 40% to 80% casualties for loser, 25% to 65% casualties for winner
31% to 50%: 40% to 80% casualties for loser, 20% to 60% casualties for winner
51% to 70%: 40% to 80% casualties for loser, 15% to 60% casualties for winner
71% to 90%: 40% to 80% casualties for loser, 10% to 55% casualties for winner
90% to 110%: 40% to 80% casualties for loser, 10% to 50% casualties for winner
110% and over: 40% to 80% casualties for loser, 10% to 45% casualties for winner
Having unrealistic casulties is a stylelistic choice and because, as I have said earlier, I believe that the overall majority of NESers prefer higher casulties. But how do you suggest to change the loser casulties? The loser always has more casulties, in a close battle the losers stick around longer because it close and they think that they can win it. In rout, they get plain slaugthered. So, should we have a reverse bell curve?
Also, do you think you the casulties can be created in the excel spreadsheet. With the RNG and when we have a finalized casulties chart, couldn't it be possible?
0% to 10%: 25% to 50% casualties for loser (staticRAND()/x, x=4)
11% to 30%: 25% to 60% casualties for loser (staticRAND()/x, x=3)
31% to 50%: 30% to 55% casualties for loser (staticRAND()/x, x=4)
51% to 70%: 30% to 64% casualties for loser (staticRAND()/x, x=3)
71% to 90%: 40% to 74% casualties for loser (staticRAND()/x, x=3)
90% and over: 40% to 90% casualties for loser (staticRAND()/x, x=2)
I'm sure you could calculate the losses to each side using nested "if,then" statements, but it wil be prertty complicated. A simpler approach is to just calculate the percent of loss by each side and then multiply that by the original army size.
Each level of victory would need its own RNG for winners and losers. that =staticRAND()/x where x is the range of possible casualties for that range. (see above) For example, at the 0-10% level the casualty range for losers is 25-50% or 1-25 percentage points. So the loser casualty calculator would generate a percent between 1-25%to add to the lower end of the range (25%) to get a final number or =StaticRAND()/4. In the spreadsheet, that result is added to the lower bound of 25% and the new number multiplied time that army size for the losses.
Does that make sense?
I don't understand what you mean. Are you saying that you cannnot generate a new random number or tha you alwyas get the same result (ie not random)?Yes, that makes sense, the problem is making it work, for me at least. But I'll try anyways, it can't be that hard.Oh, something I've noticed about the overall calculator, the random number always starts the same and if I change it is the same. Mine's always, 26%, 71%...
I don't understand what you mean. Are you saying that you cannnot generate a new random number or tha you alwyas get the same result (ie not random)?
That appears to be a problem with the Static RAND() function. Let me test mine.To be clearer, I mean that when I open up the excel file, the Random Number is 26%, then when I remove and retype the 1, I get 71%, I redo the 1 procudure, and get 53%, then I get 58%. It always the same order of numbers on even different times I open up "Combat v2003".