Black Boxes and Stat Calculators

Never used it, so none.

It is a very simple Excel model. Why don't you download it and try it out? You could even adapt it to the QJM system and have a random component. Or if you want to give me a list of the most important QJM formulations, I will try to adapt it myself.
 
In a effort to create a efficent guide for the land battle calculator, I've created a little chart to follow. It is very very rough draft(As it took me 5 minutes to make), So please make suggestions or copy it and make changes yourself. I'm particularly looking at Dachs and Symphony.

Troop Strengh - Add how many men each opposing side possesses.
Troop Mix Balance - Add one point for every different military unit army is made up of. However, if one of the opposing sides has a military unit that the other doesn't, add 1 for every 10% of the overall armed forces that this unit constitutes of the overall army. Units: Any UU's, Light/Heavy Infantry of any type, Light/Heavy Cavarly of any type, Seige/Artillery, Tanks, Air Units, Anti-Air/Tank, Mechanized units.
Weapons Bonus - I believe that following Symphony's Weapons Lethality List is best.
Military Leadership - A scale of 1 through 7 depending on the disparity of skill in the Military Leadership on each side.
Troop Quality - A scale of 1 through 7 depending on the disparity of quality in the Troop Quality on each side.
General(Renown/Morale Basicly) - Add 1 for each win, -.5 for each lose.
Defense - A scale of 1 through 10 depending on the time used to prepare the defense. Note: You cannot have of a defence of 10 with a Military leadership of 1 so some way of implementing this needs to be thought of,
Supply - A scale of 0 through 3 depending on the amount of supplies a army has proportionate to its size.
 
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.
Also, you can insert addtional rows to have more options for things on which to score armies. You just have to check the formulas.

The calculator is set to choose a random % between 0-100% as the random factor. That range can be changed by chagning teh divisor in the RNG cell.

1 = 0-100%
2 = 0-50%
4 = 0-25%
.5 = 0-200%

The random roll has to work with the expected attacker advantage numbers that are possible and the victory threshold the mod sets.
 
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'm pretty sure it's a guide for finding inputs for QJM. :p Hence the "efficient guide for the land battle calculator" designation. At the moment, due to response-induced apathy and Fallout 3-centric distraction, I don't care enough to formulate an intelligent opinion, but reserve the right to do so in the future.
 
Thanks for posting. I thought you asked for some battles and did get some. Do you need more?
 
Well, I was trying to create a chart to follow Birdy's land battle calculator(Sorry Symphony, put your calculator just isn't right for my needs). I'm still looking for suggestion on how to modify it.
@Bird, Can you provide some suggestions? Also, what would you put the ranges for a rout and a close battle. Like 100-150%, to 150% and above?
 
Do you need more?
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.

I'm still looking for suggestion on how to modify it.
I don't contribute to things I'm not interested in unless it's quick and simple to do so, sorry.
 
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.

All of these are in your thread:

Trebbia, Cannae,
Marengo, Friedland, Auerstadt, Borodino
Battle of Dorylaeum
Montgisard
Hastings

Plus you had a list that you posted. How many do you need to get started?
 
Plus you had a list that you posted. How many do you need to get started?
1. As I said with that very list, I would like three from every era. That works out to about every 200-300 years.
2. I never said, implied, or even offered to do all the computational or research work. "Workshop" does not mean "Hey, suggest stuff and Symphony D. will wave his magic 'I actually do work sometimes' wand and solve problems out of the ether for you," by any definition of the word.
 
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
 
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

To begin, your casulaties seem very high when compared to reall life, but that is a "stylistic" decision on how you want war to affect play and spending.

The range of loss for losers does not change with the severity of the loss. It is always 40-80%.

For winners, it is more variable and both ends of the range change as the scale of the victory gets better.

I would have the losers side vary more, like the winner's does.
 
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?
 
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?
 
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?

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%. 53%, 58%...
 
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)?
 
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)?

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".
 
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".
That appears to be a problem with the Static RAND() function. Let me test mine.
 
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