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Civ III Combat Calculator (.EXE) 1.36

BomberEscort

Don't be alarmed; this is a kindness
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It's finally here... :D

the conversion of my Excel spreadsheet into an EXE file for all those who wanted to use it but didn't have Excel. Also, I will no longer be supporting the spreadsheet.

*** Latest Version 1.35 ***


v1.32
  • Custom Terrain Bonuses from -99% to +999% in 1% increments.
  • Defender and Attacker HP increase to a maximum of 20 from 6.
  • Bombard Rate-of-Fire increased to a maximum of 20 from 6.
  • New Fields to show cumulative percentages of winning with 6+ HP
    for Non-Bombard Attacks and 7+ HP for Bombard Attacks.
  • Fast Defender/Attacker HP and Experience are no longer tied to one another. Conscripts to Elites with 1 to 20 HP are now possible.
  • With the use of the new Custom Terrain setting you can achieve any Total Defensive Bonus from -99% to 1174% in 1% increments!
  • SAM Missile Battery Defenses from 1 to 99 (Default 8)
  • Interception Percentages from 1% to 100% (Default 50%)
  • A tool-tip functionality has been incorporated as a rudimentary form of help. Hover over a section and information shall be displayed.
  • Added Defensive Equivalent Option.
  • Fixed problem with Bombardment Percentages not showing correctly when lethal bombard was off. The totals were correct, the error was in the HP loss individual Percentages.
  • Added Default Bombard values for reference when using Offensive Bombard.
  • Rearranged to make the calculator more compact.

v1.33
  • Reworked Defensive Equivalent to include all units instead of slow only.
  • Individual Battle percentages now show for Defensive Bombard, Fast units and Slow units. Totals were not effected.
  • Added 'help' text for the Defensive Equivalent function.

v1.35
  • Fixed bug with retreat AHPL/DHPL not showing correctly
  • Fixed bug with Defensive Bombards not calculating correctly in some instances

Scroll Down past the screenshot for the EXE file ;)
 
Screenshot

1706463946726.png

Moderator Action: Added screenshot after original went missing. Please feel free to replace with the original if you still have it! - Quintillus, 1/28/2024
 
Last edited by a moderator:
Here is the program...

Version 1.00 removed after 21 downloads...
Version 1.01 removed after 58 downloads...
Version 1.10 removed after 83 downloads...
Version 1.15 removed after 1,005 downloads...
Version 1.22 removed after 841 downloads...
Version 1.30 removed after 16 downloads...
Version 1.32 removed after 192 downloads...
Version 1.33 removed after 458 downloads...


Calculator EXE
http://forums.civfanatics.com/uploads/33932/CivIIICombatCalculator_v1.36_.zip

Calculator VB6 Source
http://forums.civfanatics.com/showpost.php?p=4908955&postcount=82

Moderator Action: The original download link above got broken. Here is a re-upload of the latest 1.36 version, courtesy of Rob (R8XFT):
BomberEscort's Civ3 Combat Calculator 1.36
~Lanzelot
 
Last edited by a moderator:
Congrats on your first VB program! As far as I can see the calculation results are correct. A nice tool! A little nitpicking: "Lethal Bomard" should be "Lethal Bombard".

--
My first post to a Fanatics Forum :)
 
Originally posted by Oldenbarnevelt
Congrats on your first VB program! As far as I can see the calculation results are correct. A nice tool! A little nitpicking: "Lethal Bomard" should be "Lethal Bombard".

--
My first post to a Fanatics Forum :)

Thanks... Also, nitpicking is fine, I like to pick nits... :D

Also, welcome to CivFanatics!
 
Version 1.01 available...

Fixed some very minor errors, AA still on schedule for the next version release (mid-Feb)
 
Nice job. Another nit: The tool-tip on AHPL is the same as the tool tip on DHPL.

One question: why does a fast attacker have less chance of winning than a non-fast attacker?
 
Originally posted by jaafit
Nice job. Another nit: The tool-tip on AHPL is the same as the tool tip on DHPL.

One question: why does a fast attacker have less chance of winning than a non-fast attacker?

It's because the fast attacker runs away when reaching 1 HP, while the others fight on. So, if you fight on, you have a small chance to win, so it's a small increase in winning, but also notice the bigger increase in losing...
 
Originally posted by jaafit
Nice job. Another nit: The tool-tip on AHPL is the same as the tool tip on DHPL...

I believe this was fixed in version 1.01, it is on the copy I have... If it isn't let me know and I will repost.
 
The AA formula is now apart of the Civ III Combat Calculator v1.10... Credit to alexman and his work over at Poly in this endeavor and his testing on the formula... Our results and conclusions are in agreement.
 
Originally posted by BomberEscort


I believe this was fixed in version 1.01, it is on the copy I have... If it isn't let me know and I will repost.

I downloaded v 1.10 and it's still the same.

I love this program though! I just used it today in my war against Ottomans, trying to decide if my 4hp calvary with radar tower should attack his 1 hp tank on a hill. I put in the values and it looked like I had about a 50/50 so I went for it. I lost 3 hp, and then... :)
No more tank.
 
Ok, I see what you are talking about now, I thought you meant the numbers 0-5 under that... I will fix this in the next version (I'm going to wait to see if any more errors crawl out of the woodwork...)
 
BomberEscort, thank you. I was unable to use your other excel calc but this seems to work fine. Now I can use this!!

Thanks a lot!!! :goodjob:
 
Hi BomberEscort, first of all congrat's for this very nice program.

Secondly as you are an expert in this matter i was thinking if you could explain how the bombardment formula is calculated and if it's the same as the defensive bombardment, or you could just indicate some thread's you know, as i don't want to start a new one over this matter again.

And keep up the good work.
 
Originally posted by Pepso
Hi BomberEscort, first of all congrat's for this very nice program.

Secondly as you are an expert in this matter i was thinking if you could explain how the bombardment formula is calculated and if it's the same as the defensive bombardment, or you could just indicate some thread's you know, as i don't want to start a new one over this matter again.

And keep up the good work.

The Bombardment Formula:

(BombardAttack / (BombardAttack + ModifiedDefense))^RateOfFire

e.g.- If the Bombard Attack = 4, Modified D = 6, ROF = 3 then...

Chance the Defender Takes 0 Damage = (6/10)^3 = 0.216
(Defender has to win all 3 battles)

Chance the Defender Takes 1 Damage = (6/10)^2 * (4/10)^1 * nCr(3,1) = 0.36 * 0.4 * 3 = 0.432
(Defender wins 2 battles, Attacker Wins 1, 3 Ways to Happen)

... Same for the other values (Defender takes 2 and 3 damage)

As for Defensive Bombardment, that is something different... ;)
 
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