| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#121 | ||
|
King
|
Quote:
In short, there can't be one magic multiplier. Quote:
On the other hand, there's an elegance to the current system. It's easy and intuitive. So what if it changes things a little? That may not be a bad thing.
__________________
"There is no principle held so firmly nor fondly it can’t be set aside to more conveniently judge others." Hazel, Tales of Mu (warning: NSFW)
|
||
|
|
|
|
|
#122 | |
|
Prince
Join Date: Dec 2006
Posts: 531
|
Quote:
Based on my reading of the thread, I think that your current test mod uses the following formula for damage. If S1 and S2 are the strengths of the two units, and S2 >= S1, then after the battle, S2 is reduced to (S2 - S1). Is that correct? If you think this is too much damage, but want to preserve mutually assured destruction when S1 = S2, then I would suggest changing this to something like S2*sqrt(1-S1/S2) Then a 1 strength unit attacking a 10 strength unit would leave the stronger unit at 9.5 instead of 9, a 5 strength unit attacking a 10 strength unit would leave the victor at 7, and a 9 strength unit attacking a 10 strength unit would leave the victor at 3.
__________________
If you want to succeed in the world, you don't have to be much cleverer than other people. You just have to be one day earlier. -- Leo Szilard |
|
|
|
|
|
|
#123 | |
|
Emperor
Join Date: May 2010
Location: Lake Mary, Florida
Posts: 1,071
|
Quote:
Perhaps, an average of TMIT's formula and this one would achieve balanced results. Option3. A set or percentage damage done to both units. If both units were reduced to 0.1 strength, then neither would fight afterwards. The one in a city would heal. The one with a supermedic would heal. Option4. Mutual annihilation. Both units are destroyed.
__________________
Civ4 TraitBuildingUnitTech Chart = http://forums.civfanatics.com/showthread.php?t=372058, Leader Picker = http://www.civfanatics.com/civ4/refe...icker_bts.html, AI Behavior = http://forums.civfanatics.com/showpo...5&postcount=11 Know Your Enemy = http://forums.civfanatics.com/showthread.php?t=478563 Last edited by plasmacannon; Jul 12, 2012 at 10:33 AM. |
|
|
|
|
|
|
#124 |
|
Prince
Join Date: Dec 2006
Posts: 531
|
It's the formula for the remaining strength of the victorious unit, so it results in 100% damage for equal-strength units.
__________________
If you want to succeed in the world, you don't have to be much cleverer than other people. You just have to be one day earlier. -- Leo Szilard |
|
|
|
|
|
#125 | |
|
Emperor
Join Date: May 2010
Location: Lake Mary, Florida
Posts: 1,071
|
Quote:
Thanks for the clarification. I was looking at as damage done to each unit. What about the average option of both formulas though? In TMIT's example, the 1 str unit attacking a 10 str unit results in a 9 str unit remaining. In your example, it results in a 9.5 str unit remaining. An average would result in a 9.25 str remaining. I realize this difference seems small. It is because of these numbers being used. When larger 40 str battleships are involved, or mods that increase unit str even higher, then the smaller amount of damage done makes for a practically invulnrable unit. Both formulas have merit. Hence, the suggestion of an average of the two results.
__________________
Civ4 TraitBuildingUnitTech Chart = http://forums.civfanatics.com/showthread.php?t=372058, Leader Picker = http://www.civfanatics.com/civ4/refe...icker_bts.html, AI Behavior = http://forums.civfanatics.com/showpo...5&postcount=11 Know Your Enemy = http://forums.civfanatics.com/showthread.php?t=478563 Last edited by plasmacannon; Jul 12, 2012 at 10:57 AM. |
|
|
|
|
|
|
#126 |
|
Prince
Join Date: Dec 2006
Posts: 531
|
It occurs to me that I should elaborate a bit on my suggested formula. Using my notation above, TMIT's original formula can be written as
S2' = S2*(1-S1/S2). Here S1 is the strength of the weaker unit, S2 is the strength of the stronger unit, and S2' is the strength of the victorious unit after the battle. This formula is the product of the stronger unit's original strength and a factor (the stuff in parentheses) that depends on the ratio of the two strengths, which is why TMIT originally referred to this as a ratio. My suggestion is to modify the formula by raising the second factor by some power: S2' = S2*(1-S1/S2)^n. If you pick n < 1, then the victorious unit will survive with more health than with TMIT's formula, while if you pick n > 1, it will survive with less. By adjusting n, you can adjust how much health the victorious unit has after the battle. I picked n = 1/2 because it was the first thing I thought of. But you could pick n = 1/3 or n = 1/4 if you wanted even more health after the battle, or n = 2/3 or n = 3/4 if you wanted less. This also suggests a couple other modifications. One way to treat the flanking promotion would be to modify n. So if n = 1/2 normally, than an attacking unit with flanking I might get n = 2/5, and an attacking unit with flanking II might get n = 1/3, for example. Similarly for drill. A stronger unit with drill I might get n = 2/5, with drill II, n = 1/3, etc. A weaker unit with drill I might get n = 3/5, with drill II n = 2/3, etc. (I leave it as an exercise for the reader what should be done if both units have drill, but at different levels.) You could also have n depend on terrain if you like, but maybe that's overkill, given that unit strength already depends on terrain.
__________________
If you want to succeed in the world, you don't have to be much cleverer than other people. You just have to be one day earlier. -- Leo Szilard |
|
|
|
|
|
#127 |
|
King
|
FWIW, I like dr_s's formula. I'm not sure that I like his solution for Drill, and I definitely don't think it's the right way to go for flanking. You have to both attack and win for the promotion to do anything! It better be very powerful to be competitive.
What about a 15% bonus when attacking anything? By the way, why go from 1/2 to 2/5? Is that based on their decimal forms (i.e. 1/2=50% and 2/5=40%, 1/3 is roughly 30% so each is going down by 10%)?
__________________
"There is no principle held so firmly nor fondly it can’t be set aside to more conveniently judge others." Hazel, Tales of Mu (warning: NSFW)
|
|
|
|
|
|
#128 | |||||
|
GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,611
|
Quote:
). That said, I believe my friend will release the mod when we've gone a bit further with it. If not, I'll try to talk him into it.Quote:
vs preference.Quote:
Quote:
). My only concern is tipping the scales too far the other way, such that a tech lead suddenly becomes insurmountable. Tweaking the n factor could make the model really good potentially though.Quote:
?What amount to go down by in terms of % is very much straight theory at this point. We'd need to look at what actually happens in doing so.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE Last edited by TheMeInTeam; Jul 12, 2012 at 11:57 AM. |
|||||
|
|
|
|
|
#129 | ||
|
Prince
Join Date: Dec 2006
Posts: 531
|
Quote:
Quote:
__________________
If you want to succeed in the world, you don't have to be much cleverer than other people. You just have to be one day earlier. -- Leo Szilard |
||
|
|
|
|
|
#130 |
|
Prince
Join Date: Mar 2009
Location: England
Posts: 450
|
Been out of the thread for a while. Something occurred to me; why is the choice framed as RNG vs determinism? Combat's split into rounds, so if one wanted fewer extreme results but still retain an element of unpredictability, couldn't a 'determinism' mod have a sliding scale for how determinist the combat it? At the very least, make it possible to set it so that 0%, 25%, 50%, 75% or 100% of rounds are RNG. (Could be tricky to fit first strikes into that, and it leaves the question of whether those RNG/determinist rounds should be sequential or themselves randomly rolled.)
This would go a long way to resolving my main concern with pure determinism - the issue of equally matched foes killing each other every single time, yet the tiniest advantage to one side (easily acquired by a suicidal catapult shaving a bit of HP off all five opposing units) enabling their forces to definitely survive (yes, I know a single mounted unit could harry the 1hp survivors to death, but there's a lot of 'if' about that). I'd be interested in playing a mod wherein spearmen never kill tanks, but the issue of closely matched foes does put me off somewhat. I'd prefer breaking a Mexican Standoff to remain something of a roll of the dice, especially with the promotions system being as it is.
__________________
"A strong early rush has a much better chance against a 10 year old kid from Belgium then it does against someone with a mega computer and coding information" - Attacko's Multi Player's Manual of Domination Terra Nova: my Civ4BTS Earth map designed for balance, aesthetics and historical flavour. Get it here - Cold War version to come - Terra Veta to come |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|