UGO
Civilization Fanatics' Center  

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.

Go Back   Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Creation & Customization > Utility Programs

Reply
 
Thread Tools
Old Nov 15, 2001, 12:29 PM   #1
RangerFalcon
Chieftain
 
Join Date: Nov 2001
Location: Dallas, TX
Posts: 14
Question Combat Statistical Analysis

OK... it has been way too long since college Statistics. :grad:

Does anyone know the formula for what the probability of an attacking unit winning a fight is, based on attack strength, modified defender strength, and the HPs of each unit?

Also... does anyone know what the defense modifier is when an attacking unit is attacking over a river? 50%??

I am trying to put together a nifty little file that can, based on the units involved, terrain, fortresses, etc., tell me if a certain attack is a good idea, or how many units I might need to throw at something to hopefully win.
RangerFalcon is offline   Reply With Quote
Old Nov 15, 2001, 12:58 PM   #2
RangerFalcon
Chieftain
 
Join Date: Nov 2001
Location: Dallas, TX
Posts: 14
Actually... I have been able to figure out fairly easily the odds of the attacker winning each round. I just have to figure out, using this, how to factor in differing amounts of HP.
RangerFalcon is offline   Reply With Quote
Old Nov 15, 2001, 06:42 PM   #3
Loopy
Warlord
 
Loopy's Avatar
 
Join Date: Nov 2001
Posts: 202
I threw together an Excel file that does something close to this. I believe I did it correctly -- at least I get the same win/loss percentages when I do a simple simulation. I'll post it when I get home.
Loopy is offline   Reply With Quote
Old Nov 15, 2001, 06:51 PM   #4
lwchen
Chieftain
 
Join Date: Nov 2001
Posts: 20
It's binomial. Set up a matrix for attacker and defender, from 2 to 5 hit points, with the probability of winning each discrete encounter mapped across the matrix.

For example. If an regular unit fought a conscript unit, the total range of possible outcomes would be ...

2 rounds
reg wins 2/2

3 rounds
reg wins 2/3
conscript wins 3/3

4 rounds
reg wins 2/4
conscript wins 3/4

5 rounds
reg wins 2/5
conscript wins 3/5

6 rounds
conscript wins 3/6

Find the discrete probabilities for each outcome.
lwchen is offline   Reply With Quote
Old Nov 16, 2001, 01:23 AM   #5
Xerxes314
Chieftain
 
Join Date: Nov 2001
Posts: 39
http://www.columbia.edu/~sdc2002/civulator.html
Xerxes314 is offline   Reply With Quote
Old Nov 16, 2001, 01:30 AM   #6
betheballdanny
Chieftain
 
betheballdanny's Avatar
 
Join Date: Oct 2001
Location: Chicago, USA
Posts: 57
Cool site, Xerxes314. Is it yours? If so, you should document the formula.
betheballdanny is offline   Reply With Quote
Old Nov 16, 2001, 01:42 AM   #7
Loopy
Warlord
 
Loopy's Avatar
 
Join Date: Nov 2001
Posts: 202
I didn't look too carefully but I believe my numbers disagree slightly with the "civulator". I pretty much do something similar to what lwchen describes.

No guarantees my numbers are "right", but when I wrote a quick-n-dirty program that "simulated" battles and recorded outcomes, I got essentially the same percentages after looping a million times.

Feel free to point out any mistakes I might have made.
Attached Files
File Type: zip civ3win.zip (3.7 KB, 1485 views)

Last edited by Loopy; Nov 16, 2001 at 01:47 AM.
Loopy is offline   Reply With Quote
Old Nov 16, 2001, 09:38 AM   #8
RangerFalcon
Chieftain
 
Join Date: Nov 2001
Location: Dallas, TX
Posts: 14
Thumbs up

This is exactly what I am looking for. Civulator has great interface, the Excel file gets me the calculations I was looking for.

I am putting one together that allows to choose how many HP's each units have (i.e. attacking a unit that has been bombarded, damaged attacker in enemy territory - unable to heal w/o BFM -, etc.). I will post when finsh and let everyone use/pick apart.
RangerFalcon is offline   Reply With Quote
Old Nov 16, 2001, 03:33 PM   #9
RangerFalcon
Chieftain
 
Join Date: Nov 2001
Location: Dallas, TX
Posts: 14
OK. Here it is. Used a modified version of Loopy's "engine," and format was inspired by Xerxes314's website.

I also included a little suggestion line for how many attacking units (of the same type and strength) it would take to get rid of the defending unit. Very basic: took 1 over the probablility of winning and rounded up.

Interesting to run some scenarios:
- Foritified, Mechanized Infantry in Mountains are about unbeatable. Take a look at how many Warriors it would take to dislodge one!
- Emphasizes the importance of bombardment. In close strength battles (i.e. Knight vs. Pikeman in city w/ walls), a one HP difference makes a big difference in the odds.
- Shows that submarines are basically good for killing transports, other submarines, and earlier naval units. Not too good at getting rid of Destroyers and greater. I guess arguments for this can be varied.
Attached Files
File Type: zip civ battle odds.zip (36.6 KB, 1768 views)
RangerFalcon is offline   Reply With Quote
Old Nov 28, 2001, 12:27 PM   #10
FortyJ
Deity
 
FortyJ's Avatar
 
Join Date: Nov 2001
Location: South Florida
Posts: 2,186
Combat Calculator

Try this one out for size...
Attached Files
File Type: html civ3combatcalc.html (19.3 KB, 1340 views)
FortyJ is offline   Reply With Quote
Old Dec 06, 2001, 12:49 PM   #11
bakant
Warlord
 
bakant's Avatar
 
Join Date: Dec 2001
Posts: 147
Will you update this combat predictor to account for the changes in attack skill of privateers and subs in the patch.
bakant is offline   Reply With Quote
Old Dec 12, 2001, 04:01 PM   #12
MummyMan
Emperor
 
MummyMan's Avatar
 
Join Date: May 2001
Location: Annapolis, Maryland
Posts: 1,100
TI-83 Plus Program

Hey, I'm trying to make my own program on my TI-83 calculator to calculate Battle odds. The only thing I can't get past is the HP. How would that work? The often troublesome percentages like 4/7 (Knight vs. Pikeman) are hard to get a good number out of 10. For ex. a warrior vs. a warrior has roughly a 50% chance of winning a battle round. I can easily do a Random Integer program with 5 out of every 10 numbers being a won battle round for the attacker. But with a percentage like 57.14285714 (4/7), it is much more complicated to get a number of winning rounds. Anybody have an answer? Or at least understand my incoherent babble?
MummyMan is offline   Reply With Quote
Old Jan 06, 2002, 06:33 PM   #13
zyxwyvu
Chieftain
 
zyxwyvu's Avatar
 
Join Date: Jan 2002
Posts: 10
I would like to write a program for my ti-83 plus too...

The problem is I dont know the exact calculations... if someone could post them, it would help greatly.
__________________
Creator of the Sniper and Rocket Armor.
zyxwyvu is offline   Reply With Quote
Old May 31, 2002, 11:20 PM   #14
RufRydyr
QSC Map Maker
 
RufRydyr's Avatar
 
Join Date: Mar 2002
Location: Ft. Walton Beach, FL USA
Posts: 584
cool program ranger. thx
__________________
Email: RufRydyr@gotm.civfanatics.net or MSN Messenger------RufRydyr@hotmail.com [My preference is email or chatting over PMs.] Visit the Cool Cats Site Vacation Pics July 4th, 2003 Fireworks--4 min. video
RufRydyr is offline   Reply With Quote
Old Jun 03, 2002, 01:13 PM   #15
explodin dog
.....
 
explodin dog's Avatar
 
Join Date: May 2002
Posts: 77
man, i've seen so many of these (only four, ha ha), and all i want is a simple program that asks you for the input and stuff, and then it figures it out. i don't need no pretty interface, all i want is a program written in c++ that uses a dos prompt! sorry about being old fashioned about it but i don't really like looking at something that basically tells you what to do with all the little graphics and stuff, i'm an uncertified expert with computers. heh, could anyone or would anyone be so kind to do this for me? i know some vb, but not very much of it. the formula would also be nice to have written out, i wouldn't care about doing the math myself.
still a great program though, very good work ^^
explodin dog is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Creation & Customization > Utility Programs > Combat Statistical Analysis

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Statistical Models > Experts? Taliesin Off-Topic 12 Oct 03, 2007 11:13 AM
Combat - are relative strengths and hps recalculated for each round of combat? DrJambo Civ4 - General Discussions 1 Aug 23, 2007 09:15 AM
Combat-odds analysis Ali Ardavan Civ2 - Strategy & Tips 15 May 11, 2007 05:27 AM
Great site with loads of statistical maps Rince Off-Topic 0 Feb 08, 2007 07:52 AM
Combat system - statistical stuff from >20 games Lt. 'Killer' M. Civ3 - General Discussions 120 Jan 30, 2002 12:20 PM



All times are GMT -6. The time now is 11:16 PM.


Powered by vBulletin®
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
This site is copyright © 2000 - 2009, Civilization Fanatics' Center.
Support CFC: Amazon.com | EB Games | Amazon UK | Amazon DE | Amazon CA | Amazon FR