Air Combat

SoulSkorpion

Chieftain
Joined
Jan 21, 2005
Messages
24
In the process of experimentation for a mod I'm working on, I did some testing to try to "fix" air combat. I thought the results might be of interest to modders. Some of this is in the Civ 3 FAQ, but some of it isn't.

First, the "chance to intercept enemy air missions" percentage in the "general settings" tab of the editor controls only the probability that aircraft assigned to air superiority in the region will engage the attacker in combat. This means two very important things. Firstly, this percentage does not affect surface based anti-aircraft (that is, a land\sea unit with an "air defense str"). Secondly, if the interceptor's numbers come up and succeeds in intercepting the enemy, it does not automatically mean success.

As far as I can tell, only bombing and precision bombing can be intercepted (but I have not tested this!). When an intercept occurs, the outcome is decided by comparing the interceptor's attack with the bomber's defense. As far as I can tell, the procedure is the same as for any other kind of combat between two units in that one aircraft will be destroyed and the other may take damage in the fight. An aircraft going into a fight without full health will suffer the same penalties as a land or sea unit would.

From the FAQ:
  • if an aircraft is intercepted it will always fail to bomb the target even if it wins the air battle.
  • A defending (air superiority) aircraft can't intercept more than once per turn (even if it wins).
  • Interceptors will only attack aircraft that target squares inside the interceptor's radius of operation. In other words: it does not matter if an aircraft tries to bomb a square lying outside the intercept radius of any fighter if there is no route to the target square that doesn't pass through intercept regions - for all intents and purposes we can assume Civ 3 doesn't consider routes for air missions.

So... what happens if we turn the intercept probability up to 100%? We get a scenario that looks a bit closer to reality (well, WW2 era at least (afaik)). One of the tasks of fighter aircraft is to protect friendly bombers by attacking enemy fighter aircraft which may try to intercept the bombers - either to shoot down the enemy aircraft or to simply draw them off and away so that the bombers can do their job. Further, initial bombing raids against Germany by the USAF showed quite dramatically that sending unescorted bombers is little short of suicide, as the defending fighters will cut them to pieces.

If we change the intercept probability to 100%, this is exactly what can happen. Say we play with the numbers so that fighters have an equal attack and defense value, with bombers having a lower defense than the fighters' attack (note that it doesn't matter what the bomber's attack rating is since it can't perform air superiority). The result is that bombers will usually lose if they attack alone, and even if they win they won't be able to bomb the target. However, the attacker can "escort" the bomber by ordering fighter aircraft to bomb the target first. The defending fighters will always engage the attackers, and a fight will take place. In this way, the attacking force can try to achieve control of the skies before sending vulnerable bombers. Even if the attacking fighters fail to destroy the defenders they will have kept them busy, reducing the number of defending aircraft available to intercept bombers.

There's one major catch: I doubt the AI will take advantage of this when attacking. For the fighters to be able to conduct "escort" missions they need the "bombing" ability, and for that they need at least one point of bombard strength; the closest applicable AI strategy is obviously "air bombard", and I would assume that the AI chooses what aircraft to use for bombing based on whichever has the highest bombard strength (ie, the vulnerable bomber). My assumption is pure conjecture - I have no evidence either way and I haven't read anything on the topic.

Some final points:
  • Evidence suggests that combat against surface units works differently. It seems that the bombarding aircraft's defense value is compared with the target's air defense value to determine the probability that the aircraft is shot down outright (not damaged and\or driven off!). I'm pretty sure surface AA only works on bombardment targeting the square which the surface AA unit is on (I think there's no radius involved as there is with air interception).
  • The only actual impact of the "stealth" flag for aircraft is that the "Chance to Intercept Enemy Stealth Missions" is used instead. Everything else about air combat seems to work the same way (if you so desired, you could swap the probabilities around completely with no other effects).
  • I don't remember what the third thing was going to be :) [edit]I have not tested the impact of terrain, radar towers, fortresses or barracks on air combat. (I knew there was something more! :p)[/edit]
 
SoulSkorpion,

that is an excellent analysis :goodjob: you are correct on all of your points.

as a matter of fact, i have done exactly what you have recommended: ie, i set 'chance to intercept enemy air mission' up to 90% for my TCW scenario.

i mean, in reality, if a nation has actual air units set up to intercept, i'd venture to say that there is better than the default (i think) 30% chance that the birds will actually scramble and get up into the sky. whether they knock the enemy birds out of the sky is another matter altogether (as you so deftly pointed out in your example).

i often employ the same strategy of 'softening up the defenses' w/ interceptor aircraft that possess a token bombardment #. this way, i can get all of the enemy interceptors 'out the way' in order to send in my heavies.

now, this may be too much to ask of the AI to do. however, i am constantly employing these exact tactics when i play my TCW scenario.

i agree w/ Oz, too. we need more of these types of threads/discussions :)
 
Very cool. Never thought of changing it to make it more realistic. Thanks for the info (wether or not you intended it to help any one out) ;)
 
Great post. Touched all the bases.
About giving fighters and jet fighters a small bombard ability, they already come with one by default, though very small.

One other thing: I don't necesarily agree with your assumption AI fighters would not bombard if given the bombard AI strat flag just because the Bomber shares the same flag and has a higher bombard ability. The fighter will most likely still be built because it has the Defense flagged checked as well. Once a unit is built, other units do not limit the AI's usage of it. Just because there are better attackers doesn't mean it won't attack with an archer. The only problem I foresee is that, at least with the Offense and Defense in ground units, the AI assigns only one of those flags to a unit when built. So the AI will have a mech infantry that is either dedicated to attacking, or defending, but not both (unless a city is unprotected).
In our case, that may mean fighters that either always act like bombers or always act like "defensive fighters". I'm not sure the percentage of its fighter force that would be assigned to each role, or whether or not this would be a good thing or not.
 
Bungus said:
About giving fighters and jet fighters a small bombard ability, they already come with one by default, though very small.
yes, this is important for game play b/c it allows the human player at least to be able to 'soften up' the defenses and try to draw any enemy interceptors out and into the open.

i've set all fighter only air craft (not fighter-bombers though) in my TCW scenario w/ a 10 bombardment and 1 rate of fire. granted, it ain't too often that i get through and land a hit but the big thing is that i'm tempting the enemy birds to intercept me and sort of probing their defenses. :D
 
Bungus said:
One other thing: I don't necesarily agree with your assumption AI fighters would not bombard if given the bombard AI strat flag just because the Bomber shares the same flag and has a higher bombard ability. The fighter will most likely still be built because it has the Defense flagged checked as well. Once a unit is built, other units do not limit the AI's usage of it. Just because there are better attackers doesn't mean it won't attack with an archer. The only problem I foresee is that, at least with the Offense and Defense in ground units, the AI assigns only one of those flags to a unit when built. So the AI will have a mech infantry that is either dedicated to attacking, or defending, but not both (unless a city is unprotected).
In our case, that may mean fighters that either always act like bombers or always act like "defensive fighters". I'm not sure the percentage of its fighter force that would be assigned to each role, or whether or not this would be a good thing or not.
Interesting. I didn't know that about how the AI works.

Perhaps what would work is both a "fighter" and an "interceptor", where a fighter is a dedicated attacker (escorter) and an interceptor is a dedicated defender? Maybe fighters could be multipurpose with only the attack flag checked, with interceptors having weaker attack and stronger defense\cheaper, with only the defense flag?

My original idea, although I haven't implemented any of this, involved fighter-bombers as well, eventually upgrading to modern strike aircraft. They'd be more expensive than basic fighters but have stronger bombing power. I know fighters come with bombard already; the reduction in bombard power was to facilitate more diverse aircraft types (like fighter-bombers).
 
Sorry SS, I kinda lost track of this thread. Hope you're still interested in investigating this a little further.
SoulSkorpion said:
Interesting. I didn't know that about how the AI works.

Perhaps what would work is both a "fighter" and an "interceptor", where a fighter is a dedicated attacker (escorter) and an interceptor is a dedicated defender? Maybe fighters could be multipurpose with only the attack flag checked, with interceptors having weaker attack and stronger defense\cheaper, with only the defense flag?

My original idea, although I haven't implemented any of this, involved fighter-bombers as well, eventually upgrading to modern strike aircraft. They'd be more expensive than basic fighters but have stronger bombing power. I know fighters come with bombard already; the reduction in bombard power was to facilitate more diverse aircraft types (like fighter-bombers).
The problem with giving your "fighter" only the bombard AI strategy (I assume you meant by "attack" flag, as that and "defense" are the only two available to air units) is that the AI will build the bomber instead, because its bombard ability is better. Perhaps if both the Bombard and Defense flags were checked the AI would build and use both properly. I'll try to check it out, but if you or anyone else wants to please tell the results. My biggest concern is that the AI will primarily use the fighter (with both flags checked) solely for bombardment or defense, but not both.
 
i've seen it where air units w/ both the 'Bombard' and 'Defense' are built and used properly by the AI. Bungus is right that the AI would chose to build and use air units w/ a better bombardment number. however, they lack the 'Defense' flag and the AI will build fighters as well. this 'fighter/bomber' designation is usually more helpful for the human player though.

the 'Builds Often' flag for each civi is also helpful b/c you can flag it so that they don't ignore air units altogether. ;)
 
The AA combat formula from alexman (not from me !):

The real strength of each AA unit is 1/10th of the value shown in the editor. So Flak has a strength of 0.2.

Each AA unit in the tile being bombarded takes a shot against the defense of the bombarding air unit. The chance of shooting down the air unit is A/(A+D), as with all other forms of combat in Civ3. Remember, A is 10 times less than what is in the editor for the AA unit.

The maximum number of AA units that are given a chance to shoot down the plane is 4. Any AA units above 4 are ignored.

So, for example, if you want the formula for the probability of N units with a strength of A shooting down a plane with defense of D, here it is:

1 - (D / (D+A))^min(N,4)

D is the defense value of the bombarding air unit (2 for a bomber). No modifiers apply. A is the AA strength of the AA unit (0.2 for flak). N is the number of AA units, not the number of air units.

min(N,4) = N, if N less or equal to 4
min(N,4) = 4, if N greater than 4

The SAM battery works like this:

For each bomber, there is a chance equal to the interception chance for the SAM to fire (50% against conventional, 5% against stealth)

If the SAM doesn't fire, the bomber continues as if the SAM were not present. This includes the chance of getting shot down by AA fire.

If the SAM fires, it has a A/(A+D) probability to shoot down the plane (A=8 for the SAM, D=2 for the Bomber). If the plane is not shot down, the Bomber survives, but it loses its chance to do any damage as well.

-------------------------------------------------------------

What happens, if you give an aircraft these air defense values ? Are they shooting first or is this value ignored ?
 
  • Like
Reactions: md4
I would like to see the original documentation that says the AA Defense is only 1/10 of the power assigned in the editor. I'm not saying it isn't, but I'd like to see the proof to be sure, because it would certainly affect how I assign AA Defense to units.
 
vingrjoe said:
I would like to see the original documentation that says the AA Defense is only 1/10 of the power assigned in the editor. I'm not saying it isn't, but I'd like to see the proof to be sure, because it would certainly affect how I assign AA Defense to units.
Documentation? AFAIK, there's no explanation anywere in the documentation of AA defenses work. The 1/10 factor, like so much else, has been arrived at by testing.
 
The Last Conformist said:
Documentation? AFAIK, there's no explanation anywere in the documentation of AA defenses work. The 1/10 factor, like so much else, has been arrived at by testing.
well, not knocking Civinator's calculations, i would also like to see or read documentation on this.

i've done my share of testing air units & AA and i can't seem to put this together.
 
Okay, I have just finished testing. I set up a cruiser with 10 for AA Defense and I gave the enemy 10 bombers nearby set at 10 Defense. I did four tests. Of the four tests the average number of bombers destroyed per test is one. Which would prove alexman's calculations. I went further and did four more tests, setting the cruiser AA Defense at 200, so if in fact the 1/10 power AA Defense is true, the 200 set in the editor is actually 20 ingame, and the amount of bombers shot down should be 67%. I ran the four tests with the ten attacking bombers again. Of the four tests combined, the average is 62.5 % (or 25 out of 40) of the bombers shot down. So, in conclusion, alexman's calculations are correct. I just wanted to see it for myself, not to argue against axelman's calculations, but to see what was correct, so I can adjust the AA Defenses in the editor accordingly.
 
Hi El Justo,

first thank you for your interesting mods.

In my post I wrote: The AA combat formula is from alexman (not from me !). I think alexman wrote this somewhere in Apolyton. I brought the whole formula in this thread, as this part is missing and I wanted to see, if it is confirmed.

My question was "what happens to air combat, when you add an airdefense factor to the aircraft" ? Does it shoot first ? Has somebody still tested this ?

Edited: Alexman posted the AA combat formula at Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Strategy & Tips > Aerial Combat mechanics > posted 11/6/04
 
Civinator,

thanks for the nice words!

sorry alexman wherever you are!

numbers don't lie vingrjoe! well done!

as for the air defense rating for air units...i've never used it for them, just for the AA units. instead, i've used just the A/D values.
 
This makes me ask the question: Why in the world did the programmers make it like this ? Making the AA Defense in the editor misleading.

Also, like TheLastConformist mentioned, so much is arrived at after testing. Atari/Firaxis, whovever, sure didn't seem to feel it very important to go into too much detail regarding the editor and the game mechanics. Well, it was interesting doing the tests anyway.
 
Top Bottom