battle generator

Simak

Chieftain
Joined
Jan 31, 2008
Messages
97
How are battles generated. If a Unit with attack 5, attacks a garrison with defense 3 on grassland, how does the computer calculate out who wins. I'm assuming a random number is generated for both sides and then the value of the defense or offense comes into play somehow.

Why I ask is because I noticed that when the numbers are low 1, 2, 3.....a single number is a hugh improvement. For example, a 2 has a hugh chance of defeating a 1. However, when the number increase, I noticed that advantage diminishes. So, a 5 offense doesn't get the same advantage over a 4 defense as a 2 offense gets over a 1 defense. Is this right, or just my imagination?
 
I don't know exactly how the battle is generated, but it isn't random or based on a fixed set of criteria.

Can't tell you how many times I've had a city down to just one unit left - and that sucker won't go down for the life of Brian. "Bombing run failed", "bombing run failed", "bombing run failed" - and that spearman will take down two tanks before he finally cashes in.

And no - I'm not suffering from "Cognative error".

:lol: :lol: :lol:
 
Start with the attacker’s attack strength and the defender’s modified defense. Modified defense includes adjustments such as terrain, river-crossing, fortification, bonus from cities/metros, etc. Each individual round is for 1 hp – the attacker’s odds of winning the round are:

attacker’s attack strength/(attacker’s attack strength + defender’s modified defense strength).

The defender’s odd of winning a round are:

defender’s modified defense strength/(attacker’s attack strength + defender’s modified defense strength).

The loser of each round loses 1 hp – continue until someone dies (or retreats).
 
Why would a 5 get a big advantage over a 4. That is 25% better, while 2 is 100% better than 1.
 
Yeah it's not too complicated. Take a look at this online battle calculator to get a feel for what different things will do for you.
 
@simak
ok look at it this way. you have 5 attack. ai has 4 defense. so you put 5 white marbles in the bag and ai puts 4 black marbles in the bag. pull one out at random and if you get your color the other guy loses a hit point. keep doing it until someone dies.

@chuck
no you are not suffering "cognitive bias". you are suffering "i can't get over this habit of using bombers instead of artillery bias". ;)
 
Rysing, so he should use a non-lethal bombardment unit instead of a lethal bombardment unit when trying to kill a unit? You must be suffering from lack of sleep.:crazyeye:
 
"Cognative error" is becoming a fashion word at this rate.
 
Rysing, so he should use a non-lethal bombardment unit instead of a lethal bombardment unit when trying to kill a unit? You must be suffering from lack of sleep.:crazyeye:

the bomber will only target the unit in the city one third of the time. so having to spend three times as much time at the keyboard will surely cause lack of sleep :lol:
 
Combined arms is the better approach, use artillery to red-line the units, then bombers to kill them. Or if you are Korea, artillery to red-line and Hwach'as to kill. Saves on the combat deaths of real units.
 
I don't know exactly how the battle is generated, but it isn't random or based on a fixed set of criteria.

Can't tell you how many times I've had a city down to just one unit left - and that sucker won't go down for the life of Brian. "Bombing run failed", "bombing run failed", "bombing run failed" - and that spearman will take down two tanks before he finally cashes in.

And no - I'm not suffering from "Cognative error".

:lol: :lol: :lol:

No indeed. You're just plain unlucky! :p
 
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