Version 1.15 update:
Stealth Ability and SAM Missile Battery options added.
Stealth Ability and SAM Missile Battery options added.
Originally posted by Louis XXIV
Finally got a chance to look at it today. It seems that some options keep graying themselves out for no particular reason, so sometimes I have to click to another option and then click back in order to do a particular thing (Like fortified units).
Also, I can't seem to check Lethal Bombard.
Originally posted by Roland Johansen
...Now I'm wondering if terrain bonusses and civil defence and radar towers and all those kinds of bonusses have any influence on the outcome of air combat (defender intercepting bombarding fighter/bomber unit)...
Originally posted by Roland Johansen
...Your program seems to suggest that radar towers and rivers do have an effect and the rest of the bonusses don't. But I can also select fast attacker/defender which is very strange for air units. Can air units retreat? I never tested what happens when you give movement points to air units, but I doubt that they retreat...
Originally posted by Bobby Lee
is there sum way you could make this so that the numbers for the attack and defense points go above 99? i am using ur calculater to figure out unit strengths for a mod im working along with help from others, and i need the unit strengths to go above 99....by quite a bit...
Originally posted by BomberEscort
Are you selecting 'Air' for your terrain. I don't have a copy of the program with me, but I remember 'Air' greying everything out. If not I will check this out... You can give air units movement points, I know they don't retreat, but I have heard that you can rebase twice with 2 MP, I haven't personally tested this though. But you are correct, radar towers and rivers have no effect, the only units/improvements the effect air combat are listed above.
Originally posted by Conditional Zenith
Bomber Escort,
It seems that your combat calculator (version 1.15) does not calculate the probability of a retreat correctly.
For example, when a unit with an attack rating of 4 on 3HP with regualr experience attacks a fast unit with a defense rating of 3 on 3HP with regular experience (giving a retreat chance of 0.5), the probability of retreat is as such:
(4/7)^2 * 0.5 + (4/7)^2 * (3/7) * 0.5 * 2
= 0.303207
Your calculator gives an answer of 0.233236 as the chance of a retreat. This is the same answer as the above equation without the final "*2".
The final * 2 is added to account for the fact that there are 2 ways that there could be a 2-1 retreat: [Case #1] attacker wins, defender wins, attacker wins, defender retreats OR [Case #2] defender wins, attacker wins, attacker wins, defender retreats.
In general, there are (defender's starting HP + no. HP attacker loses - 2)C(no. HP attacker loses) ways that a retreat for a given no. of HP attacker loses can occur.
Apart from the above issue, nice calculator.
quote:
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Originally posted by Conditional Zenith
Bomber Escort,
It seems that your combat calculator (version 1.15) does not calculate the probability of a retreat correctly.
For example, when a unit with an attack rating of 4 on 3HP with regualr experience attacks a fast unit with a defense rating of 3 on 3HP with regular experience (giving a retreat chance of 0.5), the probability of retreat is as such:
(4/7)^2 * 0.5 + (4/7)^2 * (3/7) * 0.5 * 2
= 0.303207
Your calculator gives an answer of 0.233236 as the chance of a retreat. This is the same answer as the above equation without the final "*2".
The final * 2 is added to account for the fact that there are 2 ways that there could be a 2-1 retreat: [Case #1] attacker wins, defender wins, attacker wins, defender retreats OR [Case #2] defender wins, attacker wins, attacker wins, defender retreats.
In general, there are (defender's starting HP + no. HP attacker loses - 2)C(no. HP attacker loses) ways that a retreat for a given no. of HP attacker loses can occur.
Apart from the above issue, nice calculator.
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Bracketed comments in the quote above are mine...
I see it as only one way to retreat... Here is my rationale...
Fast Defender retreats only occur when the attacker has 2 hp and the defender has 1 hp, any other combination of hit points will not retreat. When this combination exists, using the example above, the retreat happens in 50% percent of those cases. The other 50% the battle continues normally (Win or Loss).
Using your example above, eliminating the 'way' we get to the 2-1 requirement, the retreat-round is as follows:
Case #1: ...attacker wins, defender retreats OR
Case #2: ...attacker wins, defender retreats.
There is one and only one potential retreat round in any given encounter, though this potential may never be realized (the retreat is only calculated once)
In the above cases the defender always loses 2hp and the attacker can lose 0 or 1 (if he loses 2 before the defender loses 2 the retreat will not happen), I account for this in my fomula.
Either way, the retreat is triggered by this scenario (attacker wins round THEN defender retreats)
From what I can tell, you include the 'ways' to get to the 2-1 requirement and I do not... I am far from a statistical expert, if you could explain why you include the 'ways' to get to the 2-1 requirement that might help... Also, I will do another sample based on the example above and post the data...