[BTS] First strikes are insane

I think you misunderstood what drewisfat was saying--he was saying that with drill 3 a unit has 25% chance of having four first strikes in a battle--not that each first strike has a 25% chance of not doing damage.

Seems that @drewisfat is correct.

Once the number of first strikes is determined, the battle goes as you describe
Yes, I was mistaken that the number of first strikes is fixed.

Count of first strikes is a combination of 2 things:

Code:
     setCombatFirstStrikes((pCombatUnit->immuneToFirstStrikes()) ? 0 : (firstStrikes() + GC.getGameINLINE().getSorenRandNum(chanceFirstStrikes() + 1, "First Strike")));

one fixed and one random in a range from 1 to some N.

I tried to follow logic in code and it was hard to make definite conclusion, so I just bring reasonable explanation without pretending of its 100% correctness.

CIV4UnitInfos.xml:

Code:
<UnitInfo>
  <Class>UNITCLASS_CROSSBOWMAN</Class>
  <Type>UNIT_CHINA_CHOKONU</Type>
  <bFirstStrikeImmune>0</bFirstStrikeImmune>
  <iFirstStrikes>2</iFirstStrikes>
  <iChanceFirstStrikes>0</iChanceFirstStrikes>

<UnitInfo>
  <Class>UNITCLASS_MARINE</Class>
  <Type>UNIT_AMERICAN_NAVY_SEAL</Type>
  <bFirstStrikeImmune>0</bFirstStrikeImmune>
  <iFirstStrikes>1</iFirstStrikes>
  <iChanceFirstStrikes>1</iChanceFirstStrikes>

<UnitInfo>
  <Class>UNITCLASS_CHARIOT</Class>
  <Type>UNIT_EGYPT_WARCHARIOT</Type>
  <bFirstStrikeImmune>1</bFirstStrikeImmune>
  <iFirstStrikes>0</iFirstStrikes>
  <iChanceFirstStrikes>0</iChanceFirstStrikes>

CIV4PromotionInfos.xml:

Code:
<PromotionInfo>
  <Type>PROMOTION_DRILL1</Type>
  <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
  <iFirstStrikesChange>0</iFirstStrikesChange>
  <iChanceFirstStrikesChange>1</iChanceFirstStrikesChange>
<PromotionInfo>
  <Type>PROMOTION_DRILL2</Type>
  <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
  <iFirstStrikesChange>1</iFirstStrikesChange>
  <iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<PromotionInfo>
  <Type>PROMOTION_DRILL3</Type>
  <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
  <iFirstStrikesChange>0</iFirstStrikesChange>
  <iChanceFirstStrikesChange>2</iChanceFirstStrikesChange>
<PromotionInfo>
  <Type>PROMOTION_DRILL4</Type>
  <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
  <iFirstStrikesChange>2</iFirstStrikesChange>
  <iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>

So there is a fixed component and a variable component. getSorenRandNum(N+1) gives numbers 0, 1, ..., N with probability 1/(N+1).

Drill 1 + 2 + 3 gives:
fixed = 1
variable = 1 + 2 = 3
So distribution is 1 / 2 / 3 /4 (with equal probability of 25%).

Drill 1+2+3+4 gives:
fixed = 1+2 = 3
variable = 1 + 2 = 3
So distribution is 3 / 4 / 5 / 6 (with equal probability of 25%).
 
How should I move (or not move) a super-healer / super-duper-healer / ultra-medic to benefit from his healing capacity?

Is it enough to bring for example a Medic III chariot to an adjacent tile next to my stack, will it begin to heal them all at the same turn or only next turn because I moved...?

Same question for attacking. Can my Woody III Axemen take out someone in the forest, return to the stack and keep on healing them? Or is he too "exhausted" by his fight? :cry:
 
As far as I know the Medic promotion doesn't require the medic unit to have full movement remaining to get the full effect from it.
 
Yep that’s my experience too - what matters is whether the unit being healed has moved or not, and the position of the medic unit at the end of the turn.
 
Yep, movement of the medic unit has not bearing on the its ability to heal other units. The other units won't heal though if that have moved that turn - unless they have the March promo.

I may be wrong but I think adjacency healing only applies to one of the specific promos. I think Medic II and the bonus to healing is only from that promo. (edit: Medic III heals same and adjacent) Medic I and Woody III bonus applies only to the same tile.
 
Unless using world builder, you need Medic II to get to Medic III. Medic II is necessary to heal adjacent tiles. A Woody III/Medic I healer does not heal units in adjacent tiles. A Medic I or Woody III + Medic I with the additional Medic II promotion will heal in adjacent tiles.
 
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