Funny.
I also made that suggestion a while ago (I also suggested to multiply every commerce with 10 to make those +3% usefull)
But I only got one single reply to it.
I also play with quick combat on, just wouldn't want a person to switch on animations when there losing online to drag the game out by 50 minutes was all.
I also play with quick combat on, just wouldn't want a person to switch on animations when there losing online to drag the game out by 50 minutes was all.
getCombatOdds contains the odds calculation displayed. The AI uses AI_attackOdds instead.What doesn't work
The percentile combat odds do not work. They will practically always be 0%, even in a 12.00 vs 1.00 combat. Ignore the percentage and look at the actual numbers. You can trust them. You will win a 7.0 vs 4.0 combat all of the time. That said, the higher number does not always win; there is still some residual randomness, which comes into play when the two strengths are very close to each other. 10.50 and 10.00 are much much closer to each other than 1.00 and 1.50. We're talking ratios, of course.
<Define>
<DefineName>COMBAT_DAMAGE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
<Define>
<DefineName>AIR_COMBAT_DAMAGE</DefineName>
<iDefineIntVal>30</iDefineIntVal>
</Define>
<Define>
<DefineName>COLLATERAL_COMBAT_DAMAGE</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
<Define>
<DefineName>MAX_HIT_POINTS</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<Define>
<DefineName>COMBAT_DIE_SIDES</DefineName>
<iDefineIntVal>1000</iDefineIntVal>
</Define>
Note that you could get a similar effect by decreasing COMBAT_DAMAGE (probably to 2) instead of increasing HP to 1000. It's possible that it would work better. It would have the advantage of fewer side effects (no need to change healing rates, spell damage, etc.)
???pllease get a solid consensus ....
i really want to play a verson of FFH that works
xanaqui, that was my first line of thought as well, but then I looked into the code and like chip says, we seem to be dealing with ints here so you're losing all kinds of resolution. It would probably break more than fix. Unless of course I'm blind (entirely possible) and the values aren't used as ints in the code at all?
It would not take a lot of code to emulate either of your suggestions; there are relatively few combat functions.id be interested in seeing this just for heroes or more hitpoints available for promotions as well. but either way itd be nice for this system to be incorporated to some degree.
if this system was used itd be nice if the combat odds didnt show the odds of winning, or rather, if the odds are fairly certain one way or the other, that they would show percentage damage likely to be taken (the expected value of the damage to be taken).
I'm unclear as to your argument; proper calculation with ints looses less resolution than an approximation via floats (although in this case, the level of resolution we care about is small enough that you wouldn't note the float problem). In any case, I tried a game with COMBAT_DAMAGE set to 2, and it seemed to have much the result you were looking for, but Combat Odds appeared to be displaying correctly - for example, when an unpromoted Warrior attacked an unpromoted undamaged bear, the odds were 0%. The first two warriors reduced the strength of the bear by 1 each, the third one by 1.8, and the fourth one won, after taking some damage. I did not play a lot of combats, but the damage numbers seemed remarkably consistant.
If you want to try it and don't want to change the XML (it's 0.22h, and it's just a replacement for GlobalDefinesAlt.xml):
it's here