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-   -   Anyone want to help with the combat simulator? (http://forum.shrapnelgames.com/showthread.php?t=17032)

Saber Cherry December 12th, 2003 10:20 PM

Anyone want to help with the combat simulator?
 
Right now I'm going to go ahead and put most of the normal armor and weapon types into code, rather then mess with text files. So, if you want to help, just follow the format below, and I'll insert your additions.

A description of the format: Simply put the attribute name and its value in quotes, like this: "str=4" means the item gives a +4 strength bonus. These can be in any order. Unspecified fields default to zero, and that includes some that should never be zero, like "hands" and "hits" for weapons.

Please not that if you want, you can also specify additional stats, in any order. So if you want to add Rainbow Armor, it would look like this:

stats=new String[] {"prot=8", "enc=1", "reinvig=3", "mr=3"};
put(new Item("Rainbow Armor", stats, null));

...which gives reinvigoration and magic resistance. Here is the full set of stats I'm tracking on equipment:

"str","att","def","prot","prec","mr","mrl","gold", "res","enc","reinvig", "dam", "length", "hands","hits"

The only ones that may need description are "hits", the number of hits for a weapon, "gold", the cost in gold (not used right now), "dam" for damage, "hands" for the number of hands needed for weapons, and "res", the resource cost - if you can figure it out.

***********************************************

Items (armor, helmets, shields and misc): This is what I have so far; feel free to copy this and insert additional armors. Or just post additional stuff and I'll place it in order. FYI, I'm trying to keep it order of increasing heaviness, cuirass -> hauberk -> full.


stats=new String[] {"prot=1"};
put(new Item("Helmet", stats, null));

stats=new String[] {"prot=3", "def=2", "enc=1"};
put(new Item("Round Shield", stats, null));

stats=new String[] {"prot=3", "def=4", "enc=2"};
put(new Item("Tower Shield", stats, null));

stats=new String[] {"prot=3"};
put(new Item("Leather Cuirass", stats, null));

stats=new String[] {"prot=4"};
put(new Item("Leather Hauberk", stats, null));

stats=new String[] {"prot=6", "def=-1", "enc=1"};
put(new Item("Full Leather Armor", stats, null));

stats=new String[] {"prot=5"};
put(new Item("Ring Mail Cuirass", stats, null));

stats=new String[] {"prot=7", "def=-1", "enc=1"};
put(new Item("Ring Mail Hauberk", stats, null));

stats=new String[] {"prot=11", "def=-2", "enc=2"};
put(new Item("Chain Mail Hauberk", stats, null));

stats=new String[] {"prot=7", "def=-1", "enc=1"};
put(new Item("Scale Mail Cuirass", stats, null));

stats=new String[] {"prot=11", "def=-3", "enc=3"};
put(new Item("Full Scale Mail", stats, null));

stats=new String[] {"prot=11", "def=-1", "enc=2"};
put(new Item("Plate Cuirass", stats, null));


***********************************************

Weapons: This is what I have so far; feel free to copy this and insert additional weapons. Or just post additional stuff and I'll place it in order.

stats=new String[] {"dam=3", "att=0", "def=0", "length=4", "hands=1", "hits=1"};
put(new Weapon("Spear", stats, null));

stats=new String[] {"dam=5", "att=1", "def=-1", "length=6", "hands=2", "hits=1"};
put(new Weapon("Pike", stats, null));

stats=new String[] {"dam=10", "att=-1", "def=-1", "length=4", "hands=2", "hits=1"};
put(new Weapon("Glaive", stats, null));

stats=new String[] {"dam=9", "att=1", "def=2", "length=3", "hands=2", "hits=1"};
put(new Weapon("Great Sword", stats, null));

stats=new String[] {"dam=7", "att=0", "def=0", "length=2", "hands=1", "hits=1"};
put(new Weapon("Falchion", stats, null));

stats=new String[] {"dam=6", "att=1", "def=0", "length=2", "hands=1", "hits=1"};
put(new Weapon("Broad Sword", stats, null));

stats=new String[] {"dam=5", "att=0", "def=1", "length=1", "hands=1", "hits=1"};
put(new Weapon("Short Sword", stats, null));

stats=new String[] {"dam=2", "att=1", "def=0", "length=0", "hands=1", "hits=1"};
put(new Weapon("Dagger", stats, null));

stats=new String[] {"dam=9", "att=0", "def=-1", "length=3", "hands=2", "hits=1"};
put(new Weapon("Maul", stats, null));

stats=new String[] {"dam=-2", "att=-1", "def=-1", "length=2", "hands=1", "hits=1"};
put(new Weapon("Fist", stats, null));


And again, if you can figure out resopurce costs, feel free to add them. For example, if you find that Great Swords cost 6 resources, you could add a "res=6" datum to the Great Sword entry like this:

stats=new String[] {"dam=9", "att=1", "def=2", "length=3", "hands=2", "hits=1", "res=6"};
put(new Weapon("Great Sword", stats, null));

***********************************************

Thanks in advance for any help! And by the way, while you can add magic items and weapons, avoid ones with special effects like Bane Blades or Armor Piercing weapons or Barkskin amulets or Charcoal Shields, as magical attributes are not yet modeled. Things like a Cat Charm or Weightless Scale Mail are fine.

Any questions? Don't feel compelled to help, BTW, unless you're eager to use it=)

-Cherry

[ December 12, 2003, 20:39: Message edited by: Saber Cherry ]

Saber Cherry December 12th, 2003 10:37 PM

Re: Anyone want to help with the combat simulator?
 
Forgot to mention - unspecified fields default to 0.

[ December 12, 2003, 20:38: Message edited by: Saber Cherry ]

Pocus December 12th, 2003 11:31 PM

Re: Anyone want to help with the combat simulator?
 
you are not tracking size as a stat.

Saber Cherry December 12th, 2003 11:48 PM

Re: Anyone want to help with the combat simulator?
 
Um, I'm tracking it as a creature stat, not an equipment stat. To my knowledge equipment can never change a unit's size.

UNIVAC December 13th, 2003 01:18 AM

Re: Anyone want to help with the combat simulator?
 
IMHO maybe it should be easier for non programmers if the input was done in plain xml, and you doing a simple parsing of his information.Also easier to maintain and modify.Its only an idea http://forum.shrapnelgames.com/image...s/rolleyes.gif

Saber Cherry December 13th, 2003 01:37 AM

Re: Anyone want to help with the combat simulator?
 
Sorry, I don't know anything about XML=)

But it looks pretty simple to me - nobody needs to understand the code... just copy, paste, and modify the strings.

Saber Cherry December 13th, 2003 05:08 AM

Re: Anyone want to help with the combat simulator?
 
Yay! It is finally functional, and I can start the power rankings. Soon. Repel attempts and gradiant fatigue effects (i.e., other than unconciousness) are not yet coded, though. Anyone know how repel attempts are calculated, as far as morale goes? There's a morale check, but...

...and if nobody answers... I'LL START A NEW THREAD TO ASK!! http://forum.shrapnelgames.com/images/icons/icon10.gif

-Cherry

Without repel attempts, though, I can still draw the following interesting conclusion: Sword Barbarians beat Maul Barbarians 30% of the time in a deathmatch!

Saber Cherry December 13th, 2003 09:49 AM

Re: Anyone want to help with the combat simulator?
 
Ok! I am now finished with all the basics - defense penalties, multi-hit weapons, armor piercing, repel attempts, regeneration, poison, fatigue effects, and so forth. What's mostly left is adding afflictions and special properites (magical, elemental resistance, ethereal, and so forth)... and adding a lot of data!=)

This is my current weapon list:


stats=new String[] {"dam=3", "att=0", "def=0", "length=4", "hands=1", "hits=1"};
put(new Weapon("Spear", stats, null));

stats=new String[] {"dam=5", "att=1", "def=-1", "length=6", "hands=2", "hits=1"};
put(new Weapon("Pike", stats, null));

stats=new String[] {"dam=10", "att=-1", "def=-1", "length=4", "hands=2", "hits=1"};
put(new Weapon("Glaive", stats, null));

stats=new String[] {"dam=10", "att=-1", "def=-1", "length=4", "hands=2", "hits=1"};
put(new Weapon("Halberd", stats, null));

stats=new String[] {"dam=9", "att=1", "def=2", "length=3", "hands=2", "hits=1"};
put(new Weapon("Great Sword", stats, null));

stats=new String[] {"dam=7", "att=0", "def=0", "length=2", "hands=1", "hits=1"};
put(new Weapon("Falchion", stats, null));

stats=new String[] {"dam=6", "att=1", "def=0", "length=2", "hands=1", "hits=1"};
put(new Weapon("Broad Sword", stats, null));

stats=new String[] {"dam=5", "att=0", "def=1", "length=1", "hands=1", "hits=1"};
put(new Weapon("Short Sword", stats, null));

stats=new String[] {"dam=2", "att=1", "def=0", "length=0", "hands=1", "hits=1"};
put(new Weapon("Dagger", stats, null));

stats=new String[] {"dam=9", "att=0", "def=-1", "length=3", "hands=2", "hits=1"};
put(new Weapon("Maul", stats, null));

stats=new String[] {"dam=9", "att=0", "def=0", "length=3", "hands=2", "hits=1"};
put(new Weapon("Battleaxe", stats, null));

stats=new String[] {"dam=3", "att=1", "def=-2", "length=3", "hands=2", "hits=2"};
put(new Weapon("Flail", stats, null));

stats=new String[] {"dam=6", "att=1", "def=-2", "length=2", "hands=1", "hits=1"};
put(new Weapon("Morningstar", stats, null)); //Bonus against shields...

stats=new String[] {"dam=7", "att=0", "def=-1", "length=1", "hands=1", "hits=1"};
put(new Weapon("Hammer", stats, null));

stats=new String[] {"dam=-2", "att=-1", "def=-1", "length=2", "hands=1", "hits=1"};
put(new Weapon("Fist", stats, null));



My current armor/item list:


stats=new String[] {"aprot=1"};
put(new Item("Helmet", stats, null));

stats=new String[] {"aprot=2", "def=-1"};
put(new Item("Full Helmet", stats, null));

stats=new String[] {"aprot=3", "def=2", "enc=1"};
put(new Item("Round Shield", stats, null));

stats=new String[] {"aprot=3", "def=4", "enc=2"};
put(new Item("Tower Shield", stats, null));

stats=new String[] {"aprot=3"};
put(new Item("Leather Cuirass", stats, null));

stats=new String[] {"aprot=4"};
put(new Item("Leather Hauberk", stats, null));

stats=new String[] {"aprot=6", "def=-1", "enc=1"};
put(new Item("Full Leather Armor", stats, null));

stats=new String[] {"aprot=5"};
put(new Item("Ring Mail Cuirass", stats, null));

stats=new String[] {"aprot=7", "def=-1", "enc=1"};
put(new Item("Ring Mail Hauberk", stats, null));

stats=new String[] {"aprot=11", "def=-2", "enc=2"};
put(new Item("Chain Mail Hauberk", stats, null));

stats=new String[] {"aprot=14", "def=-3", "enc=3"};
put(new Item("Full Chain Mail", stats, null));

stats=new String[] {"aprot=7", "def=-1", "enc=1"};
put(new Item("Scale Mail Cuirass", stats, null));

stats=new String[] {"aprot=11", "def=-3", "enc=3"};
put(new Item("Full Scale Mail", stats, null));

stats=new String[] {"aprot=11", "def=-1", "enc=2"};
put(new Item("Plate Cuirass", stats, null));

stats=new String[] {"aprot=18", "def=-5", "enc=5"};
put(new Item("Full Plate of Ulm", stats, null));


*******************************************

And my list of base creatures from which to form units:


name="Buffalo";
stats=new String[] {"hp=25","str=16","att=8","def=12","prec=2","mr=7" ,"mrl=14",
"ap=22","gold=20","res=4","enc=5", "nprot=8"};
attributes=new String[] {"regen=15", "ethereal=75", "lucky=50", "berserker=3"};
put(new Creature(name, stats, attributes));

name="Human";
stats=new String[] {"hp=10","str=10","att=10","def=10","prec=10","mr= 10","mrl=10",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Elite Militia";
stats=new String[] {"hp=10","str=10","att=9","def=9","prec=10","mr=10 ","mrl=8",
"ap=10","gold=8","res=1","enc=4"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Militia";
stats=new String[] {"hp=10","str=10","att=8","def=8","prec=10","mr=10 ","mrl=10",
"ap=10","gold=7","res=1","enc=4"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Archer";
stats=new String[] {"hp=10","str=10","att=8","def=8","prec=10","mr=10 ","mrl=10",
"ap=12","gold=8","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Barbarian";
stats=new String[] {"hp=13","str=12","att=10","def=10","prec=10","mr= 9","mrl=9",
"ap=12","gold=8","res=1","enc=2"};
attributes=null;
put(new Creature(name, stats, attributes));

name="TC Archer";
stats=new String[] {"hp=10","str=10","att=8","def=8","prec=10","mr=10 ","mrl=10",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="TC Footman";
stats=new String[] {"hp=10","str=10","att=10","def=10","prec=10","mr= 10","mrl=10",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="TC Imperial Archer";
stats=new String[] {"hp=10","str=10","att=10","def=10","prec=11","mr= 10","mrl=12",
"ap=12","gold=13","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="TC Imperial Footman";
stats=new String[] {"hp=10","str=10","att=10","def=11","prec=10","mr= 10","mrl=12",
"ap=12","gold=13","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="TC Imperial Guard";
stats=new String[] {"hp=10","str=10","att=11","def=11","prec=10","mr= 13","mrl=13",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Ulm Infantry";
stats=new String[] {"hp=12","str=10","att=10","def=10","prec=10","mr= 9","mrl=10",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Ulm Pikeneer";
stats=new String[] {"hp=12","str=10","att=10","def=10","prec=10","mr= 9","mrl=11",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Ulm Guardian";
stats=new String[] {"hp=14","str=12","att=12","def=10","prec=10","mr= 9","mrl=14",
"ap=12","gold=10","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));

name="Tribal";
stats=new String[] {"hp=10","str=10","att=10","def=10","prec=10","mr= 10","mrl=8",
"ap=12","gold=8","res=1","enc=3"};
attributes=null;
put(new Creature(name, stats, attributes));



I made up the buffalo=)

*******************************************

List of completed units:


name="Militia";
creature="Militia";
items=new String[] {"Leather Cuirass"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="Medium Militia";
creature="Militia";
items=new String[] {"Ring Mail Cuirass", "Helmet", "Round Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="Elite Militia";
creature="Elite Militia";
items=new String[] {"Leather Hauberk", "Helmet", "Round Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="Light Infantry 1";
creature="Human";
items=new String[] {"Leather Cuirass", "Round Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="Light Infantry 2";
creature="Human";
items=new String[] {"Ring Mail Cuirass", "Helmet", "Round Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="Heavy Infantry 1";
creature="Human";
items=new String[] {"Ring Mail Hauberk", "Helmet", "Round Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="Heavy Infantry 2";
creature="Human";
items=new String[] {"Scale Mail Hauberk", "Helmet", "Round Shield"};
weapons=new String[] {"Broad Sword"};
put(new UnitType(name, creature, items, weapons, null));

name="Heavy Infantry 3";
creature="Human";
items=new String[] {"Chain Mail Hauberk", "Helmet", "Round Shield"};
weapons=new String[] {"Broad Sword"};
put(new UnitType(name, creature, items, weapons, null));

creature="Barbarian";
name="Maul Barbarian";
items=new String[] {"Full Leather Armor"};
weapons=new String[] {"Maul"};
put(new UnitType(name, creature, items, weapons, null));

name="Sword Barbarian";
creature="Barbarian";
items=new String[] {"Full Leather Armor"};
weapons=new String[] {"Great Sword"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Archer";
creature="TC Archer";
items=new String[] {"Full Leather Armor", "Helmet"};
weapons=new String[] {"Short Sword"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Pike Footman";
creature="TC Footman";
items=new String[] {"Full Leather Armor", "Helmet"};
weapons=new String[] {"Pike"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Glaive Footman";
creature="TC Footman";
items=new String[] {"Full Leather Armor", "Helmet"};
weapons=new String[] {"Glaive"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Spear Footman";
creature="TC Footman";
items=new String[] {"Full Leather Armor", "Helmet", "Tower Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Imperial Spear Footman";
creature="TC Imperial Footman";
items=new String[] {"Full Scale Mail", "Helmet", "Tower Shield"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Imperial Glaive Footman";
creature="TC Imperial Footman";
items=new String[] {"Full Scale Mail", "Helmet"};
weapons=new String[] {"Spear"};
put(new UnitType(name, creature, items, weapons, null));

name="TC Imperial Guard";
creature="TC Imperial Guard";
items=new String[] {"Full Scale Mail", "Helmet", "Tower Shield"};
weapons=new String[] {"Falchion"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 1";
creature="Ulm Infantry";
items=new String[] {"Full Chain Mail", "Helmet"};
weapons=new String[] {"Battleaxe"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 2";
creature="Ulm Infantry";
items=new String[] {"Full Plate of Ulm", "Full Helmet"};
weapons=new String[] {"Battleaxe"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 3";
creature="Ulm Infantry";
items=new String[] {"Full Chain Mail", "Helmet"};
weapons=new String[] {"Flail"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 4";
creature="Ulm Infantry";
items=new String[] {"Full Plate of Ulm", "Full Helmet"};
weapons=new String[] {"Flail"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 5";
creature="Ulm Infantry";
items=new String[] {"Full Chain Mail", "Helmet", "Tower Shield"};
weapons=new String[] {"Hammer"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 6";
creature="Ulm Infantry";
items=new String[] {"Full Plate of Ulm", "Full Helmet", "Tower Shield"};
weapons=new String[] {"Hammer"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 7";
creature="Ulm Infantry";
items=new String[] {"Full Chain Mail", "Helmet"};
weapons=new String[] {"Maul"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 8";
creature="Ulm Infantry";
items=new String[] {"Full Plate of Ulm", "Full Helmet"};
weapons=new String[] {"Maul"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 9";
creature="Ulm Infantry";
items=new String[] {"Full Chain Mail", "Helmet", "Tower Shield"};
weapons=new String[] {"Morningstar"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Infantry 10";
creature="Ulm Infantry";
items=new String[] {"Full Plate of Ulm", "Full Helmet", "Tower Shield"};
weapons=new String[] {"Morningstar"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Pikeneer 1";
creature="Ulm Pikeneer";
items=new String[] {"Full Chain Mail", "Helmet"};
weapons=new String[] {"Pike"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Pikeneer 2";
creature="Ulm Pikeneer";
items=new String[] {"Full Plate of Ulm", "Full Helmet"};
weapons=new String[] {"Pike"};
put(new UnitType(name, creature, items, weapons, null));

name="Ulm Guardian";
creature="Ulm Guardian";
items=new String[] {"Full Plate of Ulm", "Full Helmet"};
weapons=new String[] {"Halberd"};
put(new UnitType(name, creature, items, weapons, null));

name="Tribal Warrior";
creature="Tribal";
items=new String[] {"Full Leather Armor"};
weapons=new String[] {"Dagger", "Dagger"};
put(new UnitType(name, creature, items, weapons, null));


Any additions or corrections would be appreciated! The first release will probably be very soon.

-Cherry

P.S. "aprot" and "nprot" mean "Armor protection" and "Natural protection".

[ December 13, 2003, 07:50: Message edited by: Saber Cherry ]

Pocus December 13th, 2003 10:17 AM

Re: Anyone want to help with the combat simulator?
 
Saber, you are an impressive cherry (or is it the reverse?).
Good work, continue it. I for myself have finally the time to restart my Rlyeh special map.

December 13th, 2003 10:39 AM

Re: Anyone want to help with the combat simulator?
 
stats=new String[] {"aprot=9", "def=-1", "enc=2"};
put(new Item("Scale Mail Hauberk", stats, null));

stats=new String[] {"dam=0", "att=0", "def=0", "length=0", "hands=1", "hits=1"};
put(new Weapon("Claw", stats, null));

stats=new String[] {"dam=7", "att=0", "def=0", "length=4", "hands=2", "hits=1"};
put(new Weapon("Trident", stats, null));

stats=new String[] {"dam=9", "att=-1", "def=0", "length=5", "hands=1", "hits=1"};
put(new Weapon("Whip", stats, null)); // Strength of wielder not added to damage.

stats=new String[] {"dam=4", "att=0", "def=0", "length=1", "hands=1", "hits=1"};
put(new Weapon("Mace", stats, null));

stats=new String[] {"dam=2", "att=1", "def=0", "length=0", "hands=1", "hits=1"};
put(new Weapon("Poison Dagger", stats, null));//Strong Poison

stats=new String[] {"dam=2", "att=0", "def=-1", "length=0", "hands=o", "hits=1"};
put(new Weapon("Bite", stats, null));//

stats=new String[] {"dam=2", "att=0", "def=-1", "length=0", "hands=0", "hits=1"};
put(new Weapon("Venomous Fangs", stats, null));//Strong Poison

Erm, here are missile weapon;

stats=new String[] {"dam=5", "att=0", "def=0", "length=0", "hands=1", "hits=1", "aoe=1", "rng=13", "pre=-4", "amm=6"};
put(new Weapon("Poison Sling", stats, null));//Armor Negating, Strength of Wielder not added to damage.

stats=new String[] {"dam=3", "att=0", "def=0", "length=0", "hands=1", "hits=1", "aoe=0", "rng=str", "pre=-2", "amm=3"};
put(new Weapon("Javelin", stats, null));

[ December 13, 2003, 18:09: Message edited by: Zen ]

December 13th, 2003 10:54 AM

Re: Anyone want to help with the combat simulator?
 
stats=new String[] {"aprot=4", "def=3", "enc=2"};
put(new Item("Kite Shield", stats, null));

stats=new String[] {"aprot=10", "def=-1", "enc=2"};
put(new Item("Lorica Segmentata", stats, null));

stats=new String[] {"aprot=4", "def=-1", "enc=1"};
put(new Item("Furs", stats, null));

stats=new String[] {"aprot=2", "def=1", "enc=0"};
put(new Item("Buckler", stats, null));

stats=new String[] {"dam=3", "att=0", "def=-1", "length=5", "hands=2", "hits=1"};
put(new Weapon("Long Spear", stats, null));

stats=new String[] {"dam=7", "att=-1", "def=-1", "length=1", "hands=1", "hits=1"};
put(new Weapon("Axe", stats, null));

stats=new String[] {"dam=7", "att=-1", "def=-1", "length=3", "hands=1", "hits=1"};
put(new Weapon("Jotun Axe", stats, null));

stats=new String[] {"dam=3", "att=0", "def=0", "length=5", "hands=2", "hits=1"};
put(new Weapon("Jotun Spear", stats, null));

stats=new String[] {"dam=9", "att=0", "def=1", "length=3", "hands=1", "hits=1"};
put(new Weapon("Jotun Longsword", stats, null));

stats=new String[] {"dam=9", "att=0", "def=0", "length=4", "hands=2", "hits=1"};
put(new Weapon("Jotun Battleaxe", stats, null));

stats=new String[] {"dam=10", "att=0", "def=0", "length=0", "hands=0", "hits=1"};
put(new Weapon("Hoof", stats, null));//Strength of wielder not added to damage.

stats=new String[] {"dam=22", "att=1", "def=0", "length=4", "hands=0", "hits=1"};
put(new Weapon("Lance", stats, null));//Only usable once per battle.

stats=new String[] {"dam=3", "att=1", "def=3", "length=4", "hands=2", "hits=1"};
put(new Weapon("Quarterstaff", stats, null));

stats=new String[] {"dam=0", "att=-1", "def=-1", "length=0", "hands=0", "hits=1"};
put(new Weapon("Gore", stats, null));

More Missle Weapons:

stats=new String[] {"dam=9", "att=0", "def=0", "length=0", "hands=1", "hits=1", "aoe=0", "rng=20", "pre=-3", "amm=15"};
put(new Weapon("Sling", stats, null));//Strength of wielder is not added to Damage.

stats=new String[] {"dam=10", "att=0", "def=0", "length=0", "hands=1", "hits=1", "aoe=0", "rng=30", "pre=0", "amm=12"};
put(new Weapon("Short Bow", stats, null));//Strength of wielder is not added to Damage.

stats=new String[] {"dam=13", "att=0", "def=0", "length=0", "hands=1", "hits=1", "aoe=0", "rng=40", "pre=1", "amm=12"};
put(new Weapon("Long Bow", stats, null));//Strength of wielder is not added to Damage.

stats=new String[] {"dam=10", "att=0", "def=0", "length=0", "hands=2", "hits=1", "aoe=0", "rof=1/2 rnd", "rng=35", "pre=2", "amm=12"};
put(new Weapon("Crossbow", stats, null));//Strength of wielder is not added to Damage.


stats=new String[] {"dam=10", "att=0", "def=0", "length=0", "hands=1", "hits=1", "aoe=0", "rng=str/3", "pre=0", "amm=2"};
put(new Weapon("Boulder", stats, null));//

Note: The poison effects below are only for C'tis troops, it seems to be a variable. Not every "Venomous Fang" has Strong Poison, some has Death and some has Weak.

The same applies above for "Hoof" that is for normal cavalry hoofs, not applicable to All-Father (His horse stomps for 20 Damage) or Bull(s) (That stomp for 0 damage).

[ December 13, 2003, 18:07: Message edited by: Zen ]

Saber Cherry December 13th, 2003 08:06 PM

Re: Anyone want to help with the combat simulator?
 
Oooh, thanks! Now I guess I'll have to add range and ammo fields=)

Saber Cherry December 14th, 2003 09:21 AM

Re: Anyone want to help with the combat simulator?
 
Ok, I added all that stuff! I'm going to write a module that spits out all that data in text format, and inputs the data in text format, so that weapons would be defined like this:

"Spear" dam=3 att=2 def=1 length=5 hits=1 hands=1
"Poison_Dagger" dam=2 att=2 def=1 length=5 hits=1 hands=1 poisondam=15
"Sleep_Vines" dam=0 att=1 def=1 length=3 hits=3 hands=1 fatiguedam=33

(all these are imaginary examples with wrong stats)

And so forth. So, don't worry, all the stuff you wrote will be used (and thanks again!), but if anyone wants to add more items and weapons, you can put it in that simpler format. I have not decided on a text format for creatures and units yet.

-Cherry

P.S. Please note that names with spaces (like "Poison Dagger") get underscores instead ("Poison_Dagger").

And as I recall, Weak Poison is 5, Strong is 15, and Death is 35. If you want to add different things with the same Dominions name, just make up new names, like "Horse Hoof" vs "Bull Hoof" or "Hoof 1" and "Hoof 2".

[ December 14, 2003, 07:29: Message edited by: Saber Cherry ]

Saber Cherry December 14th, 2003 09:43 AM

Re: Anyone want to help with the combat simulator?
 
Also, there are a couple things I wonder about, if anyone can clarify.

1) Can you use a lance for repel attempts, after it has been used its 1 time per battle?

2) Do multi-hit weapons hit multiple times during repel attempts?

3) How do you calculate the morale save in a repel?

4) Do multi-hit weapons cause multiple defense decreases on the opponent, or just 1?

5) Do you get a defense decrease from being hit by a repel attempt?

6) Does armor-piercing half the protection, or the protection and protection roll? In other words, when attacked by an armor-piercing attack, is the damage:

(dam+str+roll)-(prot/2+roll)
or
(dam+str+roll)-(prot+roll)/2

7) Similarly, does poison resistance (50) half the base poison, or the poison + poison roll, or final damage after subtracting the protection roll?

8) Does triple damage versus undead triple the base damage, or the (base damage + roll), or the damage that is done after subtracting the protection roll? In other words, if a weapon does "dam" damage, x3 vs undead, and a 2d6 roll is denoted "roll"... is the final damage:

(dam+str+roll)*3-(prot+roll)
or
(dam*3+str+roll)-(prot+roll)
or
((dam+str+roll)-(prot+roll))*3

-Cherry

[ December 14, 2003, 08:32: Message edited by: Saber Cherry ]

Saber Cherry December 14th, 2003 10:28 AM

Re: Anyone want to help with the combat simulator?
 
Sample output:

C:\Projects\Java\Dominions>java Fight Soulless_Warrior_2 TC_Pike_Footman 100000
'Soulless Warrior 2' versus 'TC Pike Footman' in 100000 deathmatch bouts.
Attacker's score: 500

'Soulless Warrior 2' versus 'TC Pike Footman' in 100000 gladiator bouts.
Attacker's score: 499

'Soulless Warrior 2' versus 'TC Pike Footman' in 100000 gauntlet bouts.
Attacker's score: 483


C:\Projects\Java\Dominions>java Fight Soulless TC_Pike_Footman 100000
'Soulless' versus 'TC Pike Footman' in 100000 deathmatch bouts.
Attacker's score: 36

'Soulless' versus 'TC Pike Footman' in 100000 gladiator bouts.
Attacker's score: 36

'Soulless' versus 'TC Pike Footman' in 100000 gauntlet bouts.
Attacker's score: 127


C:\Projects\Java\Dominions>java Fight TC_Pike_Footman Soulless 100000
'TC Pike Footman' versus 'Soulless' in 100000 deathmatch bouts.
Attacker's score: 963

'TC Pike Footman' versus 'Soulless' in 100000 gladiator bouts.
Attacker's score: 963

'TC Pike Footman' versus 'Soulless' in 100000 gauntlet bouts.
Attacker's score: 872


C:\Projects\Java\Dominions>java Fight Militia Soulless 100000
'Militia' versus 'Soulless' in 100000 deathmatch bouts.
Attacker's score: 880

'Militia' versus 'Soulless' in 100000 gladiator bouts.
Attacker's score: 880

'Militia' versus 'Soulless' in 100000 gauntlet bouts.
Attacker's score: 784


C:\Projects\Java\Dominions>java Fight Heavy_Infantry_3 Ulm_Infantry_5 100000
'Heavy Infantry 3' versus 'Ulm Infantry 5' in 100000 deathmatch bouts.
Attacker's score: 276

'Heavy Infantry 3' versus 'Ulm Infantry 5' in 100000 gladiator bouts.
Attacker's score: 275

'Heavy Infantry 3' versus 'Ulm Infantry 5' in 100000 gauntlet bouts.
Attacker's score: 414


C:\Projects\Java\Dominions>


Notes:
"Deathmatch" means after the fight is won, both sides are replaced with fresh units.
"Gladiator" is currently the same as Deathmatch.
"Gauntlet" means when a unit dies, it is replaced, but the opponent remains (with the same fatigue and health).

The score is on a scale of 0 to 1000, with 0 meaning the attacker dies every time and the defender never dies, and 1000 meaning the opposite. 500 means each side gets the same number of deaths (and thus they are evenly matched). Obviously, it is harder to get a score of 1000 in Gauntlet because your HP and fatigue do not get replenshed until you die!

For any two units, the score of (A vs B) should always be 1000-(B vs A), for all 3 modes.

The number of rounds is not important - the score is always out of 1000, but more rounds give a better accuracy.

-Cherry

Johan K December 14th, 2003 12:31 PM

Re: Anyone want to help with the combat simulator?
 
I'll try to give some answers to the stuff I remember.

1. Lances are never used for repell purposes.
2. No
3. 2d6+morale versus 10+2d6+attack_roll-defence_roll
5. No
6. The first
7. halves the final damage I think
8. Tripples base damage (which may include strength)

[ December 14, 2003, 10:32: Message edited by: Johan K ]

December 14th, 2003 12:58 PM

Re: Anyone want to help with the combat simulator?
 
Cherry, couple of questions. I'm going to validate any stupid remarks by saying I'm on the downward spiral of a serious buzz.


Are you going to provide a simple non-formulaec output for the people who don't want to use that one Last brain cell to caculate percentages? I have no problem with a rating system; but a (Champion:(Winning_Unit), (%) of Matches Won) type of thing? (Yes some brutal lame "coding language" there I know).

Some of us would be using this to know how effective (which for me is by percentage) one unit is vs another unit.

Also is it going to be overtly hard to create a system of larger armys vs larger armys (10 on 10, or 10 on 5) or combined armies (Different types)?

If you already answered this or stated it at the beginning, I apologize for the redundancy.

Saber Cherry December 14th, 2003 05:06 PM

Re: Anyone want to help with the combat simulator?
 
Johan - Thanks a lot!

Zen - Yeah, I could do percentages instead. I'll include that in the next Version=)

-Cherry

December 15th, 2003 07:20 AM

Re: Anyone want to help with the combat simulator?
 
I_can't_space!

http://forum.shrapnelgames.com/images/icons/tongue.gif

I did want to ask if you had a specific area that you have not collected the hard data from that you want a compiled list of/for?

It would make more contributions easier in knowing what races/nations/summons to target for what you need to flesh out the rounded

And yes, it's all about making my life easier http://forum.shrapnelgames.com/images/icons/icon7.gif

Saber Cherry December 15th, 2003 08:07 AM

Re: Anyone want to help with the combat simulator?
 
Quote:

Originally posted by Zen:
I_can't_space!


<font size="2" face="sans-serif, arial, verdana">Hey!!! That's not nice http://forum.shrapnelgames.com/images/icons/icon12.gif Underscores make command line intefaces much simpler, so you don't have to program any parsing. Feel free to write "Big Ugly Spear" instead of Big_Ugly_Spear, but it would take an extra 40 minutes of work on my part to put in a bug-free decoding module=)

Quote:



I did want to ask if you had a specific area that you have not collected the hard data from that you want a compiled list of/for?


<font size="2" face="sans-serif, arial, verdana">Yes... I have weapons and armor for some indies, Tien Chi, Ulm, and what you (Zen) wrote (no ranged yet, since I don't know how to model it... but I'll still include the info). I have creatures and units for some indies, Tien Chi, Ulm, and human Soulless. So, weapons, armors, creatures, and units for the other 15 nations would be much appreciated=)

Quote:



And yes, it's all about making my life easier http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">And mine! http://forum.shrapnelgames.com/images/icons/icon12.gif

OK, here's an example of a fuly-specified unit. The 4 objects are Creature, Item, and Weapon - which combine to make a Unit. For example, a Tien Chi Spear Footman unit is made of:

Creature: Tien Chi Footman (TC Footman)
Item: Helmet, Full Leather Armor, Tower Shield
Weapon: Spear

*********************************************

The format for specifying a weapon:

name="Spear" dam=3 att=0 def=0 length=4 hits=1 hands=1 pierce=0 poisondam=0 fatiguedam=0

*******

The format for specifying an item:

name="Rainbow_Mail" aprot=8 def=1 enc=1 mr=3 reinvig=3

name="Leather_Cuirass" aprot=3

name="Elemental_Armor" aprot=15 def=-3 enc=4 fireproof=100 iceproof=100 shockproof=100

*******

The format for specifying a creature:

name="Human" hp=10 str=10 att=10 def=10 prec=10 mr=10 mrl=10 ap=12 bEnc=3

name="Soulless" hp=15 str=12 att=4 def=3 prec=4 mr=5 mrl=50 ap=6 bEnc=0

*******

The format for specifying a unit:

name="Light_Infantry_2" creature="Human" weapon="Spear" item="Ring_Mail_Cuirass" item="Round_Shield" item="Helmet"

name="Soulless" creature="Soulless" weapon="Claw"

*******

Please note: "bEnc" means base encumbrance (for a creature), while "enc" means melee encumbrance (for an item or weapon). Only give creatures "bEnc" and items "enc", so that undead can correctly get zero melee encumbrance.

Also note: you can put any field in any order, including the name (though I suggest you put the name first). Strings (that means words, like "Soulless") go in quotes, with spaces replaced by underscores (_), and numbers don't get quotes.

OK! I tried to make that as simple as possible. If it would be much simpler to not use underscores... then tell me, and I'll eliminate them I find it mildly annoying myself=)

And Lastly, there will eventually be a GUI for this program=) The command line interface is temporary.

-Cherry

P.S. I'll post the info I have thus far tomorrow, once I add the data-to-text converter.

Saber Cherry December 15th, 2003 09:33 AM

Re: Anyone want to help with the combat simulator?
 
Ok, here is the data I have so far in text file formats. Sorry, Zen, ranged weapons are not yet modeled, and they may never be, but I added them anyway=)

I sorted these alphabetically in Excel, but I will probably write a function that sorts them either alphabetically or by item number (unsure which is better).

************************************************

Weapons:


name=Axe att=-1 def=-1 dam=7 length=1 hands=1 hits=1
name=Battleaxe dam=9 length=3 hands=2 hits=1
name=Bite def=-1 dam=2 hits=1
name=Boulder dam=10 hands=1 hits=1 ammo=2 rng=9999
name=Broad_Sword att=1 dam=6 length=2 hands=1 hits=1
name=Claw hands=1 hits=1
name=Crossbow prec=2 dam=10 hands=2 hits=1 strengthNotAdded=1 rof=2 ammo=12 rng=35
name=Dagger att=1 dam=2 hands=1 hits=1
name=Falchion dam=7 length=2 hands=1 hits=1
name=Fist att=-1 def=-1 dam=-2 length=2 hands=1 hits=1
name=Flail att=1 def=-2 dam=3 length=3 hands=2 hits=2
name=Glaive att=-1 def=-1 dam=10 length=4 hands=2 hits=1
name=Gore att=-1 def=-1 hits=1
name=Great_Sword att=1 def=2 dam=9 length=3 hands=2 hits=1
name=Halberd att=-1 def=-1 dam=10 length=4 hands=2 hits=1
name=Hammer def=-1 dam=7 length=1 hands=1 hits=1
name=Hoof dam=10 hits=1 strengthNotAdded=1
name=Javelin prec=-2 dam=3 hands=1 hits=1 ammo=3 rng=9999
name=Jotun_Axe att=-1 def=-1 dam=7 length=3 hands=1 hits=1
name=Jotun_Battleaxe dam=9 length=4 hands=2 hits=1
name=Jotun_Longsword def=1 dam=9 length=3 hands=1 hits=1
name=Jotun_Spear dam=3 length=5 hands=2 hits=1
name=Lance att=1 dam=22 length=4 hits=1 ammo=1
name=Long_Bow prec=1 dam=13 hands=1 hits=1 strengthNotAdded=1 ammo=12 rng=40
name=Long_Spear def=-1 dam=3 length=5 hands=2 hits=1
name=Mace dam=4 length=1 hands=1 hits=1
name=Maul def=-1 dam=9 length=3 hands=2 hits=1
name=Morningstar att=1 def=-2 dam=6 length=2 hands=1 hits=1
name=Pike att=1 def=-1 dam=5 length=6 hands=2 hits=1
name=Poison_Dagger att=1 dam=2 hands=1 hits=1 poisondam=15
name=Poison_Sling prec=-4 dam=5 hands=1 hits=1 strengthNotAdded=1 poisondam=5 ammo=6 rng=13
name=Quarterstaff att=1 def=3 dam=3 length=4 hands=2 hits=1
name=Short_Bow dam=10 hands=1 hits=1 strengthNotAdded=1 ammo=12 rng=30
name=Short_Sword def=1 dam=5 length=1 hands=1 hits=1
name=Sling prec=-3 dam=9 hands=1 hits=1 strengthNotAdded=1 ammo=15 rng=20
name=Spear dam=3 length=4 hands=1 hits=1
name=Trident dam=7 length=4 hands=2 hits=1
name=Venomous_Fangs def=-1 dam=2 hits=1 poisondam=15
name=Whip att=-1 dam=9 length=5 hands=1 hits=1 strengthNotAdded=1


************************************************

Items:


name=Buckler def=1 aprot=2
name=Chain_Mail_Hauberk def=-2 aprot=11 enc=2
name=Full_Chain_Mail def=-3 aprot=14 enc=3
name=Full_Helmet def=-1 aprot=2
name=Full_Leather_Armor def=-1 aprot=6 enc=1
name=Full_Plate_of_Ulm def=-5 aprot=18 enc=5
name=Full_Scale_Mail def=-3 aprot=11 enc=3
name=Furs def=-1 aprot=4 enc=1
name=Helmet aprot=1
name=Kite_Shield def=3 aprot=4 enc=2
name=Leather_Cuirass aprot=3
name=Leather_Hauberk aprot=4
name=Lorica_Segmentata def=-1 aprot=10 enc=2
name=Plate_Cuirass def=-1 aprot=11 enc=2
name=Ring_Mail_Cuirass aprot=5
name=Ring_Mail_Hauberk def=-1 aprot=7 enc=1
name=Round_Shield def=2 aprot=3 enc=1
name=Scale_Mail_Cuirass def=-1 aprot=7 enc=1
name=Scale_Mail_Hauberk def=-1 aprot=9 enc=2
name=Tower_Shield def=4 aprot=3 enc=2


************************************************

Creatures:


name=Archer hp=10 str=10 att=8 def=8 prec=10 mr=10 mrl=10 ap=12 gold=8 res=1 bEnc=3
name=Barbarian hp=13 str=12 att=10 def=10 prec=10 mr=9 mrl=9 ap=12 gold=8 res=1 bEnc=2
name=Buffalo hp=25 str=16 att=8 def=12 nprot=8 prec=2 mr=7 mrl=14 ap=22 gold=20 res=4 bEnc=5 regen=15 ethereal=75 lucky=50 berserker=3
name=Elite_Militia hp=10 str=10 att=9 def=9 prec=10 mr=10 mrl=8 ap=10 gold=8 res=1 bEnc=4
name=Human hp=10 str=10 att=10 def=10 prec=10 mr=10 mrl=10 ap=12 gold=10 res=1 bEnc=3
name=Militia hp=10 str=10 att=8 def=8 prec=10 mr=10 mrl=10 ap=10 gold=7 res=1 bEnc=4
name=Soulless hp=15 str=12 att=4 def=3 prec=4 mr=5 mrl=50 ap=6 iceproof=100 poisonproof=100 undead=1
name=Soulless_Warrior hp=15 str=12 att=5 def=4 prec=5 mr=5 mrl=50 ap=6 iceproof=100 poisonproof=100 undead=1
name=TC_Archer hp=10 str=10 att=8 def=8 prec=10 mr=10 mrl=10 ap=12 gold=10 res=1 bEnc=3
name=TC_Footman hp=10 str=10 att=10 def=10 prec=10 mr=10 mrl=10 ap=12 gold=10 res=1 bEnc=3
name=TC_Imperial_Archer hp=10 str=10 att=10 def=10 prec=11 mr=10 mrl=12 ap=12 gold=13 res=1 bEnc=3
name=TC_Imperial_Footman hp=10 str=10 att=10 def=11 prec=10 mr=10 mrl=12 ap=12 gold=13 res=1 bEnc=3
name=TC_Imperial_Guard hp=10 str=10 att=11 def=11 prec=10 mr=13 mrl=13 ap=12 gold=10 res=1 bEnc=3
name=Tribal hp=10 str=10 att=10 def=10 prec=10 mr=10 mrl=8 ap=12 gold=8 res=1 bEnc=3
name=Ulm_Guardian hp=14 str=12 att=12 def=10 prec=10 mr=9 mrl=14 ap=12 gold=10 res=1 bEnc=3
name=Ulm_Infantry hp=12 str=10 att=10 def=10 prec=10 mr=9 mrl=10 ap=12 gold=10 res=1 bEnc=3
name=Ulm_Pikeneer hp=12 str=10 att=10 def=10 prec=10 mr=9 mrl=11 ap=12 gold=10 res=1 bEnc=3


************************************************

Units:


name=Battle_Buffalo creature=Buffalo weapon=Spear item=Leather_Cuirass item=Helmet item=Tower_Shield
name=Elite_Militia creature=Elite_Militia weapon=Spear item=Leather_Hauberk item=Helmet item=Round_Shield
name=Heavy_Infantry_1 creature=Human weapon=Spear item=Ring_Mail_Hauberk item=Helmet item=Round_Shield
name=Heavy_Infantry_2 creature=Human weapon=Broad_Sword item=Scale_Mail_Hauberk item=Helmet item=Round_Shield
name=Heavy_Infantry_3 creature=Human weapon=Broad_Sword item=Chain_Mail_Hauberk item=Helmet item=Round_Shield
name=Light_Infantry_1 creature=Human weapon=Spear item=Leather_Cuirass item=Round_Shield
name=Light_Infantry_2 creature=Human weapon=Spear item=Ring_Mail_Cuirass item=Helmet item=Round_Shield
name=Maul_Barbarian creature=Barbarian weapon=Maul item=Full_Leather_Armor
name=Medium_Militia creature=Militia weapon=Spear item=Ring_Mail_Cuirass item=Helmet item=Round_Shield
name=Militia creature=Militia weapon=Spear item=Leather_Cuirass
name=Soulless creature=Soulless weapon=Claw
name=Soulless_Warrior_1 creature=Soulless_Warrior weapon=Spear item=Ring_Mail_Cuirass
name=Soulless_Warrior_2 creature=Soulless_Warrior weapon=Broad_Sword item=Chain_Mail_Hauberk
name=Sword_Barbarian creature=Barbarian weapon=Great_Sword item=Full_Leather_Armor
name=TC_Archer creature=TC_Archer weapon=Short_Sword item=Full_Leather_Armor item=Helmet
name=TC_Glaive_Footman creature=TC_Footman weapon=Glaive item=Full_Leather_Armor item=Helmet
name=TC_Imperial_Glaive_Footman creature=TC_Imperial_Footman weapon=Spear item=Full_Scale_Mail item=Helmet
name=TC_Imperial_Guard creature=TC_Imperial_Guard weapon=Falchion item=Full_Scale_Mail item=Helmet item=Tower_Shield
name=TC_Imperial_Spear_Footman creature=TC_Imperial_Footman weapon=Spear item=Full_Scale_Mail item=Helmet item=Tower_Shield
name=TC_Pike_Footman creature=TC_Footman weapon=Pike item=Full_Leather_Armor item=Helmet
name=TC_Spear_Footman creature=TC_Footman weapon=Spear item=Full_Leather_Armor item=Helmet item=Tower_Shield
name=Tribal_Warrior creature=Tribal weapon=Dagger weapon=Dagger item=Full_Leather_Armor
name=Ulm_Guardian creature=Ulm_Guardian weapon=Halberd item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_1 creature=Ulm_Infantry weapon=Battleaxe item=Full_Chain_Mail item=Helmet
name=Ulm_Infantry_10 creature=Ulm_Infantry weapon=Morningstar item=Full_Plate_of_Ulm item=Full_Helmet item=Tower_Shield
name=Ulm_Infantry_2 creature=Ulm_Infantry weapon=Battleaxe item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_3 creature=Ulm_Infantry weapon=Flail item=Full_Chain_Mail item=Helmet
name=Ulm_Infantry_4 creature=Ulm_Infantry weapon=Flail item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_5 creature=Ulm_Infantry weapon=Hammer item=Full_Chain_Mail item=Helmet item=Tower_Shield
name=Ulm_Infantry_6 creature=Ulm_Infantry weapon=Hammer item=Full_Plate_of_Ulm item=Full_Helmet item=Tower_Shield
name=Ulm_Infantry_7 creature=Ulm_Infantry weapon=Maul item=Full_Chain_Mail item=Helmet
name=Ulm_Infantry_8 creature=Ulm_Infantry weapon=Maul item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_9 creature=Ulm_Infantry weapon=Morningstar item=Full_Chain_Mail item=Helmet item=Tower_Shield
name=Ulm_Pikeneer_1 creature=Ulm_Pikeneer weapon=Pike item=Full_Chain_Mail item=Helmet
name=Ulm_Pikeneer_2 creature=Ulm_Pikeneer weapon=Pike item=Full_Plate_of_Ulm item=Full_Helmet


************************************************

The stats I am currently tracking:


Creature/Unit stats:
"hp", "str", "att", "def", "nprot", "aprot", "tprot", "prec", "mr", "mrl", "ap", "gold", "res", "enc", "fat", "poison", "reinvig", "maxlength", "bEnc"

Weapon/Item stats:
"hp", "str", "att", "def", "nprot", "aprot", "tprot", "prec", "mr", "mrl", "gold", "res", "enc", "reinvig", "dam", "length", "hands", "hits", "pierce", "strengthNotAdded", "rof", "poisondam", "fatiguedam", "ammo", "rng"

Creature/Unit/Weapon/Armor attributes:
"regen", "ethereal", "lucky", "quick", "fireproof", "iceproof", "shockproof", "poisonproof", "cursed", "fireshield", "paralyzed", "berserker", "berserk", "undead", "magical", "experience", "quickness"


Any questions? Ask away!

-Cherry

[ December 15, 2003, 07:47: Message edited by: Saber Cherry ]

December 15th, 2003 09:51 AM

Re: Anyone want to help with the combat simulator?
 
Bad_Saber!

I am currently on a small project up on the theme issue; but after I'm done with getting that under way I'll go back to here helping you with this.

I'll do C'tis, Man, Jotun and all their subthemes if you'd like.

What do you want to do about specialized units? (Commanders, Thematic summons, Etc)

I_can_just_throw_the_data_and_let_you_cringe http://forum.shrapnelgames.com/images/icons/tongue.gif

Saber Cherry December 15th, 2003 10:14 AM

Re: Anyone want to help with the combat simulator?
 
C'tis, Man, and Jotunheim would be excellent! In fact, the word "Jotun" instead of "Jotunheim" would be easier for everyone=) Generally, since unit names are what Users will type, making them short and descriptive is nice... so abbreviating countries with 2 letters (except for countries with 3 or fewer) is probably a good idea. So you might use:

JO for Jotun
TC for Tien Chi
ER for Ermor
AB for Abysia
MAR for Marignon
AR for Arco
MAC for Machaka
AT for Atlantis
RY for Ryleh
Ulm for Ulm
Man for Man
CA for Caelum
PA for Pangaea
MI for Mictlan
PY for Pythium
VA for Vanheim
CT for Ctis

For commanders... just put "commander" in the name. So a normal indy unit (LI or HI) uses the "Human" creature... I guess an indy commander (there are three types, 11 prot, 13 prot, and 15 prot) could just use the "Human Commander" creature, which has slightly better stats, and be named "Commander 1", "Commander 2", and "Commander 3". Feel free to name things however you want - as long as it makes sense, and no two units or two items or two weapons or two creatures have identical names.

-Cherry

Saber Cherry December 15th, 2003 10:47 AM

Re: Anyone want to help with the combat simulator?
 
Johan's battle-mechanic answers, in concise format. "Roll" always means "2d6*".

1) Lances are never used for repel purposes.

2) Multi-hit weapons (like flails) hit only once during repel attempts.

3) The repel-attempt morale save is: 2d6+morale versus 10+2d6+attack_roll-defence_roll.

4) Do multi-hit weapons cause multiple defense decreases on the opponent, or just one? (Unanswered - probably multiple.)

5) There is no defense decrease from being hit by a repel attempt.

6) Armor-piercing damage is calculated like this: (dam+str+roll)-(prot/2+roll).

7) Poison and elemental resistances PROBABLY affect the final damage, after all the rolls and subtractions. For example, Poison Resistance (50), against strong poison (15) would have a poison damage formula like this: ((15+roll)-(roll))*0.50 and Cold Resistance (75) would have a damage formula like this against Cold Bolt (19 damage): ((19+roll)-(prot+roll))*0.25

8) Triple damage versus undead (and demons, and so forth) is PROBABLY calculated like this: (dam*3+str+roll)-(prot+roll), or possibly like this: ((dam+str)*3+roll)-(prot+roll). For spells (like Holy Pyre), of course, the strength would not matter, and also, "prot" would become "prot/2" if the damage was armor piercing.

And one more question - the answer to #3, about morale-saves on repel attempts. Does that mean that the length difference of the weapons does not affect the morale save? I was assuming that a dagger (L=0) versus pike (L=6) was more likely to fail the repel attempt morale throw than a sword (L=2) versus spear (L=4). Is that not true?

-Cherry

Johan K December 15th, 2003 12:25 PM

Re: Anyone want to help with the combat simulator?
 
That's correct it is not easier to repel a dagger with a pike than it is to repel a dagger with a sword.

UNIVAC December 15th, 2003 01:10 PM

Re: Anyone want to help with the combat simulator?
 
If i want to help with some race, where do i get the data from? directly from the game? hacking the data files?

tka December 15th, 2003 01:10 PM

Re: Anyone want to help with the combat simulator?
 
name=Broad_Sword att=1 dam=6 length=2 hands=1 hits=1
I think it should be: att=0 def=1 ?

Saber Cherry December 15th, 2003 07:16 PM

Re: Anyone want to help with the combat simulator?
 
Quote:

Originally posted by Morag:
name=Broad_Sword att=1 dam=6 length=2 hands=1 hits=1
I think it should be: att=0 def=1 ?

<font size="2" face="sans-serif, arial, verdana">Ah, that's right, thanks!

UNIVAC: So far, I've been getting all the data from the game, running it in a window.

UNIVAC December 16th, 2003 12:47 PM

Re: Anyone want to help with the combat simulator?
 
**** CREATURES

name=Atlantian hp=12 str=11 att=10 def=9 prec=8 mr=10 mrl=10 ap=10 gold=10 res=2 bEnc=3
name=Coral_Guard hp=13 str=11 att=11 def=10 prec=8 mr=10 mrl=11 ap=10 gold=15 res=14 bEnc=2
name=Shambler hp=22 str=15 att=10 def=9 prec=8 mr=10 mrl=11 ap=11 gold=30 res=1 bEnc=3
name=War_Shambler hp=22 str=15 att=10 def=9 prec=8 mr=10 mrl=13 ap=11 gold=35 res=10 bEnc=3
name=War_Lobster hp=13 str=11 att=11 def=10 prec=8 mr=10 mrl=11 ap=8 gold=50 res=4 bEnc=3
name=Mother_Guard hp=24 str=15 att=11 def=10 prec=8 mr=10 mrl=14 ap=11 gold=60 res=27 bEnc=3
name=Consort hp=27 str=16 att=12 def=11 prec=8 mr=12 mrl=15 ap=11 gold=80 res=27 bEnc=3
name=Coral_Queen hp=31 str=18 att=12 def=8 prec=8 mr=15 mrl=14 ap=10 gold=230 res=20 bEnc=3
name=King_of_the_Deep hp=27 str=16 att=12 def=8 prec=8 mr=16 mrl=13 ap=12 gold=290 res=20 bEnc=3
name=Initiate_of_the_Deep hp=10 str=8 att=7 def=7 prec=9 mr=13 mrl=12 ap=10 gold=60 res=1 bEnc=5
name=Deep_Seer hp=8 str=7 att=6 def=6 prec=10 mr=16 mrl=13 ap=8 gold=180 res=1 bEnc=7

*** WEAPONS

name=Coral_Spear att=0 def=0 dam=2 length=4 hits=1 poisondam=15
name=Coral_Glaive att=-1 def=-1 dam=9 length=4 hits=1 poisondam=15
name=Coral_Knife att=0 def=0 dam=1 length=0 hits=1 poisondam=15
name=Coral_Club att=0 def=0 dam=4 length=1 hits=1 poisondam=15
name=Claw att=0 def=0 dam=0 length=0 hits=1
name=Dagger att=1 def=0 dam=2 length=0 hits=1
name=Quarterstaff att=1 def=3 dam=3 length=4 hits=1

**** ITEMS

name=Turtle_Shell_Shield aprot=2 def=2 enc=1
name=Coral_Cuirass aprot=8 def=-1 enc=2
name=Coral_Cap aprot=1 def=0 enc=0
name=Coral_Hauberk aprot=10 def=-2 enc=4


**** UNITS

name=AT_Atlantian_Spearman_1 creature=Atlantian weapon=Coral_Spear
name=AT_Atlantian_Spearman_2 creature=Atlantian weapon=Coral_Spear item=Turtle_Shell_Shield
name=AT_Reef_Warrior creature=Atlantian weapon=Coral_Spear item=Coral_Cuirass item=Coral_Cap
name=AT_Coral_Guard creature=Coral_Guard weapon=Coral_Spear item=Coral_Hauberk item=Coral_Cap item=Turtle_Shell_Shield
name=AT_Shambler creature=Shambler weapon=Claw weapon=Claw
name=AT_War_Shambler creature=War_Shambler weapon=Coral_Glaive item=Turtle_Shell_Shield
name=AT_War_Lobster creature=War_Lobster weapon=Coral_Glaive weapon=Claw item=Turtle_Shell_Shield
name=AT_Mother_Guard creature=Mother_Guard weapon=Coral_Glaive item=Coral_Hauberk item=Coral_Cap item=Turtle_Shell_Shield
name=AT_Scout creature=Atlantian weapon=Coral_Knife
name=AT_Shambler_Chief creature=Shambler weapon=Coral_Club
name=AT_Consort creature=Consort weapon=Coral_Glaive item=Coral_Hauberk item=Coral_Cap item=Turtle_Shell_Shield
name=AT_Coral_Queen creature=Coral_Queen weapon=Coral_Knife
name=AT_King_of_the_Deep creature=King_of_the_Deep weapon=Quarterstaff
name=AT_Initiate_of_the_Deep creature=Initiate_of_the_Deep weapon=Dagger
name=AT_Deep_Seer creature=Deep_Seer weapon=Dagger



Ok, here goes the basic army of Atlantis.I hope its all correct.I have used basic values.IMHO, i think that the gold/resources value has not much sense, since these values should be for the unit, not for the creatures (the equipment increases the cost for the same creature in different units).I'm wrong?
Feel free to correct me, or the data posted http://forum.shrapnelgames.com/images/icons/icon7.gif

[ December 16, 2003, 10:48: Message edited by: UNIVAC ]

Saber Cherry December 17th, 2003 08:10 AM

Re: Anyone want to help with the combat simulator?
 
Quote:

Originally posted by UNIVAC:
Ok, here goes the basic army of Atlantis.I hope its all correct.I have used basic values.IMHO, i think that the gold/resources value has not much sense, since these values should be for the unit, not for the creatures (the equipment increases the cost for the same creature in different units).I'm wrong?
Feel free to correct me, or the data posted http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">UNIVAC:

Thanks so much! Now Atlantis is (essentially) complete=)

The only things I changed:

Coral weapons have "weak poison" not "strong poison" so I changed poisondam=15 to poisondam=5 (weak is 5, strong is 15, death is 35, according to the devs).

Renamed "AT_Atlantian_Spearman_X" to "AT_Spearman_X" http://forum.shrapnelgames.com/images/icons/icon12.gif

Added "Lobster_Claw", which has different stats than "Claw", even though Illwinter gives them the same name.

As for gold and resource costs... hmmm... I don't know exactly how Illwinter calculates the final resource cost of a unit.

Do you want me to send you the simulator? If so, send me a pm or just post your address here.

-Cherry

Saber Cherry December 17th, 2003 08:13 AM

Re: Anyone want to help with the combat simulator?
 
Current data file contents:



Creatures.txt:


name=Abysian hp=15 mrl=11 mrst=12 bEnc=2 str=13 att=10 def=9 prec=7 ap=11 gold=20 res=1 fireproof=100
name=Archer hp=10 mrl=10 mrst=10 bEnc=3 str=10 att=8 def=8 prec=10 ap=12 gold=8 res=1
name=Assassin hp=10 mrl=13 mrst=11 bEnc=3 str=11 att=13 def=13 prec=13 ap=12 gold=60 res=1 stealthy=5
name=Atlantian hp=12 mrl=10 mrst=10 bEnc=3 str=11 att=10 def=9 prec=8 ap=10 gold=10 res=2
name=Barbarian hp=13 mrl=9 mrst=9 bEnc=2 str=12 att=10 def=10 prec=10 ap=12 gold=8 res=1
name=Buffalo hp=25 nprot=8 mrl=14 mrst=7 bEnc=5 str=16 att=8 def=12 prec=2 ap=22 gold=20 res=4 regen=15 ethereal=75 lucky=50 berserker=3
name=Commander hp=11 mrl=11 mrst=10 bEnc=3 str=10 att=10 def=10 prec=10 ap=12 gold=30 res=1
name=Consort hp=27 mrl=15 mrst=12 bEnc=3 str=16 att=12 def=11 prec=8 ap=11 gold=80 res=27
name=Coral_Guard hp=13 mrl=11 mrst=10 bEnc=2 str=11 att=11 def=10 prec=8 ap=10 gold=15 res=14
name=Coral_Queen hp=31 mrl=14 mrst=15 bEnc=3 str=18 att=12 def=8 prec=8 ap=10 gold=230 res=20
name=Deep_Seer hp=8 mrl=13 mrst=16 bEnc=7 str=7 att=6 def=6 prec=10 ap=8 gold=180 res=1
name=Elite_Militia hp=10 mrl=8 mrst=10 bEnc=4 str=10 att=9 def=9 prec=10 ap=12 gold=8 res=1
name=Human hp=10 mrl=10 mrst=10 bEnc=3 str=10 att=10 def=10 prec=10 ap=12 gold=10 res=1
name=Humanbred hp=12 mrl=10 mrst=11 bEnc=3 str=11 att=10 def=9 prec=8 ap=11 gold=15 res=1 fireproof=100
name=Hydra hp=72 mrl=15 mrst=14 bEnc=3 str=16 att=14 def=7 prec=5 ap=7 gold=250 res=20 regen=20 poisonproof=100
name=Hydra_Hatchling hp=25 mrl=11 mrst=11 bEnc=3 str=12 att=12 def=8 prec=5 ap=7 gold=250 res=20 regen=20 poisonproof=100
name=Initiate_of_the_Deep hp=10 mrl=12 mrst=13 bEnc=5 str=8 att=7 def=7 prec=9 ap=10 gold=60 res=1
name=King_of_the_Deep hp=27 mrl=13 mrst=16 bEnc=3 str=16 att=12 def=8 prec=8 ap=12 gold=290 res=20
name=Militia hp=10 mrl=10 mrst=10 bEnc=4 str=9 att=8 def=8 prec=10 ap=7 gold=7 res=1
name=Mother_Guard hp=24 mrl=14 mrst=10 bEnc=3 str=15 att=11 def=10 prec=8 ap=11 gold=60 res=27
name=Salamander hp=18 mrl=10 mrst=14 bEnc=20 str=8 att=10 def=9 prec=10 ap=12 gold=70 res=1 fireproof=100 magical=1
name=Shambler hp=22 mrl=11 mrst=10 bEnc=3 str=15 att=10 def=9 prec=8 ap=11 gold=30 res=1
name=Slayer hp=17 mrl=16 mrst=13 bEnc=3 str=14 att=13 def=10 prec=7 ap=11 gold=80 res=1 fireproof=100 stealthy=5
name=Soulless hp=15 mrl=50 mrst=5 str=12 att=4 def=3 prec=4 ap=6 iceproof=100 poisonproof=100 undead=1
name=Soulless_Warrior hp=15 mrl=50 mrst=5 str=12 att=5 def=4 prec=5 ap=6 iceproof=100 poisonproof=100 undead=1
name=TC_Archer hp=10 mrl=10 mrst=10 bEnc=3 str=10 att=8 def=8 prec=10 ap=12 gold=10 res=1
name=TC_Imperial_Archer hp=10 mrl=12 mrst=10 bEnc=3 str=10 att=10 def=10 prec=11 ap=12 gold=13 res=1
name=TC_Imperial_Footman hp=10 mrl=12 mrst=10 bEnc=3 str=10 att=10 def=11 prec=10 ap=12 gold=13 res=1
name=TC_Imperial_Guard hp=10 mrl=13 mrst=13 bEnc=3 str=10 att=11 def=11 prec=10 ap=12 gold=10 res=1
name=Tribal hp=10 mrl=8 mrst=10 bEnc=3 str=10 att=10 def=10 prec=10 ap=12 gold=8 res=1
name=Ulm_Guardian hp=14 mrl=14 mrst=9 bEnc=3 str=12 att=12 def=10 prec=10 ap=12 gold=10 res=1
name=Ulm_Infantry hp=12 mrl=10 mrst=9 bEnc=3 str=10 att=10 def=10 prec=10 ap=12 gold=10 res=1
name=Ulm_Pikeneer hp=12 mrl=11 mrst=9 bEnc=3 str=10 att=10 def=10 prec=10 ap=12 gold=10 res=1
name=War_Lobster hp=13 mrl=11 mrst=10 bEnc=3 str=11 att=11 def=10 prec=8 ap=8 gold=50 res=4
name=War_Shambler hp=22 mrl=13 mrst=10 bEnc=3 str=15 att=10 def=9 prec=8 ap=11 gold=35 res=10

*********

Items.txt:

name=Buckler aprot=2 def=1
name=Chain_Mail_Cuirass aprot=11 def=-2 enc=2
name=Chain_Mail_Hauberk aprot=9 def=-1 enc=1
name=Coral_Cap aprot=1
name=Coral_Cuirass aprot=8 def=-1 enc=2
name=Coral_Hauberk aprot=10 def=-2 enc=4
name=Full_Chain_Mail aprot=14 def=-3 enc=3
name=Full_Helmet aprot=2 def=-1
name=Full_Leather_Armor aprot=6 def=-1 enc=1
name=Full_Plate_of_Ulm aprot=18 def=-5 enc=5
name=Full_Scale_Mail aprot=11 def=-3 enc=3
name=Furs aprot=4 def=-1 enc=1
name=Helmet aprot=1
name=Kite_Shield aprot=4 def=3 enc=2
name=Leather_Cuirass aprot=3
name=Leather_Hauberk aprot=4
name=Lorica_Segmentata aprot=10 def=-1 enc=2
name=Plate_Cuirass aprot=11 def=-1 enc=2
name=Plate_Hauberk aprot=14 def=-2 enc=4
name=Rainbow_Armor aprot=8 def=1 enc=1 mrst=3 reinvig=3
name=Ring_Mail_Cuirass aprot=5
name=Ring_Mail_Hauberk aprot=7 def=-1 enc=1
name=Round_Shield aprot=3 def=2 enc=1
name=Scale_Mail_Cuirass aprot=7 def=-1 enc=1
name=Scale_Mail_Hauberk aprot=9 def=-1 enc=2
name=Tower_Shield aprot=3 def=4 enc=2
name=Turtle_Shell_Shield aprot=2 def=2 enc=1

*********

Weapons.txt:

name=Axe dam=7 att=-1 def=-1 length=1 hands=1 hits=1
name=Battleaxe dam=9 length=3 hands=2 hits=1
name=Bite dam=2 def=-1 hits=1
name=Boulder dam=10 hands=1 hits=1 ammo=2 rng=9999
name=Broad_Sword dam=6 def=1 length=2 hands=1 hits=1
name=Claw hits=1
name=Coral_Club dam=4 length=1 hits=1 poisondam=5
name=Coral_Glaive dam=9 att=-1 def=-1 length=4 hits=1 poisondam=5
name=Coral_Knife dam=1 hits=1 poisondam=5
name=Coral_Spear dam=2 length=4 hits=1 poisondam=5
name=Crossbow dam=10 prec=2 hands=2 hits=1 pierce=50 strengthNotAdded=1 rof=2 ammo=12 rng=35
name=Dagger dam=2 att=1 hits=1
name=Falchion dam=7 length=2 hands=1 hits=1
name=Fire_Flare dam=20 length=3 hits=1 pierce=50 strengthNotAdded=1
name=Fist dam=-2 att=-1 def=-1 hands=1 hits=1
name=Flail dam=3 att=1 def=-2 length=3 hands=2 hits=2
name=Glaive dam=10 att=-1 def=-1 length=4 hands=2 hits=1
name=Gore att=-1 def=-1 hits=1
name=Great_Sword dam=9 att=1 def=2 length=3 hands=2 hits=1
name=Halberd dam=10 att=-1 def=-1 length=4 hands=2 hits=1
name=Hammer dam=7 def=-1 length=1 hands=1 hits=1
name=Hoof dam=10 hits=1 strengthNotAdded=1
name=Javelin dam=3 prec=-2 hands=1 hits=1 ammo=3 rng=9999
name=Jotun_Axe dam=7 att=-1 def=-1 length=3 hands=1 hits=1
name=Jotun_Battleaxe dam=9 length=4 hands=2 hits=1
name=Jotun_Longsword dam=9 def=1 length=3 hands=1 hits=1
name=Jotun_Spear dam=3 length=5 hands=2 hits=1
name=Lance dam=22 att=1 length=4 hits=1 ammo=1
name=Lobster_Claw dam=20 att=-5 hits=1 strengthNotAdded=1
name=Long_Bow dam=13 prec=1 hands=1 hits=1 strengthNotAdded=1 ammo=12 rng=40
name=Long_Spear dam=3 def=-1 length=5 hands=2 hits=1
name=Mace dam=4 length=1 hands=1 hits=1
name=Maul dam=9 def=-1 length=3 hands=2 hits=1
name=Morningstar dam=6 att=1 def=-2 length=2 hands=1 hits=1
name=Pike dam=5 att=1 def=-1 length=6 hands=2 hits=1
name=Poison_Dagger dam=2 att=1 hands=1 hits=1 poisondam=15
name=Poison_Sling dam=5 prec=-4 hands=1 hits=1 strengthNotAdded=1 poisondam=5 ammo=6 rng=13
name=Quarterstaff dam=3 att=1 def=3 length=4 hits=1
name=Short_Bow dam=10 hands=1 hits=1 strengthNotAdded=1 ammo=12 rng=30
name=Short_Sword dam=5 def=1 length=1 hands=1 hits=1
name=Sling dam=9 prec=-3 hands=1 hits=1 strengthNotAdded=1 ammo=15 rng=20
name=Spear dam=3 length=4 hands=1 hits=1
name=Trident dam=7 length=4 hands=2 hits=1
name=Venomous_Bite dam=2 def=-1 hits=3 poisondam=15
name=Venomous_Fangs dam=2 def=-1 hits=1 poisondam=15
name=Whip dam=9 att=-1 length=5 hands=1 hits=1 strengthNotAdded=1

*********

UnitTypes.txt

name=AB_Axe_Infantry creature=Abysian weapon=Axe item=Plate_Hauberk item=Helmet item=Tower_Shield
name=AB_Battleaxe_Infantry creature=Abysian weapon=Battleaxe item=Plate_Hauberk item=Helmet
name=AB_Flail_Infantry creature=Abysian weapon=Flail item=Plate_Hauberk item=Helmet
name=AB_Morningstar_Infantry creature=Abysian weapon=Morningstar item=Plate_Hauberk item=Helmet item=Tower_Shield
name=Assassin creature=Assassin weapon=Short_Sword weapon=Poison_Dagger item=Leather_Cuirass
name=AT_Spearman_1 creature=Atlantian weapon=Coral_Spear
name=AT_Spearman_2 creature=Atlantian weapon=Coral_Spear item=Turtle_Shell_Shield
name=AT_Consort creature=Consort weapon=Coral_Glaive item=Coral_Hauberk item=Coral_Cap item=Turtle_Shell_Shield
name=AT_Coral_Guard creature=Coral_Guard weapon=Coral_Spear item=Coral_Hauberk item=Coral_Cap item=Turtle_Shell_Shield
name=AT_Coral_Queen creature=Coral_Queen weapon=Coral_Knife
name=AT_Deep_Seer creature=Deep_Seer weapon=Dagger
name=AT_Initiate_of_the_Deep creature=Initiate_of_the_Deep weapon=Dagger
name=AT_King_of_the_Deep creature=King_of_the_Deep weapon=Quarterstaff
name=AT_Mother_Guard creature=Mother_Guard weapon=Coral_Glaive item=Coral_Hauberk item=Coral_Cap item=Turtle_Shell_Shield
name=AT_Reef_Warrior creature=Atlantian weapon=Coral_Spear item=Coral_Cuirass item=Coral_Cap
name=AT_Scout creature=Atlantian weapon=Coral_Knife
name=AT_Shambler creature=Shambler weapon=Claw weapon=Claw
name=AT_Shambler_Chief creature=Shambler weapon=Coral_Club
name=AT_War_Lobster creature=War_Lobster weapon=Coral_Glaive weapon=Lobster_Claw item=Turtle_Shell_Shield
name=AT_War_Shambler creature=War_Shambler weapon=Coral_Glaive item=Turtle_Shell_Shield
name=Battle_Buffalo creature=Buffalo weapon=Spear item=Leather_Cuirass item=Helmet item=Tower_Shield
name=Commander_1 creature=Commander weapon=Broad_Sword item=Scale_Mail_Cuirass item=Helmet item=Round_Shield
name=Commander_2 creature=Commander weapon=Broad_Sword item=Chain_Mail_Cuirass item=Helmet item=Round_Shield
name=Commander_3 creature=Commander weapon=Broad_Sword item=Plate_Cuirass item=Helmet item=Round_Shield
name=Elite_Militia creature=Elite_Militia weapon=Spear item=Leather_Hauberk item=Helmet item=Round_Shield
name=Heavy_Infantry_1 creature=Human weapon=Spear item=Ring_Mail_Hauberk item=Helmet item=Round_Shield
name=Heavy_Infantry_2 creature=Human weapon=Broad_Sword item=Scale_Mail_Hauberk item=Helmet item=Round_Shield
name=Heavy_Infantry_3 creature=Human weapon=Broad_Sword item=Chain_Mail_Hauberk item=Helmet item=Round_Shield
name=Humanbred_Axe creature=Humanbred weapon=Axe item=Ring_Mail_Cuirass item=Helmet item=Tower_Shield
name=Humanbred_Spear creature=Humanbred weapon=Spear item=Ring_Mail_Cuirass item=Helmet item=Tower_Shield
name=Hydra creature=Hydra weapon=Venomous_Bite weapon=Venomous_Bite weapon=Venomous_Bite
name=Hydra_Hatchling creature=Hydra_Hatchling weapon=Venomous_Bite
name=Light_Infantry_1 creature=Human weapon=Spear item=Leather_Cuirass item=Round_Shield
name=Light_Infantry_2 creature=Human weapon=Spear item=Ring_Mail_Cuirass item=Helmet item=Round_Shield
name=Maul_Barbarian creature=Barbarian weapon=Maul item=Full_Leather_Armor
name=Medium_Militia creature=Militia weapon=Spear item=Ring_Mail_Cuirass item=Helmet item=Round_Shield
name=Militia creature=Militia weapon=Spear item=Leather_Cuirass
name=Salamander creature=Salamander weapon=Fire_Flare
name=Scout creature=Human weapon=Spear item=Leather_Cuirass
name=Slayer creature=Slayer weapon=Poison_Dagger weapon=Poison_Dagger item=Chain_Mail_Cuirass
name=Soulless creature=Soulless weapon=Claw
name=Soulless_Warrior_1 creature=Soulless_Warrior weapon=Spear item=Ring_Mail_Cuirass
name=Soulless_Warrior_2 creature=Soulless_Warrior weapon=Broad_Sword item=Chain_Mail_Hauberk
name=Sword_Barbarian creature=Barbarian weapon=Great_Sword item=Full_Leather_Armor
name=TC_Archer creature=TC_Archer weapon=Short_Sword item=Full_Leather_Armor item=Helmet
name=TC_Glaive_Footman creature=Human weapon=Glaive item=Full_Leather_Armor item=Helmet
name=TC_Imperial_Glaive_Footman creature=TC_Imperial_Footman weapon=Spear item=Full_Scale_Mail item=Helmet
name=TC_Imperial_Guard creature=TC_Imperial_Guard weapon=Falchion item=Full_Scale_Mail item=Helmet item=Tower_Shield
name=TC_Imperial_Spear_Footman creature=TC_Imperial_Footman weapon=Spear item=Full_Scale_Mail item=Helmet item=Tower_Shield
name=TC_Pike_Footman creature=Human weapon=Pike item=Full_Leather_Armor item=Helmet
name=TC_Spear_Footman creature=Human weapon=Spear item=Full_Leather_Armor item=Helmet item=Tower_Shield
name=Tribal_Warrior creature=Tribal weapon=Dagger weapon=Dagger item=Full_Leather_Armor
name=Ulm_Guardian creature=Ulm_Guardian weapon=Halberd item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_1 creature=Ulm_Infantry weapon=Battleaxe item=Full_Chain_Mail item=Helmet
name=Ulm_Infantry_10 creature=Ulm_Infantry weapon=Morningstar item=Full_Plate_of_Ulm item=Full_Helmet item=Tower_Shield
name=Ulm_Infantry_2 creature=Ulm_Infantry weapon=Battleaxe item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_3 creature=Ulm_Infantry weapon=Flail item=Full_Chain_Mail item=Helmet
name=Ulm_Infantry_4 creature=Ulm_Infantry weapon=Flail item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_5 creature=Ulm_Infantry weapon=Hammer item=Full_Chain_Mail item=Helmet item=Tower_Shield
name=Ulm_Infantry_6 creature=Ulm_Infantry weapon=Hammer item=Full_Plate_of_Ulm item=Full_Helmet item=Tower_Shield
name=Ulm_Infantry_7 creature=Ulm_Infantry weapon=Maul item=Full_Chain_Mail item=Helmet
name=Ulm_Infantry_8 creature=Ulm_Infantry weapon=Maul item=Full_Plate_of_Ulm item=Full_Helmet
name=Ulm_Infantry_9 creature=Ulm_Infantry weapon=Morningstar item=Full_Chain_Mail item=Helmet item=Tower_Shield
name=Ulm_Pikeneer_1 creature=Ulm_Pikeneer weapon=Pike item=Full_Chain_Mail item=Helmet
name=Ulm_Pikeneer_2 creature=Ulm_Pikeneer weapon=Pike item=Full_Plate_of_Ulm item=Full_Helmet


-Cherry

[ December 17, 2003, 19:49: Message edited by: Saber Cherry ]

UNIVAC December 17th, 2003 10:13 AM

Re: Anyone want to help with the combat simulator?
 
Quote:

Thanks so much! Now Atlantis is (essentially) complete=)
<font size="2" face="sans-serif, arial, verdana">Essentially? I left any AT units behind? Maybe Summons? Please tell me so i do it better next time http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Coral weapons have "weak poison" not "strong poison" so I changed poisondam=15 to poisondam=5 (weak is 5, strong is 15, death is 35, according to the devs)

Added "Lobster_Claw", which has different stats than "Claw", even though Illwinter gives them the same name.
<font size="2" face="sans-serif, arial, verdana">Ooops, sorry!!

Quote:

Renamed "AT_Atlantian_Spearman_X" to "AT_Spearman_X"
<font size="2" face="sans-serif, arial, verdana">No problem, but in the total data list you have posted, the names remain the same i put them "AT_Atlantian_Spearman_X".

Saber Cherry December 17th, 2003 09:48 PM

Re: Anyone want to help with the combat simulator?
 
Quote:

Originally posted by UNIVAC:
Essentially? I left any AT units behind? Maybe Summons? Please tell me so i do it better next time http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">

Well... a few things are missing, and they are not your fault, because they can't be included yet... but it does mean that the nation's data is not complete. First off, War Lobsters get trample, and that is not yet simulated (or tracked). Second, some AT mages have random magic paths... and a random fire or earth will boost Attack or Protection. Again, not yet simulated or tracked, so those stats cannot be entered. Third, the Atlantian coral armors are spiky, and can do damage (maybe) and poison damage to attackers with short weapons. But I don't know how to calculate that stuff yet, or the attack, damage, and length values for the armor.

The only thing I can really pin on you is this: you forgot riderless War Lobsters http://forum.shrapnelgames.com/images/icons/icon10.gif Though I didn't doublecheck most of your data, so possibly, for example, the Shambler Chief's base creature has different stats than a Shambler. Often commanders have slightly higher base stats.

Quote:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Renamed "AT_Atlantian_Spearman_X" to "AT_Spearman_X"
<font size="2" face="sans-serif, arial, verdana">No problem, but in the total data list you have posted, the names remain the same i put them "AT_Atlantian_Spearman_X". </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ah, silly me, I used data from the wrong source=) I changed it in the post below.

And thanks again! http://forum.shrapnelgames.com/images/icons/icon7.gif

-Cherry

UNIVAC December 18th, 2003 01:19 AM

Re: Anyone want to help with the combat simulator?
 
Quote:

Well... a few things are missing, and they are not your fault, because they can't be included yet
<font size="2" face="sans-serif, arial, verdana">Hehe i meant implemented parts of the sim.


Quote:

The only thing I can really pin on you is this: you forgot riderless War Lobsters Though I didn't doublecheck most of your data, so possibly, for example, the Shambler Chief's base creature has different stats than a Shambler
<font size="2" face="sans-serif, arial, verdana">I havent seen such Lobster, and shambler Chief and base shambler share stats...but i forgot Triton family, not 100% Atlantis, but sea creatures after all.Here we go

**** CREATURES

name=Triton hp=10 str=10 att=10 def=10 prec=10 mr=11 mrl=10 ap=20 gold=10 res=1 bEnc=3
name=Triton_Lord hp=12 str=10 att=10 def=10 prec=10 mr=11 mrl=10 ap=20 gold=10 res=1 bEnc=3

**** UNITS
name=Triton_1 creature=Triton weapon=Coral_Knife
name=Triton_2 creature=Triton weapon=Coral_Spear
name=Triton_Guard creature=Triton weapon=Coral_Spear item=Turtle_Shell_Shield
name=Triton_Lord creature=Triton_Lord weapon=Coral_Spear item=Coral_Cap item=Turtle_Shell_Shield

Saber Cherry December 18th, 2003 06:25 AM

Re: Anyone want to help with the combat simulator?
 
Thanks again!

...ever wondered which Tritons to buy? Well, the results are in! The knife ones are REALLY bad, even for a 1-resource cost!

Also, tritons versus atlantians, with the same equipment, are equivalent in combat power.



'Triton 1' versus 'Triton 2' in 100000 bouts.
Attacker's deathmatch score: 274 - approximately 27.4% wins.
Attacker's gauntlet score: 336 - approximately 33.6% wins.

'Triton 1' versus 'Triton Guard' in 100000 bouts.
Attacker's deathmatch score: 175 - approximately 17.5% wins.
Attacker's gauntlet score: 284 - approximately 28.4% wins.

'Triton 2' versus 'Triton Guard' in 100000 bouts.
Attacker's deathmatch score: 356 - approximately 35.6% wins.
Attacker's gauntlet score: 403 - approximately 40.3% wins.

'Triton 2' versus 'AT Spearman 1' in 100000 bouts.
Attacker's deathmatch score: 503 - approximately 50.3% wins.
Attacker's gauntlet score: 504 - approximately 50.4% wins.



Remember, the difference between "deathmatch" and "gauntlet" is that in deathmatch, if either unit dies, both are replaced with fresh units... whereas in gauntlet, if a unit dies, only the dead one is replaced, and the winner keeps fighting with the same fatigue and HP.

-Cherry

Sammual December 18th, 2003 01:40 PM

Re: Anyone want to help with the combat simulator?
 
Cherry,
Any chance we can get the units numbered to match the Unit Numbers in the game?

Sammual

Saber Cherry December 18th, 2003 06:59 PM

Re: Anyone want to help with the combat simulator?
 
Quote:

Originally posted by Sammual:
Cherry,
Any chance we can get the units numbered to match the Unit Numbers in the game?

Sammual

<font size="2" face="sans-serif, arial, verdana">Sure! Feel free to look them up and add "unitnum=345" or whatever to each of the units. But I'm not going to http://forum.shrapnelgames.com/images/icons/icon10.gif


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