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-   -   troop damage troop loading shield troops (http://forum.shrapnelgames.com/showthread.php?t=22446)

brianeyci January 19th, 2005 11:22 AM

troop damage troop loading shield troops
 
A couple quick questions.

The settings.txt specifies 10 damage for population, is it 20 million for 1 militia, and each militia does 10 damage?

What is the exact order to load troops. I tried in the simulator, and when I load shield troops first and then my ground troops or my ground troops then shield troops, both times the simulator targets the ground troops only. The simulator isn't accurate is it? (please be sure if you want to answer I can guess too =)

Brian

brianeyci January 19th, 2005 11:28 AM

Re: troop damage troop loading shield troops
 
To be more specific,

I have 7 shield troops with 2x shield III and ECM.
I have 144 ground troops with cockpit and 3x ground cannon.

Against a large planet with 4800 population, how many troops on average will I lose? In the simulator, I only lose 2 troops. Is this accurate, and if I load the troops properly I will probably lose no troops?

Brian

Suicide Junkie January 19th, 2005 02:02 PM

Re: troop damage troop loading shield troops
 
Defending Units Per Population := "How many million people do you need for each militia unit"
Population Defender Attack Strength := "How much base damage each militia unit does" ***
Population Defender Hit Points := "How many hitpoints each militia unit has"

***
Ground Combat Damage Modifier Percent := "multiply all damage amounts by this percent to get actual damage done"

Suicide Junkie January 19th, 2005 02:36 PM

Re: troop damage troop loading shield troops
 
Quote:

brianeyci said:
I have 7 shield troops with 2x shield III and ECM.
I have 144 ground troops with cockpit and 3x ground cannon.

Against a large planet with 4800 population, how many troops on average will I lose?

Lets see...
7x( 2x60+10 ) = 910 (130 each)
144x (10) = 1440 (10 each)
- - - - - Dealing 60 damage each

You are facing:
240 militia:
10 damage each (2400)
30 hitpoints each (7200)

---

Presuming that the default to-hit is 100%, and that your racial GC modifiers balance, the first round should go something like:
You deal 60x144*0.3 = 2592
Militia deal 240*10*0.3*0.6 = 432

I'd expect you to lose one shield troop and 26 assault troops while killing a third of the enemy on the first round.

Overall I'd say about 50 assault troops lost and 2-4 shield troops to take the planet.

If you were to double your shield troops, I would expect that to change to 4-6 shield troops and assault deaths in the high 20's

---
If it starts at 50%, then the militia are pretty much hosed.
You deal 1296
They deal 240*10*0.3*0.01 = 7.2

They wouldn't be able to kill any shield troops, though a handful of assault troops could die.
It would take you 20 turns to kill them all, so this can't be it.

----

*Notes:
- Stock settings.txt values were used. This dosen't nessesarily apply to mods.
- Damage isn't strictly left-to-right. At this point in time, I believe it is a hitpoints lottery like ship internals.
- The ECM affects all allied units on the ground.
- Damage carryover between GC rounds was assumed for simplicity. Actual damage will be somewhat lower.

brianeyci January 19th, 2005 03:32 PM

Re: troop damage troop loading shield troops
 
Hrm thanks for the calcs suicide... can I ask why you multiply by .3 for damage?

Also, why do you multiply by .01 for 50%?

Brian

Suicide Junkie January 19th, 2005 05:05 PM

Re: troop damage troop loading shield troops
 
Quote:

brianeyci said:
Hrm thanks for the calcs suicide... can I ask why you multiply by .3 for damage?

Also, why do you multiply by .01 for 50%?

Ground Combat Damage Modifier Percent := 30

also, 50% - 60% (ecm) = 1% in SE4 math

Karibu January 20th, 2005 04:22 AM

Re: troop damage troop loading shield troops
 
Do you mean Junkie, that math is like this:

1 troop makes damage, equipped with 3 ground cannons (á 20 dmg)

Defender No bonuses/attacker no bonuses:
3*20*(30%) = 60*0.3 = 18 dmg.

Defender No bonuses/Attacker +25% hit bonus:
3*20*(30%+25%) = 60*0,55 = 33 dmg.

Defender +40% ECM bonus/Attacker no bonuses:
3*20*(30%)*(40%) = 60*0,3*0,4 = 7,2 dmg

Defender +40% ECM bonus/Attacker +25% hit bonus:
3*20*(30%+25%)*(40%) = 60*0,55*0,4 = 13,2 dmg

Did I understood this correctly?

Suicide Junkie January 20th, 2005 02:06 PM

Re: troop damage troop loading shield troops
 
Not quite. The 30% isn't a to-hit modifier, its a damage modifier.

So your troop with 3 ground cannons @ 20 dmg each will do only 18 damage if it hits.


ECM and Sensors add together, but never go above 99% or below 1%.

I multiplied the damage by the probability of a hit. (Based on ECM/sensors/etc)
In reality, it would be either 18 or zero, but since we're dealing with hundreds of troops, the expected damage is 18 * (probability of hit) * (number of shots)

To expand that:
[total damage per troop] * 0.3 * ( 100%-[ECM]+[CS]+[Net Racial modifier] ) * [number of troops]

With the added caveat that the whole ECM/CS/etc part in the middle is limited to values between 0.01 and 0.99


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