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  #11  
Old December 13th, 2003, 10:54 AM

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Default 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 ]
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  #12  
Old December 13th, 2003, 08:06 PM
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Default Re: Anyone want to help with the combat simulator?

Oooh, thanks! Now I guess I'll have to add range and ammo fields=)
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  #13  
Old December 14th, 2003, 09:21 AM
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Default 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 ]
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Old December 14th, 2003, 09:43 AM
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Default 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 ]
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Old December 14th, 2003, 10:28 AM
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Default 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
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  #16  
Old December 14th, 2003, 12:31 PM
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Default 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 ]
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  #17  
Old December 14th, 2003, 12:58 PM

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Default 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 (ChampionWinning_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.
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Old December 14th, 2003, 05:06 PM
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Default 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
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  #19  
Old December 15th, 2003, 07:20 AM

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

I_can't_space!



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
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Old December 15th, 2003, 08:07 AM
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Default Re: Anyone want to help with the combat simulator?

Quote:
Originally posted by Zen:
I_can't_space!

Hey!!! That's not nice 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?

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
And mine!

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.
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