.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old February 9th, 2004, 03:09 AM

Pillin Pillin is offline
Corporal
 
Join Date: Dec 2003
Location: Norway
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
Pillin is on a distinguished road
Default Re: Melee Power Rankings Chart

Ahem.. looking over the chart i see some errors i've done.
replace these two in creatures and that should help

name=AR_Hoplite hp=11 mrl=12 mrst=10 bEnc=3 str=11 att=11 def=11 prec=10 ap=12 gold=11 res=0
name=AR_Hypaspist hp=11 mrl=14 mrst=10 bEnc=3 str=11 att=11 def=12 prec=10 ap=13 gold=15 res=0
Reply With Quote
  #2  
Old February 9th, 2004, 03:20 AM

Targa Targa is offline
Sergeant
 
Join Date: Jan 2004
Location: Moloch\'s Pit of Fiendish Delights
Posts: 200
Thanks: 0
Thanked 0 Times in 0 Posts
Targa is on a distinguished road
Default Re: Melee Power Rankings Chart

Quote:
Originally posted by Saber Cherry:
I'm running the sim now for Arco units versus all other units (a rectangular matrix). This will give you the relative values of arco units, but the full (square) matrix will take longer (maybe 30 minutes versus 6 hours) so I won't do it until tomorrow.
I'm looking forward to the results of the triangular, hexagonal, octagonal, and the reverse-trapezium matrix tests.

Wake up Neo...
__________________
-Targa
Targa's Avatar of the Week
Reply With Quote
  #3  
Old February 9th, 2004, 06:45 AM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Melee Power Rankings Chart

Quote:
Originally posted by Pillin:
Ahem.. looking over the chart i see some errors i've done. Replace these two in creatures and that should help
Got it=) AP doesn't affect the actual results, though, until I add trample. Or mod-output capability. So the previous results still stand
__________________
Cherry
Reply With Quote
  #4  
Old March 5th, 2004, 10:51 PM

Goad Goad is offline
Private
 
Join Date: Mar 2004
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
Goad is on a distinguished road
Default Re: Melee Power Rankings Chart

The combat simulator tells me that the number of ulm guardians or knights I can get for the first two turns of gold/resource will do far better against indies than the same amount spent on pikeneer_1s. But in play, the pikeneers seem to do dramatically better.

This seems to be for three reasons:

1, Most important, the repel causes indies to rout sooner.
2. The greater size of the starting out army with pikeneers causes my army to be less likely to rout.
3. The guardians/knights get bunched up in the default starting forces and don't actually do as much. On the other hand, if two or three knights are deployed such that they engage by themselves, they have a too high chance of dying.
Reply With Quote
  #5  
Old March 6th, 2004, 12:08 AM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Melee Power Rankings Chart

Quote:
Originally posted by Goad:
The combat simulator tells me that the number of ulm guardians or knights I can get for the first two turns of gold/resource will do far better against indies than the same amount spent on pikeneer_1s. But in play, the pikeneers seem to do dramatically better.

This seems to be for three reasons:

1, Most important, the repel causes indies to rout sooner.
2. The greater size of the starting out army with pikeneers causes my army to be less likely to rout.
3. The guardians/knights get bunched up in the default starting forces and don't actually do as much. On the other hand, if two or three knights are deployed such that they engage by themselves, they have a too high chance of dying.
Repel is important, and the morale pool is important. However, there's another factor: Being swarmed.

The power ranking chart is generally 1-on-1, while in-game combat occurs many-on-many. This has two MAJOR effects:

1) A defense decrease each time a unit is struck, which is important versus Groups, and irrelevant in 1-on-1 combat.

2) Every action causes fatigue. 6 Pikeneers with 6 encumbrance could attack 7*100/6 = 119 times before passing out. 2 Black Knights with 5 encumbrance can attack only 2*100/5 times = 40 times, plus 2 lance attacks and 40 some 10-damage hoof attacks that won't really kill anything. Total 82 attacks, but considering that half of them are "hoof" attacks... let's say 60 net attacks. So against a horde of weaklings, Black Knights would pass out before killing as many units as Pikeneers. Fatigue also decreases unit stats and so forth.

So, to see whether you're better off with pikeneers or Black Knights, simulate EXACTLY what you want to do:
code:
C:\Projects\Java\Dominions>java RectMatrix 7*ulm.pikeneer.1 2*ulm.black.knight 
vs 20*light.inf 10000
..

Deathmatch Power Ratings for 10000 rounds:

7*Ulm Pikeneer 1 ------------ Wins: 70.8% Power: 1919 Overall: 1397
2*Ulm Black Knight ---------- Wins: 12.0% Power: 189 Overall: 347
20*Light Inf ---------------- Wins: 58.6% Power: 1293 Overall: 1000

Average --------------------- Wins: 47.1% Power: 1133 Overall: 914
Median ---------------------- Wins: 58.6% Power: 1293 Overall: 1000

This fights 7 ulm pikeneers against 20 indy LI, then 2 knights against 20 indy LI. And as you can see, the pikes do better!

For reference, the syntax is:

java RectMatrix #*a1 #*a2 ... vs #*b1 #*b2 ... battles

where
# means the number of that unit type
a1, a2, ... mean the name of a unit
b1, b2, ... mean the name of a unit
"vs" is between the "a" units and "b" units.
"rounds" is the number of rounds for each engagement

This will make each unit on side "a" fight each unit on side "b" in a rectangular matrix. For example, in this scenario:

java RectMatrix 10*a1 10*a2 5*a3 vs 1*b1 1*b2 100

Each engagement would be fought to the death 100 times, and there would be 6 engagements, as follow:

ten a1's versus one b1
ten a2's versus one b1
five a3's versus one b1
ten a1's versus one b1
ten a2's versus one b2
five a3's versus one b2

[ March 05, 2004, 22:44: Message edited by: Saber Cherry ]
__________________
Cherry
Reply With Quote
  #6  
Old March 6th, 2004, 01:00 AM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Melee Power Rankings Chart

Incidentally...

Note that the big chart in this thread has "Deathmatch" rankings and "Gauntlet" rankings. The difference is that 1-on-1 "Gauntlet" is more like a real battle - units keep replacing the dead until 50 rounds are up, whereas "Deathmatch" ends as soon as one side or the other dies.

So the power rankings in "Gauntlet" mode are much more realistic for normal scenarios -1v1 "Deathmatch" is better for assassinations, Arena combat, and battles between very small armies (like a scout versus some local militia).

However, to really accurately model a large battle (homogenous on each side) you can't use the 1-on-1 numbers from the "Battle Rankings"... instead model the battle with RectMatrix or Fight using unit multipliers as shown below. The power rankings are just a sort of guideline.

If you look at Black Knights and Pikeneers in the Deathmatch mode, Black Knights are 20X as good... but in Gauntlet mode, they are only 2X as good.

Black Templars with a Nature/Earth blessing (reinvigoration/berserk/regeneration) would do much better, though. You can simulate blessing effects in the combat sim, but you have to do it in the unittypes file, not in the command line.

[ March 05, 2004, 23:28: Message edited by: Saber Cherry ]
__________________
Cherry
Reply With Quote
  #7  
Old June 11th, 2004, 07:58 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Melee Power Rankings Chart

I am bumping the old (ancient) thread having the unit listings Saber Cherry created with the help of her Java-based Combat Simulator. I think a link is somewhere in this thread, and it can be easily found by searching for Combat (not Battle!) Simulator. It produces numerical stats for units fighting. It might not support all the abilities of units, but it has most of them.

This was Last updated in (edit March, so it is a bit outdated... One more reason to learn how to 'pay for the free things'. Check the 'Time to pay up' thread for more information about that.

[ June 11, 2004, 19:08: Message edited by: Endoperez ]
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:35 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.