Fist of all, thank you for this post.
A lot of it has come as quite a revelation to me.
Now, are these numbers mostly a result of your personal testing or do they come from the combat sim?
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Really great work guys. Thanks from us dummys.
I verified timing on quite a few combinations personally, after that it was mostly sampling sim checks. And there could be other factors involved behind the scenes that cannot really be observed, but I think this should be pretty close. And I only personally verified results against regular camps and Witch Towers, Dark Castles and White Castles. I did not check the numbers versus the Watchtowers and Reinforced.
I am very confident that the unit type only needs to be 'represented' to contribute to the building destruction, and that Cannons deal double their Damage.
Asipak's numbers also seem to assume Archers (Bowmen, Longbowman and Crossbowman) get an accuracy bonus for attacking a Tower (I had always assumed the bonus only applied to the units within the tower) so that they would always hit for their max damage. I have NOT verified if this is correct... so if you are seeing longer actual destruction times when using Archers then Asipak's Sim is indicating, this might be the reason.
Definately test the different scenerios yourself, but you should have a good starting point now.
seams the longest battles are against archer tower which are wiped out buy calv. in the first round, go figure
Yea, no doubt.
As far as Asipak is concerned, it seems like he's following a similar concept to what you have described.
But his numbers are really hard to judge, since we haven't seen the actual math behind them.
Although I can say with confidence that those numbers are off, I have absolutely no idea where the errors are.
On a side note, I find it extremely strange that BB wouldn't just release this information.
What are they afraid of, that we block too many camps?
Who cares if its an undocumented feature?
Who cares if it didn't exactly turn out the way it was planned?
It's a good thing, it makes the game more interesting, so suck it up and embrace it!
Nothing to add here. It's completely correct.
That isn't correct. Why do you think so?Quote:
Asipak's numbers also seem to assume Archers (Bowmen, Longbowman and Crossbowman) get an accuracy bonus for attacking a Tower (I had always assumed the bonus only applied to the units within the tower) so that they would always hit for their max damage. I have NOT verified if this is correct...
I think this has to do with something he and I were discussing yesterday. We were discussing the upper right dark castle on BK and a combination he had that did not seem to calc out the same for destruction time as the sim.
The combination was 1r 22m 1s 1c 110b 1lb 114a
Link for sim results:
http://settlersonlinesimulator.com/d...=15#sim-result
The sim shows 5-6 rounds for distruction but if you manually add the hit points for all the troop types per round as follows:
recruit = 15 - 30 hit
militia = 20 - 40 hit
soldier = 20 - 40 hit
calv = 5 - 10 hit
bow = 20 - 40 hit
lbow = 30 - 60 hit
xbow = 45 - 90 hit
gen = 120 hit
You get - Hit point range per round = 275 - 430
If a Dark Castle takes 2000 hit points for destruction then
Min Destruction Rounds = 2000 / 430 hit per round = 4.65 = 5 rnds (which sim has)
Max Destruction Rounds = 2000 / 275 hit per round = 7.27 = 8 rnds (sim shows 6 instead of 8)
I'm hoping my above info of 2k and hit point valuations is correct but I believe the question here is the sim showing range of 5-6 destruction rounds rather than 5-8 rnds etc.
So do the Bow, Lbow and Xbow minimum hit points get a bonus each round against castles etc? If so, and the mins doubled, that would add 95 hit points to each round causing the max number of destruction rounds to be 6 as the sim states.
I think that is the question and point because I believe he saw the destruction of the Dark Castle take longer than the max of 6 rounds that the sim shows.
So the bottom line is either my info somewhere is flawed or it's something else.
Because it was a possible explaination as to why your min-max calculations were not coinciding with mine when I was trying figure out why an example I had with Archers in the mix did not seem to jive with yours. But since then I started looking at other examples and your results are not matching with what I was expecting, so I am now assuming some of my basic assumptions must be incorrect.
For example: If I calculate a Tower destruction with a Garrison of all soldiers, with the assumptions I made, I have to following:
Each round I would do the following in dmg to the building:
Soldier type (20-40)
General (120)
So I am looking at 140-160 in damage each round.
Your sim indicates a range of 13-14 rounds to destroy the tower.
However, if I fail on my accuracy rolls everytime, I only get 14 * 140 damage for a total of 1960 in damage which would mean it would take another round to take out the tower IF 2000 is the correct amount of Health and my expected damage per round is correct.
So my question is: for your sim, what is your expected damage per unit type? What is the amount of Health you are using for the tower?
I certainly didn't do enough self tests to be absolutely confident in my assumptions, so I would love to know what numbers your are using for your sim, as well how you determined them.
Please calc the average damage of your units.
implies that you will have 8 rounds with the worst case. That's very unlikely.Code:2000 / 275
[edit]
Okay, you've edited your posting, but the meaning is the same. You've anticipated the worst case.
Ahhh... sorry, it's another posting.
Your values are correct.Quote:
What is the amount of Health you are using for the tower?
I'm off now. I'll answer later or tomorrow.
Oh! Well that would explain it if the range in rounds you display in your sim is the expected average number of rounds and not the possible Minimum and Maximum. Good to know.
Question then: What is your threshold for determining if the possible Min/Max should be included or not?
10000 repetitions of the battle against the building! If you don't find a round in the result, that would have been part of the worst-case, its chance is lower than 1/10000*100 = 0.01%. That's good enough, I think.Quote:
uestion then: What is your threshold for determining if the possible Min/Max should be included or not?
Nothing to add here! It's completely wrong!Quote:
this is fun and all but enemy camp destruction times do not vary from attempt to attempt. its always 10 sec per round + 10 sec bar, double time for tower and castle. that is my experience with the game. always 30 sec for 2 round leader
Example: http://www.youtube.com/watch?v=XZ3rQD-ad5U
Time: 240 seconds to destroy the building!
Enjoy!
That's not the question!Quote:
but why would you care predicting destruction time of stuff unless you want to blok on it
Because you didn't pay attention to it. You need special army settings to defeat a normal camp in 1 round (=10s normal general), so in most cases you'll always observe the same time of 20s (normal general).Quote:
all im sayin that i never had any difference in camp desruction time
No. I've got many of those videos to proove that lags aren't responsible for these times. But i won't upload them just because 1 guy isn't believing me. ;)Quote:
i think the difference that you're observing is caused by server lag
Wrong!Quote:
formula 10sec per round + 10 sec victory bar, double that for dark castle, works 100% of attempts for me for me
No argument!Quote:
plus this game is really easy
Hmm, I don't get the point here.Quote:
usually bloks go way over the leader battle and the bloks that cut short like in db no one ever does, when i tell people that i blok every other leader in db, they dont believe me, i think
Thanks. ;)Quote:
anyways, good luck with your guides i hope it helps you get lucky or something
Regards
Indeed, why bother trying to understand something that has somehow been working thus far.
What if you jinx it with your stupid math, tables, and other mambo-jumbo, and it suddenly stops working?
What then??
WILL WE ALL HAVE TO LEARN TO COUNT?!!
SUCH BLASPHEMY!!!
At this point I find myself with nothing left to say on the matter other than to quote an earlier post from this very thread.
http://cdn.gunaxin.com/wp-content/up...a-costume1.jpg
Well, BB just told us, on the german forum, that it's 20s per round.Quote:
lets just aks bb if its 10 sec per round + 10 sec victory bar
I'm out of this discussion. It is all said!
Regards
I just had a very strange experience in SFTR.
It was a 10 round white castle fight that was supposed to take 200-220 seconds according to this simulation.
It took 120 seconds, including the destruction.
The health bar resembled a regular bandit camp with the speed at which it was diminishing.
I wish I was recording at the time.
Any ideas on what could've happened there?
Hmm, no, I have no idea. Perhaps it was a lag. I really like to see a recording of the time. In general, without lags, the visualization of the time in the game is very exact.
I'm not sure about the hit points of this building. Maybe it's only 250 HP. Extract of the game settings file:
I'm not sure if the building named „Castle“ is the white castle. As the resource names are:Code:<Building name="tent_traitors_leader" hitPoints="250" constructWithoutSettler="true" maxUnits="25" isWarehouse="true" >
<BuildingUpgradeBonuses></BuildingUpgradeBonuses>
<Blocks>
<Block x="0" y="0" blockingType="1"/>
<Block x="0" y="-1" blockingType="2"/>
<Block x="0.5" y="-0.5" blockingType="2"/>
<Block x="1" y="0" blockingType="2"/>
<Block x="-0.5" y="-0.5" blockingType="2"/>
<Block x="0.5" y="0.5" blockingType="2"/>
<Block x="-1" y="0" blockingType="2"/>
<Block x="-0.5" y="0.5" blockingType="2"/>
<Block x="0" y="1" blockingType="2"/>
</Blocks>
</Building>
[...]
<Building name="Castle" hitPoints="2000">
<Costs>
<Cost name="Marble" count="150"/>
<Cost name="RealPlank" count="150"/>
</Costs>
<Blocks>
<Block y="1.5" x="0.5" blockingType="1"/>
<Block y="1" x="1" blockingType="1"/>
<Block y="0.5" x="0.5" blockingType="1"/>
<Block y="0" x="0" blockingType="1"/>
<Block y="0.5" x="-0.5" blockingType="1"/>
<Block y="1" x="-1" blockingType="1"/>
<Block y="1.5" x="-0.5" blockingType="1"/>
<Block y="1" x="0" blockingType="1"/>
<Block y="2" x="0" blockingType="1"/>
<Block y="2.5" x="0.5" blockingType="2"/>
<Block y="2.5" x="-0.5" blockingType="2"/>
<Block y="3" x="0" blockingType="2"/>
<Block y="2" x="-1" blockingType="2"/>
<Block y="1.5" x="-1.5" blockingType="2"/>
<Block y="1" x="-2" blockingType="2"/>
<Block y="0.5" x="-1.5" blockingType="2"/>
<Block y="0" x="-1" blockingType="2"/>
<Block y="-0.5" x="-0.5" blockingType="2"/>
<Block y="-1" x="0" blockingType="2"/>
<Block y="-0.5" x="0.5" blockingType="2"/>
<Block y="0" x="1" blockingType="2"/>
<Block y="0.5" x="1.5" blockingType="2"/>
<Block y="1" x="2" blockingType="2"/>
<Block y="1.5" x="1.5" blockingType="2"/>
<Block y="2" x="1" blockingType="2"/>
</Blocks>
</Building>
, it could be possible that the white castle is „tent_traitors_leader“. And this building only has got 250 HP.Code:<ResourceDefinition id="0" name="Population" MaxLimit="50">
<!-- 2.77e-4 is 1 Settler in 1 hour 1/3600 -->
<Creation CreationId="0" type="CreatedAlways" CreationTime="900"/>
<ExpandMaxLimit ByBuilding="SimpleResidence" Amount="10"/>
<ExpandMaxLimit ByBuilding="NobleResidence" Amount="30"/>
<ExpandMaxLimit ByBuilding="tent_traitors_leader_Deco" Amount="50"/>
<ExpandMaxLimit ByBuilding="WitchTower_Deco" Amount="100"/>
<ExpandMaxLimit ByBuilding="Dark_Castle_01_Deco" Amount="100"/>
</ResourceDefinition>
It would be great if you can do some more attacks on this building to check out its real hit points.
I'll add a hint to this building in the simulator that the values aren't confirmed.
Regards
[edit]
Hmm, yes, I think it's only 250 Hp.
I'll change it in the simulator. Thanks for this hint.Code:<Building name="tent_traitors_leader" hitPoints="250" constructWithoutSettler="true" maxUnits="25" isWarehouse="true" >
<BuildingUpgradeBonuses></BuildingUpgradeBonuses>
<Blocks>
<Block x="0" y="0" blockingType="1"/>
<Block x="0" y="-1" blockingType="2"/>
<Block x="0.5" y="-0.5" blockingType="2"/>
<Block x="1" y="0" blockingType="2"/>
<Block x="-0.5" y="-0.5" blockingType="2"/>
<Block x="0.5" y="0.5" blockingType="2"/>
<Block x="-1" y="0" blockingType="2"/>
<Block x="-0.5" y="0.5" blockingType="2"/>
<Block x="0" y="1" blockingType="2"/>
</Blocks>
</Building>
<Building name="tent_traitors_leader_Deco" hitPoints="250" constructionDuration="90" subType="Deco" >
<BuildingUpgradeBonuses>
<Buff level="0" tradable="false" buffType="Upgrade" />
<Buff level="1" tradable="false" buffType="Upgrade" />
</BuildingUpgradeBonuses>
<Blocks>
<Block x="0" y="0" blockingType="1"/>
<Block x="0" y="-1" blockingType="2"/>
<Block x="0.5" y="-0.5" blockingType="2"/>
<Block x="1" y="0" blockingType="2"/>
<Block x="-0.5" y="-0.5" blockingType="2"/>
<Block x="0.5" y="0.5" blockingType="2"/>
<Block x="-1" y="0" blockingType="2"/>
<Block x="-0.5" y="0.5" blockingType="2"/>
<Block x="0" y="1" blockingType="2"/>
</Blocks>
</Building>
Hey Asipak,
Last couple of days, that skull that you click to get to the camp combos and such has disappeared, anything happen to the ref image file?
Also, just like to point out, in your map popup, in the upper right section you have a camp showing as 120nomads and 80 composite bow but i believe it's 120 nomads and 80 Lance Riders, since those types and numbers are put into the ride side for sims, someone who isn't double checking or paying attention may mess up a bit.
It should be a cache problem. Please delete your browser cache or press [F5].Quote:
Hey Asipak,
Last couple of days, that skull that you click to get to the camp combos and such has disappeared, anything happen to the ref image file?
I'll check it.Quote:
Also, just like to point out, in your map popup, in the upper right section you have a camp showing as 120nomads and 80 composite bow but i believe it's 120 nomads and 80 Lance Riders, since those types and numbers are put into the ride side for sims, someone who isn't double checking or paying attention may mess up a bit.
Hi Asipak,
Thought I'd link the following issue here.
I was examining the difference in the destruction of the middle witch tower in RB with an xbow combination and a cannon combination. According to the sim, the combination of 40R 120B 1LB 1XB 88K shows a one round battle with total destruction from battle start as:
Witch tower 4-5 80-100 40-50 100-120 50-60 10000
and indeed it turned out to be 50 seconds from start to finish.
I then ran the same battle against the same tower with an xbow combination of 38R 1M 1S 120B 1LB 89XB and it also was a one round battle (as I verified from the Battle Report replay) where the sim showed:
Witch tower 5-6 100-120 50-60 120-140 60-70 10000
However the actual total destruction time that took place was 80 seconds instead of the 60-70 secs expected (as you can see in the below video capture), so I"m wondering what is happening here in terms of it taking an apparent 10secs or extra round for the xbow version. Any ideas?
I'm providing links to video capture of both the cannon and the xbow battles. By the way, the last attacking general is the Vet hitting the tower, with the tower battle starting around the 2:18 mark for the xbow video.
Cannon Video Link: youtube.com/watch?v=CYMWW_-QsaM
Xbow Video Link: youtube.com/watch?v=EI7jIQXyqvw
Thanks for your thoughts in advance.
Hmm. That's strange. I've repeated the battle against the building another 10000 times, but there is not a 7th round.
You're right, the battle against the tower takes 70s but I have no idea why. Perhaps it's because of some dead unit types. But I have a video to proof that also the dead types have to take part of the battle:
Simulation
Video: http://www.youtube.com/watch?v=TMGjh...layer_embedded
Time: 50s
If I simulate a battle with cannoneers only, the battle takes 6-7 rounds.
Strange. Do you guys have an idea?
Regards
[edit]
Calculation (estimated; well below the average):This would be the case, if the hit percentage of the units was 50%. We all know, it's much better, so the calculation isn't wrong. There must be another reason.Code:HP | G R M S B LB A
2000 / (120 + 22.5 + 30 + 30 + 30 + 45 + 67.5) = 5.797 (6 rounds)
I know there has to be a reason in there somewhere. I think that 40 you have above is 45 for median btw but that would bring the 50% average rnds only down to 5.79 (6 rnds) still.
If all minimums hit which i know is not realistic then it would be 2000/270 = 7.407 rnds destruction (8rnds) worst case. But as you mentioned above in 10,000 iterations you never saw even 7 rnds.
I did run this combo on the left tower 143R 1M 1S 103E 1B 1LB (2 Rnds + 6-7 Rnds (destruction) = 80-90 Seconds) and it did come out to a total of 80secs for completion so that matches your sim.
The only diff I see between this and the other combo is that in this i had elites and no xbow, in the other combo i had xbow and no elites, and plus the fact that the left tower was 2 rnds whereas the middle battle was 1 rnd.
I'm baffled at the moment but just for clarity I am providing the below link which is the Battle Report replay from the attack on the middle tower again, showing indeed 1 round which does mean that somehow somewhere the destruction part is 70 secs or 7 rnds since the total verified length was 80secs.
youtube.com/watch?v=rJZphH2NqhY
Asipak,
Yes we, (Lesson, Phenix0cs and I) have been researching it and I believe Lesson has come up with proof and explanations for the difference(s) seen. We'll be posting soon, so stay tuned.
Asipak,
Sanii, Phenix0cs and I have been compiling some data over the last couple days and I think we can now safely say that we have found the issue.
The issue is that within the game itself, Dead units are not participating in the Destruction time. Only unit types with a surviving member at the end of the last round get to participate in Destruction portion of the fight. It would make sense that the dev’s would attempt to echo a scenario that takes place in real life such as this.
I too had been under the belief that dead units would participate, so either something had changed semi- recently or we did not as thoroughly test that assumption in the past.
The best example we have of this is in this battle depicted in Sanii’s example here: Video
In this example, every unit type is represented (114r 1m 1s 129e 1c 1b 1lb 1x 1k), so according to the simulation, we have an expected Destruction time of 3-4 Rounds. However, every unit type except for the Elites are Dead before the end of the final round, and so we have a Destruction time of 13 rounds, (which matches your sim of 13-14 rounds if it is configured for only the Elite type), rather than the prior much shorter estimate that utilized all the original troop types for destruction.
We ran many different trials with different combinations, (we have them all in a spreadsheet), not just this one, where we varied it so that we had units dying in different rounds You’ll notice in the example above, the Cannon, which would cause the biggest difference in destruction time, didn’t die until the 2nd (last) round (see replay of battle at end of video), yet he still did not get to participate in the camp destruction.
I rewatched your Proof video in post #67. You don’t show the units alive after the battle is over, so perhaps an Elite or even a Recruit + Elite was also still alive at the end of the battle? When I ran a simulator on the configuration you used, I only saw losing both elites about 7% of the time.
Interested in your thoughts, and if you have a chance to verify with your own trials. Please contact us at your earliest convenience!
Best Regards,
Lesson, Sanii and Phenix0cs
P.S. From Sanii - Personally, I am convince based upon the results that the game itself does imitate real life action whether it was added later by dev’s or not. I believe if you reflect this “dead units tell no tales nor destroy buildings” concept, your simulator will be even more utilized by people as the best and as we spread the tale.
Man, calculating it was already a bitсh before...
Gj figuring it out guys.
Hi!
Thanks for your great work. I changed the settings of the calculation. Only unit types that are alive after the battle take part of the fight against the building.
This really makes more sense, perhaps BB discovered this „bug“ and fixed it. Do all your collected data match now to the results of the simulator?
I don't see any elite soldier alive after this simulation. They always die: Simulation. The simulator now predicts a fight against the building about 6-7 rounds, but the video shows only 5. The only reason for this might be a fix of BB.Quote:
I rewatched your Proof video in post #67. You don’t show the units alive after the battle is over, so perhaps an Elite or even a Recruit + Elite was also still alive at the end of the battle? When I ran a simulator on the configuration you used, I only saw losing both elites about 7% of the time.
Regards
Ok, something is still wrong.
Look at this simulation.
Keep refreshing and checking the "fat" building destruction times.
Sometimes it goes 7-8 rounds, and sometimes 8-9.
Are you positive it really does 10,000 simulations?
You are also losing a ton of Cannons, since you are looking at the config for the middle tower. The video is of the First (Left) tower. Try this Simulaton.
Since the surviving troops are going to be variable (most of the time) he is going to have to run a couple variations of the building destruction times to get the proper range. Probably a set of 10000 based on the surviving troops win minimal losses, and another based on surviving troops with Maximum losses (that was still a win).
He might currently be running only the results from the last battle sim.
Just speculating.
Hmm, I'm not sure if that's right because in the video he's attacking middle tower, isn't he?Quote:
You are also losing a ton of Cannons, since you are looking at the config for the middle tower. The video is of the First (Left) tower.
That's the point. I think I have to save some more details for each battle for being able to get the proper range.
Yes, I can do that, but that won't solve the problem.Quote:
Asipak, would it be beneficial to perhaps add at the top of the destruction times window, the surviving troop types to help out with this at this time?
Good idea, that should be enough.Quote:
Probably a set of 10000 based on the surviving troops win minimal losses, and another based on surviving troops with Maximum losses (that was still a win).