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Thread: Castle Empire Combat Simulator

  1. #31
    Settler
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    remember that if you carry bow, the dog will attack bow 1st - where in the simulator they will attack your recruit 1st
    (they prob. will attack cav 1st after bow)

  2. #32
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    Yeah, too late. I used 100 recruits, 69 bow, 8 militia, and 23 Cavalry against 113 dogs. Lost 23 cavalry and 59 bow. Simulator had me losing 21 recruits only.

    I guess I should have left the cavalry and bow out. What good is the Cavalry?

    If I use 100 recruits and 8 militia only against 113 dogs, the simulator has me losing only 24 recruits. Even with 30 recruits, 69 bows, and 23 cavalry, the simulator only had me losing 23 recruits.

    That is a shame. Simulator is kind of useless if there are dogs involved.

    Edit:
    Next battle
    109 recruits, 10 bows, 26 militia, 12 cavalry vs 60 dogs, 120 Rangers
    Battle simulator predicted 109 recruits lost and nothing else.
    Actual
    109 recruits, 10 bows, 18 militia, 12 cavalry. - only 8 cavalry left.

    Again - not very good. Even if the bows and cavalry are ignored, losing the extra 18 militia isn't very good.
    Last edited by ron7; 08-07-11 at 08:59 pm.

  3. #33
    Settler Cenzton's Avatar
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    Quote Originally Posted by Selak View Post
    I know that stuff...its just that the dogs will kill the general first if there is not enough other units to absorb all the dogs potential damage. so going with a few recruits and other thing to try nd see what the dogs hit first and wanting to keep loses low, results in dogs killing general first. As for the simulator program, It currently has dogs attacking units in the correct order (cavalry, bowman/long bowman, recruits, militia, and so forth).
    It doesn't have the dogs attacking in the correct order though. I've put in some random numbers and you don't show bowmen losses if dogs are involved (or cavalry at that).

    This leads me to believe that the program also doesn't take into account of what first strike actually does, though I don't really have a way of proving that currently without doing more math than I want to right now.
    When life gives you lemons? Don't make lemonade! Make life take the lemons back! Get mad! I don't want your **** lemons! What am I supposed to do with these!
    On hiatus from the game currently.

  4. #34
    Settler Aurorah's Avatar
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    Dogs/Cav have first Strike in the calc, they do not however have trample so they target recruits first in the calc instead of the unit with the lowest HP.

  5. #35
    Settler
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    First strike / last strike should be working fine in the simulator from what I've seen. It's trample (attacks lowest unit HP first) that isn't coded right.

  6. #36
    Soldier
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    not sure why you guys are getting different results but every time i have dogs or cav involved in any simulation i run they attach the unit with the lowest Max HP first be it dog/cav, then bowman/stonethrowers, and so forth. unless its with the last three bosses that have the courageous trait...i have not messed with them from the original program yet because it appears that they were just rigged in to work right instead of giving them a trait to say they were courageous.

    In a few moments I will update first post with the most recent version i have as some of the fixes i have done may solve the problems you are seeing already. As i was looking at the code the other day it turns out the german that original made the program had the right idea for many things but then got confused or rushed through things and used the wrong variables in spots or forgot to finish of if / else statements correctly and the like. I have found several of those kinds of fixes that had to be done.

  7. #37
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    This doesn't have anything to do with the combat calculator, but I was wondering if others have noticed that the "accuracy" isn't working in the game. THe dogs are supposed to only have 60% accuracy, but I noticed that 30 dogs killed 30 cavalry even though they should have theoretically 'missed' 40% of the time...

  8. #38
    Recruit
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    Works better now.

    Same examples from above.
    I used 100 recruits, 69 bow, 8 militia, and 23 Cavalry against 113 dogs.
    Lost 59 bows and 23 cavalry.
    Simulator
    64 bows and 23 cavalry lost. Not bad.


    Next battle
    109 recruits, 10 bows, 26 militia, 12 cavalry vs 60 dogs, 120 Rangers
    Actual
    109 recruits, 10 bows, 18 militia, 12 cavalry. - only 8 militia left.
    Simulator
    109 recruits, 10 bows, 11 Militia, 12 cavalry - only 15 militia left.

    Again, pretty good.

    In both cases, it showed the General dying even though I won both times.
    Last edited by ron7; 08-08-11 at 02:15 pm.

  9. #39
    Soldier
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    Quote Originally Posted by ron7 View Post
    Works better now.

    Same examples from above.
    I used 100 recruits, 69 bow, 8 militia, and 23 Cavalry against 113 dogs.
    Lost 59 bows and 23 cavalry.
    Simulator
    64 bows and 23 cavalry lost. Not bad.


    Next battle
    109 recruits, 10 bows, 26 militia, 12 cavalry vs 60 dogs, 120 Rangers
    Actual
    109 recruits, 10 bows, 18 militia, 12 cavalry. - only 8 militia left.
    Simulator
    109 recruits, 10 bows, 11 Militia, 12 cavalry - only 15 militia left.

    Again, pretty good.

    In both cases, it showed the General dying even though I won both times.
    That is real odd on the general part because in terms of the program dealing damage to the General it should more or less ignore that he exists until all other units are dead. I will check that out though.

  10. #40
    Soldier
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    ok i have run the same simulation and i am getting the same result.... which unfortunately does not match the code should be doing. It is going to take some time to try and fix that one but I'm on it.

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