HungryTales,
hungrytales wrote:My point exactly. The thing is, 'this detailed and up to date description of battle mechanics' is so far
not available, at least to (the limited extent of) my knowledge. My 2 attempts at learning the exact phases of battle calculations (what comes first, when caps are applied) on the forum went answerless. Now I have a much better understanding why
Actually it's been fully answered already in the forum. I recall your post asking about it but I assumed you eventually did a search and found the thread where Piranha laid out the how bonus's worked and the exact order they are calculated, the min/max values etc. It was in a very long thread where LickKing and I were discussing bonus's and how they worked. It shouldn't take long to find.
There are several other threads that describe the basic mechanics of simple combat between units where no bonus's are involved. So nothing is 'hidden' at all although it does require a search to find exact details if one is looking for them.
hungrytales wrote:By any known definitions rules are what constitutes a game and by definition they should be clear and available to players. And the true reason I felt like I needed a calculator was I wanted to understand the game better. That's the core of this and I sincerely don't think there's any harm in wanting to understand the game better (it's probably one of the main reasons for having this forum in the first place :>).
I agree 100% that all the rules should be clearly available to players. Eventually someone needs to write a detailed description of the combat mechanics with some example. Piranha/Snotling are far too busy to do it. I suspect a few of the long time players like myself, LichKing and a couple of others could do it but believe me, it takes a lot of time (1-2 hours) to write it all up and fact check it. Usually asking questions about a specific topic of interest in the battle mechanics will get someone to reply but asking for the overall rules is going to be too much for anyone to do in one post.
hungrytales wrote:I see the greatest reservation one can have for having a battle calculator in the current state of things (game in beta, calculator as a separate program) is that it drags gameplay towards
hardcore and afar from
casual. It's something I imagine piranha and Snottling would see as not too desirable as they probably want to keep the game as approachable to as many people as it's only possible considering the times and the genre
.
From their perspective, if the community developes itself a calculator and it's use becomes common, then new players learn that if you want to stay competitive playing our game you have to download this additional thingy, learn to use it, do this and this and so on. Probably doesn't sound like a lot of fun to most
Actually I think it's the other way around. The Battle Calculator takes a lot *away* from the game. For example, a long time ago I used to play tournament chess. In tournament games it was obviously strictly forbidden to consult books or other players during games for help with your moves. These days I like to go to my local Casino and play hold-em Poker. If someone showed up at a Hold-em Table with a poker book that contained all the odds for the hands or had a computer program that listed those odds and advised you of the bets to make you'd be asked to leave. That is in essence what the Battle Calculator does. It takes away all the learning of the rules of the game and instead says, 'here you go, here is the exact odds of winning and what the best fight order is to use and your losses of units'. So I think it's absurd to allow a battle calculator in ladder games and even in casual games it really has no place.
On the other hand, a battle calculator that shows odds in solo games against the AI to help players learn the game. I'm all for that. That helps newbie players learn the mechanics of combat, the odds, how fight order matters etc. But once you start playing even casual games against other humans I think there is no place for the calculator because part of the game at that point is to make decisions on your own with your knowledge of the game. Otherwise players will never get any better at the game. In Ladder Games especially, everything should be hidden so that nothing should be available about your opponents armies.
hungrytales wrote:Preferably involving the shape of what we discussed earlier - and additional game mechanic of veiling/revealing info about an opponent and his armies, bonuses and such (e.g. with the introduction of some new scouting units, or just some new behaviour of current scouts, or maybe buildings?). So the advantage of knowing odds better than your opponent comes not only from: a) having better experience, b) having a calculator and sacrificing time to use it, but also and foremost from c) making strategical decisions in-game.
Exactly. I couldn't have said it better. I think most of the numbers in the battle screen should be hidden in human player games. In casual games I can see showing the final bonus numbers for each stack in Morale/Fear/Leadership/Chaos but that's it, no individual unit strengths for your opponent, no ambush chances etc. In ladder games I wouldn't even show the bonus numbers numbers.
This is also why I put in the wish list the ability to buy production with extra strength because with hidden numbers no one would know when you bought better units and when you didn't and so no calculator could work out the odds.
hungrytales wrote:as to your last argument, well, aren't you now arguing against your own points made in the discussion about the 90% rule? (I don't have time to check it, but I'm fairly sure it's the case
).
Not quite. The 90% rule is applied to the final combat result to remove the 10% extreme results. It doesn't matter what the actual odds of winning and losing are because there is *always* 10% extreme results to remove. In other words whether your chances of winning are 30% or 90%, 10% is getting removed at either end leaving only the middle 80% left.
hungrytales wrote:Also, I don't see how adding more randomness to mechanics invalidates figuring out a better fight order with a calculator but maybe it's only my meager maths skills.
It doesn't do much to invalidate fight ordering. It only invalidates calculating the actual outcome of the battle. In a round about way though it does help with fight ordering because it may be that putting your Wizard 5th instead of 4th allows him to face the enemy Gryffon instead of a land unit. With the extra randomness you won't quite be sure if the optimum place to put him was 4th or 5th.
hungrytales wrote:I thought choosing a battle dice doesn't matter much in the general scheme of things. Warlords used (if I remember it right) d10 and Warbarons use d100
Warlords 2/3 actually used D20. Warlords I used D10.
The dice do matter. Higher maximum values favors quantity over quality while lower numbers favors quality over quantity. So when you get 200, lower strength units will fare better against stronger units and when you get 80 the higher strength units will fare better against weaker ones. The range of 80-200 changes the overall outcome of battle by anywhere from 0-10%. So you might be 70% likely to win at D80 and only 60% likely at D200. In other battles that range might be something as low as 1% and matter not at all.
if you want a clearer reason why that makes sense, imagine a 20 strength unit facing a 25 strength unit. If the dice roll were instead D1000000 (1 million) the odds of either unit hitting are so small that they are basically equal units so the 20 strength unit has a better chance to win. Now imagine the dice roll was instead D26. Now the strength 25 unit can almost never miss and so will almost always beat the 20 strength unit.
KGB