Begun Work on a new stat System
Page 1 of 1 • Share
Begun Work on a new stat System
This new one involves theoretical calculations, etc. based on Aradan's formulae, and is based on the EB stats system, not the EDUmatic. The most important part to state is the following:
Cost = #Men*BaseCost*Modifiers
BaseCost = Base Combat Effectiveness (excluding things such as barbarian combat bonuses) + Equipment Costs
The formula for base combat effectiveness is K * (Program Output) ^ 2.
K = A constant I need to determine.
Program Output: I designed a program to simulate the likelihood of a single man winning in combat vs another in the RTW engine, based on Aradan's formulae and experimental data found in the study that accompanies Aradan's EDU guide.
Base combat effectiveness = .5 when ATK = 8 and DEF = 10, where ATK is unmodified base attack with 1 lethality and DEF is unmodified pure defense skill. Base combat effectiveness can be interpreted as the proportion (out of 1) of battles that a unit with ATK = x and DEF = y will win against a unit with ATK = 8 and DEF = 10.
Here are some examples of the program's outputs:
ATK = 4, DEF = 6; Base Combat Effectiveness = .318 (estimated win rate  31.8% of the time)
ATK = 8, DEF = 9; Base Combat Effectiveness = .476 (estimated win rate  47.6% of the time)
ATK = 9, DEF = 6; Base Combat Effectiveness = .429 (estimated win rate  42.9% of the time)
ATK = 11, DEF = 12; Base Combat Effectiveness = .617
ATK = 12, DEF = 10; Base Combat Effectiveness = .594
Note that when I say estimated win rate, I refer to the estimated chance of a unit winning a 1v1 combat, I.E one individual soldier vs another individual soldier. The chances of a unit with 4 ATK and 6 DEF beating an otherwise identical unit with 8 ATK and 10 DEF are near 0%, but the individual soldiers' comb results are obviously different.
Modifiers = Factional modifiers to unit costs. There may also be modifiers to some base cost attributes: for example, steppe factions will get horses for cheaper in addition to having the overall cost of their horse archers lowered. Iberians will have cheaper horses. Romans will get a general heavy infantry cost reduction, and so on.
Cost = #Men*BaseCost*Modifiers
BaseCost = Base Combat Effectiveness (excluding things such as barbarian combat bonuses) + Equipment Costs
The formula for base combat effectiveness is K * (Program Output) ^ 2.
K = A constant I need to determine.
Program Output: I designed a program to simulate the likelihood of a single man winning in combat vs another in the RTW engine, based on Aradan's formulae and experimental data found in the study that accompanies Aradan's EDU guide.
Base combat effectiveness = .5 when ATK = 8 and DEF = 10, where ATK is unmodified base attack with 1 lethality and DEF is unmodified pure defense skill. Base combat effectiveness can be interpreted as the proportion (out of 1) of battles that a unit with ATK = x and DEF = y will win against a unit with ATK = 8 and DEF = 10.
Here are some examples of the program's outputs:
ATK = 4, DEF = 6; Base Combat Effectiveness = .318 (estimated win rate  31.8% of the time)
ATK = 8, DEF = 9; Base Combat Effectiveness = .476 (estimated win rate  47.6% of the time)
ATK = 9, DEF = 6; Base Combat Effectiveness = .429 (estimated win rate  42.9% of the time)
ATK = 11, DEF = 12; Base Combat Effectiveness = .617
ATK = 12, DEF = 10; Base Combat Effectiveness = .594
Note that when I say estimated win rate, I refer to the estimated chance of a unit winning a 1v1 combat, I.E one individual soldier vs another individual soldier. The chances of a unit with 4 ATK and 6 DEF beating an otherwise identical unit with 8 ATK and 10 DEF are near 0%, but the individual soldiers' comb results are obviously different.
Modifiers = Factional modifiers to unit costs. There may also be modifiers to some base cost attributes: for example, steppe factions will get horses for cheaper in addition to having the overall cost of their horse archers lowered. Iberians will have cheaper horses. Romans will get a general heavy infantry cost reduction, and so on.
Re: Begun Work on a new stat System
gamegeek2 wrote:No comment on the substance?
I'm bad with stats in general, let alone RTW mod statting.
Re: Begun Work on a new stat System
Does the basic concept of the system make sense to you?
Last edited by gamegeek2 on Thu Oct 13, 2011 4:20 pm; edited 1 time in total
Re: Begun Work on a new stat System
It does, and I like it not because it's "good" but because you're trying something new and that's risky. And I like that.gamegeek2 wrote:Does the basic concept of the system make sense to u?
Similar topics
» Craigtone's System
» Who taught you to do hand work and/or quilting?
» Theory: More Solar System Senshi?
» Fastest and Strongest Root System
» Automatic irrigation system suitable on balconies?
» Who taught you to do hand work and/or quilting?
» Theory: More Solar System Senshi?
» Fastest and Strongest Root System
» Automatic irrigation system suitable on balconies?
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum

