Author Topic: Combat Formula question for .exe modders.  (Read 3093 times)

0 Members and 1 Guest are viewing this topic.

Combat Formula question for .exe modders.
« on: December 06, 2016, 06:20:47 AM »
How difficult would it be to change the combat formula so that rather than comparing the attacker's attack value to the defender's defence, it would compare each unit's attack to the opposing unit's defence instead?   

Offline Buster's Uncle

  • With community service, I
  • Ascend
  • *
  • Posts: 49401
  • €73
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Combat Formula question for .exe modders.
« Reply #1 on: December 13, 2016, 02:43:06 AM »
...Moving to Bug/Patch and bumping...

Offline scient

Re: Combat Formula question for .exe modders.
« Reply #2 on: December 13, 2016, 10:48:39 PM »
Could you describe a bit more what you are trying to achieve? I don't quite follow.

Re: Combat Formula question for .exe modders.
« Reply #3 on: December 14, 2016, 12:42:15 AM »
The only thing I disliked about this game was that combat was resolved by comparing the attacker's weapon to the defender's protection, and ignoring the weapons of the defender or protection measures of the attacker.  The attacker could be destroyed by the defender’s armour, essentially, which is conceptually troubling.  I wanted to do away with that, and instead have the attacker and defender simultaneously attack each other every round, essentially, attacker's attack vs. defender's defence and defender's attack vs. attacker's defence.  The defender's defence would still benefit from defensive bonuses, but not their attack vs. the attacker's defence. 

Offline Yitzi

Re: Combat Formula question for .exe modders.
« Reply #4 on: December 25, 2016, 06:24:01 PM »
How difficult would it be to change the combat formula so that rather than comparing the attacker's attack value to the defender's defence, it would compare each unit's attack to the opposing unit's defence instead?

Fairly easy, though if it doesn't come with other (somewhat harder, but also not all that difficult) changes, it would make there be not much difference between attack and defense values.

Re: Combat Formula question for .exe modders.
« Reply #5 on: January 29, 2017, 06:52:11 AM »
Thank you, Yitzi.  Yes, I see what you mean about that.  I didn't want to start thinking too grandly until I had an idea of what was reasonable.  Ideally, I would like to use some kind of s-curve probability function like the attached graph of probability of kill for armoured fighting vehicles, given effective armour thickness vs. weapon penetration, but I need to derive the function first. 

Offline Nevill

Re: Combat Formula question for .exe modders.
« Reply #6 on: February 04, 2017, 07:50:41 AM »
How difficult it would be to make HP values for various reactors in alphax.txt correspond to actual values, i.e. make them soft-coded, rather than hard-coded? How would that affect Psi combat that currently has units, say, with Fusion reactor lose HP in combat at double the rate?

Offline Yitzi

Re: Combat Formula question for .exe modders.
« Reply #7 on: February 20, 2017, 01:54:03 AM »
Thank you, Yitzi.  Yes, I see what you mean about that.  I didn't want to start thinking too grandly until I had an idea of what was reasonable.  Ideally, I would like to use some kind of s-curve probability function like the attached graph of probability of kill for armoured fighting vehicles, given effective armour thickness vs. weapon penetration, but I need to derive the function first.

Actually, what I'm considering is to have round-based combat, and damage done each round equals weapon - armor + a random variable (normally distributed with mean of 0 and standard deviation of 2).  (Plus an extra bonus based on weapon/armor types, because that system makes things more interesting and IMO would allow for a more interesting alternative to the current resonance/pulse weapons and armors).

One consequence of this system would be that armor significantly ahead of the weapon would be nearly unbeatable (though a stalemate might be achieved, giving the technologically inferior party time to catch up...plus, nerve gas could be reworked to give a small damage bonus regardless of armor), while the costs would be such that weapon slightly ahead of the armor would have an advantage, but too far and it wouldn't be worth it.

How difficult it would be to make HP values for various reactors in alphax.txt correspond to actual values, i.e. make them soft-coded, rather than hard-coded?

Should be fairly feasible.

Quote
How would that affect Psi combat that currently has units, say, with Fusion reactor lose HP in combat at double the rate?

However we want it to (within reason).

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

As we approached we were confronted by the ruined splendor of Sparta Command. The true immensity of the place became instantly apparent as our Quantum Tank crunched over the rubble and parked next to a shattered bunker, but the extent of the destruction took weeks to assess. The shielded datacore had sustained several massive breaches and smoke still billowed from the numerous cannon ports. There were few signs of human life.
~ Lady Deirdre Skye ‘Our Secret War’

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 40.

[Show Queries]