well, there'll always be some idiot, at least we've found oursHundreds of players: Srutgians got smacked in my campaign
Devs: We know the problem we are working on it
This guy: see that one picture? gitgud gitgud i am good you are not!!11
well, there'll always be some idiot, at least we've found oursHundreds of players: Srutgians got smacked in my campaign
Devs: We know the problem we are working on it
This guy: see that one picture? gitgud gitgud i am good you are not!!11
He acts like this in every single thread. So yes, we've found ourswell, there'll always be some idiot, at least we've found ours
you do realize that Sturgia there isn't strong or whatever, probably survived by lucky rolls on wars, maybe got lucky at a single big battle with Vlandia (the only "extra" they have is Flintlog, the rest is starting Sturgian territory).... The norm is them getting wiped by around 1 in-game year, or stuck with only Sibir (8 out of 10 playthroughs that's exactly what happpened), so your screenshot is as valid as quoting a crackhead in a scientific paper
well, there'll always be some idiot, at least we've found ours
He acts like this in every single thread. So yes, we've found ours
Or may be Sturgia in your game got stomped by unlucky rolls, lost a big battle with Vlandia and so on. So your screenshot is as valid as quoting... wait, unlike me you newer shown any screenshot. It's just you talking empty.
Non of you ever presented any evidence that Sturgia getting wiped is a norm. It's just you 4 dudes complaining that in your random games Sturgia got wiped for some random reason. Well, ques what? There is no game rule that says that Sturgia can't get wiped out, just like any other faction. But that does not make it a norm and Sturgia weak.
Ad hominems are the last resort of losers in every lost debate.
Oh my, it's as if Mathematics itself is conspiring against Sturgia. Let's dive into that mathematical conspiracy and vanquish the evil-doers together, shall we?Cavalry has a 1.3x bonus, Sturgia has the least access to Cavalry than other factions, however much faulty maths you want to try to use to deny that this is a problem.
yeah, auto-calc need way more complex codes to work properly, it should be simulating a battle, not playing dice-roll with flat bonuses to specific units on everything. Cavalry should be good at attack, yes, but not defense.Oh my, it's as if Mathematics itself is conspiring against Sturgia. Let's dive into that mathematical conspiracy and vanquish the evil-doers together, shall we?
Credit for that data as well as all screenshots attached goes to nexus user keehuuu
When autocalc combat is initiated, it consists of "rounds". An attacking and defending side is chosen each round.. The more soldiers you have, the higher the chance that you'll be the attacking side is.
Then two random soldiers are picked, one from the attacking side, one from the defending side.
Autocalc is based on individual units' power levels, calculated mainly from their tier, or, in case of heroes, it's hero level divided by five.
The PL is then multiplied by 1.3 for any mounted unit - cavalry, horse archer, mounted companions, mounted NPC lords.
Then we have this
Damage is calculated as follows:
The "damage" variable refers to the "damage" calculated for the attacking troop divided by the PL of the defending troop. I won't go into detail here, but essentially, if a low tier unit is going against a high tier unit, then its damage will be lowered somewhat (not by much). Let's say the enemy Looter is the attacking troop, and it has a PL of 0.6. This value gets multiplied by 50, and you get 33 damage then its divided by the PL of the defender, and it becomes 12.
And Max HP is pretty self explanatory.
Therefore, cavalry only comes into play:
- when that cavalry trooper is being attacked (he does 30% more damage)
- when that cavalry trooper is defending (he is 30% more resistant to attacks)
In the absolute best case scenario, where not a single soldier of your army is incapacitated as a result of the defensive roll, the cavalry unit and his power level bonus only comes into play when he is chosen to attack. The chance of that is (Ncav/N), where Ncav is the amount of cavalry you have in your party, and N is the amount of soldiers in your army total.
So now let's deduce the net increase the following armies gain from the cav bonus:
- An army of 100 same tier soldiers, none of which are cavalry, get 0% bonus
- An army of 100 same tier soldiers, 10 of which are cav, get 30%(cav autocalc bonus) times 0.1 (the chance that your cavalry applies that bonus on each roll), = 3% average attack bonus
- An army of 100 same tier soldiers, 20 of which are cav, get 30%(cav autocalc bonus) times 0.2 (the chance that your cavalry applies that bonus on each roll), = 6% average attack bonus
The difference in attack performance between army two and army three is 1.03/1.06, so army two is 97.17% as strong as army two attack-wise.
Now, how much more bulky is army three? Same logic applies. A cav unit gets 1.3 times the PL, so he lowers the damage he's about to take to 1/1.3 = 76.9% of the otherwise . It is only an advantage in one case: when this bonus saves the unit from an otherwise incapacitating autocalc roll.
Remember, the survival of a defending unit is decided by luck - a random roll between his HP and 1 must be greated than calculated damage value. So if we were to take keehuu's example literally, a 0.6 PL looter attacking 2.75PL cavalry does 12 damage, where a soldier of the same tier would have roughly about 2.115 PL and therefore take 15.6 damage.
What's the chance of a random value from 1 to 100 to land in the range of 12 to 15.6? It's 3.6%, right. That's a rough estimate of how much a singular cav unit (that must be first picked as a defender for it to have ANY effect, and the probability of that is Ncav/N again) directly benefits defensively from the flat cav bonus. A 10% chance to get a 3.6% advantage sounds huge, I know.
So an army with twice the amount of cavalry is 1-1.06/1.03 = 2.9% more effective attack wise and marginally better defense wise. Oh boy.
(I do not claim to be a mathematician in any capacity, and numbers listed above are my interpretation of keehuu's explanation. You're welcome to correct me if I'm wrong)
True. I'd be fine with attack rolls if it was differentiating unit types and adhering to at least a rock-paper-scissors kinda scenario. Units with pikes deal more damage to any cav, units with maces are more effective against armor, these kinds of conditions.yeah, auto-calc need way more complex codes to work properly, it should be simulating a battle, not playing dice-roll with flat bonuses to specific units on everything. Cavalry should be good at attack, yes, but not defense.
but pikes can't properly attack cavalry, so they'd counter-act the cavalry attack bonus, even surpass it? It needs to be complex, not like crazy complex, but battle-logic should be applied. Pikemen can't attack a cavalry, it's just impossible, they can only defend...True. I'd be fine with attack rolls if it was differentiating unit types and adhering to at least a rock-paper-scissors kinda scenario. Units with pikes deal more damage to any cav, units with maces are more effective against armor, these kinds of conditions.
In the current implementation, however, it's rock (unmounted units) versus bigger rock (mounted units), it's all the depth there is
True. I'd be fine with attack rolls if it was differentiating unit types and adhering to at least a rock-paper-scissors kinda scenario. Units with pikes deal more damage to any cav, units with maces are more effective against armor, these kinds of conditions.
In the current implementation, however, it's rock (unmounted units) versus bigger rock (mounted units), it's all the depth there is
That's very cringeworthy and pompous, especially considering it was followed up by mathematical proof of something we're all already aware of, causing a problem we're all already aware of, a problem that has now been taken into consideration by TW and partially alleviated with the latest hotfixOh my, it's as if Mathematics itself is conspiring against Sturgia. Let's dive into that mathematical conspiracy and vanquish the evil-doers together, shall we?
No. It is the best way to kill any balance at all.auto-calc need way more complex codes to work properly
It is. Not more so than blaming faulty maths, but you have a point. Better not try writing such stuff again when I'm half asleep and half boiling with disgust from "faulty maths", so I apologize for the cringe you've suffered through xDThat's very cringeworthy and pompous
It should be as simple as possible.yeah, auto-calc need way more complex codes to work properly, it should be simulating a battle, not playing dice-roll with flat bonuses to specific units on everything.
nope, else it kills any strategy and the balance becomes binary, which will show later on in the game. They should simulate the battles and that's it, add a tweak to RNG, but that's it, the factions are already balanced within battle, so you're talking ****, and any half-brain can actually come up with the maths and the code to make that balanced. In fact, they're probably already doing something like that...It should be as simple as possible.
You need autocalc battles for 2 reasons:
1) AI vs AI.
2) Player can clear some trash and save time(becouse i dont want to load into boring 100 v 10 battle).
1. AI vs AI.
It should be balanced, or some factions will steamroll others. More complicated system = harder to balance. Any mod = balance goes to hell.
Even if it genious and very complicated no one fkn cares, becouse it is AI vs AI, player can see only results.
2. Plyer vs trash.
It should be reasonable. For example right now you should never ever use it, becouse casualties is too high. What is point to autocalc some battles, if after that you will lvl up two tier 1 troops and loose five t6 cav? Just leave this guy and dont spend time.
It should be predictable. For example if you have 80 to 20 balance power you can ezpz autoresolve and only get few units wounded. You should know this "magic number" when you can safely autoresolve.
Or you will never ever use autocalc. For example you can take Total war warhammer 2. Sometimes it forces you to play obvious boring battles, becouse you can loose some units.And you dont need to do anything to win this battles with no casualties.Single player game shouldn't force you to do boring things.
And for that reasons autoresolve should be as simple as possible. Right now it is useless and unbalanced becouse it is not simple enough.
What strategy can be in ai vs ai battle? - _-else it kills any strategy
So do you want to say that devs have no even half of brain, thats why tactic skill and autoresolve for player are completly useless, right?and any half-brain can actually come up with the maths and the code to make that balanced. In fact, they're probably already doing something like that...
It is indeed so. The best and most accurate auto-calc would essentially boil down to running the exact same stuff we see in battle, except without graphics. Whatever else we try and do, auto-calc results would differ from a battle where the player's afk, and the notion of godly player presence is therefore inescapable.That can be dangerous rabid hole, because you can't really take in to account and properly all the factors.
It's still 30% advantage applied to the dying chance (which is kind of backwards since you would expect survival but whatever). Infantry is 30% more likely to die than cav. How large that is depends on how high the damage is in the first place.Remember, the survival of a defending unit is decided by luck - a random roll between his HP and 1 must be greated than calculated damage value. So if we were to take keehuu's example literally, a 0.6 PL looter attacking 2.75PL cavalry does 12 damage, where a soldier of the same tier would have roughly about 2.115 PL and therefore take 15.6 damage.
What's the chance of a random value from 1 to 100 to land in the range of 12 to 15.6? It's 3.6%, right. That's a rough estimate of how much a singular cav unit (that must be first picked as a defender for it to have ANY effect, and the probability of that is Ncav/N again) directly benefits defensively from the flat cav bonus. A 10% chance to get a 3.6% advantage sounds huge, I know.
Consider me beaten. There's also NPC lords having a passive XP cheat to consider (they don't have to fight at all to get some XP), but that's irrelevant to the bandit slapping example.-snip-
What's the chance of a random value from 1 to 100 to land in the range of 12 to 15.6? It's 3.6%, right. That's a rough estimate of how much a singular cav unit (that must be first picked as a defender for it to have ANY effect, and the probability of that is Ncav/N again) directly benefits defensively from the flat cav bonus. A 10% chance to get a 3.6% advantage sounds huge, I know.
Tier/Tier | T1 | T2 | T3 | T4 | T5 | T6 | T1M | T2M | T3M | T4M | T5M | T6M |
T1 | 50% | 34% | 25% | 19% | 15% | 12% | 38% | 26% | 19% | 15% | 12% | 9% |
T2 | 72% | 50% | 36% | 28% | 22% | 18% | 55% | 38% | 28% | 21% | 17% | 14% |
T3 | 98% | 67% | 50% | 38% | 30% | 25% | 75% | 52% | 38% | 29% | 23% | 19% |
T4 | 100% | 87% | 64% | 50% | 40% | 32% | 97% | 67% | 49% | 38% | 30% | 25% |
T5 | 100% | 100% | 80% | 62% | 50% | 41% | 100% | 84% | 62% | 48% | 38% | 31% |
T6 | 100% | 100% | 98% | 76% | 60% | 50% | 100% | 100% | 75% | 58% | 46% | 38% |
T1M | 65% | 44% | 33% | 25% | 20% | 16% | 50% | 34% | 25% | 19% | 15% | 12% |
T2M | 94% | 65% | 48% | 37% | 29% | 24% | 72% | 50% | 36% | 28% | 22% | 18% |
T3M | 100% | 88% | 65% | 50% | 40% | 33% | 98% | 67% | 50% | 38% | 30% | 25% |
T4M | 100% | 100% | 84% | 65% | 52% | 42% | 100% | 87% | 64% | 50% | 39% | 32% |
T5M | 100% | 100% | 100% | 81% | 65% | 53% | 100% | 100% | 80% | 62% | 50% | 41% |
T6M | 100% | 100% | 100% | 99% | 79% | 65% | 100% | 100% | 98% | 76% | 60% | 50% |
Tier/Tier | T1 | T2 | T3 | T4 | T5 | T6 | T1M | T2M | T3M | T4M | T5M | T6M |
T1 | 50% | 34% | 25% | 19% | 15% | 12% | 41% | 28% | 21% | 16% | 13% | 10% |
T2 | 72% | 50% | 36% | 28% | 22% | 18% | 60% | 41% | 30% | 23% | 19% | 15% |
T3 | 98% | 67% | 50% | 38% | 30% | 25% | 82% | 56% | 41% | 32% | 25% | 21% |
T4 | 100% | 87% | 64% | 50% | 40% | 32% | 100% | 72% | 53% | 41% | 33% | 27% |
T5 | 100% | 100% | 80% | 62% | 50% | 41% | 100% | 91% | 67% | 52% | 41% | 34% |
T6 | 100% | 100% | 98% | 76% | 60% | 50% | 100% | 100% | 82% | 63% | 50% | 41% |
T1M | 60% | 41% | 30% | 23% | 18% | 15% | 50% | 34% | 25% | 19% | 15% | 12% |
T2M | 87% | 59% | 44% | 34% | 27% | 22% | 72% | 50% | 36% | 28% | 22% | 18% |
T3M | 100% | 81% | 60% | 46% | 37% | 30% | 98% | 67% | 50% | 38% | 30% | 25% |
T4M | 100% | 100% | 77% | 60% | 48% | 39% | 100% | 87% | 64% | 50% | 40% | 32% |
T5M | 100% | 100% | 96% | 75% | 60% | 49% | 100% | 100% | 80% | 62% | 50% | 41% |
T6M | 100% | 100% | 100% | 91% | 73% | 60% | 100% | 100% | 98% | 76% | 60% | 50% |