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Author Topic: Mechanics of the battle  (Read 64740 times)
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Starbuck
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« Reply #45 on: April 12, 2009, 14:46:25 PM »

go read the complete manual ... http://www4.imperiaonline.org/forums/int/index.php?topic=26.0

morale loss per round is 4 points +/- up to 3 pointsdepending on which sides inflict more losses to the others, and by what margins (1 points = 50% more losses, 2 points = 150%)
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coconut
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« Reply #46 on: April 12, 2009, 15:04:16 PM »

what about fort siege?

will the first 2 rounds be only for arches again?
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Starbuck
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« Reply #47 on: April 12, 2009, 15:39:45 PM »

Nope first 2 rounds are for siege weapons til the end, then archers til the end, then melee-based infantry til then end
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coconut
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« Reply #48 on: April 12, 2009, 16:03:06 PM »

so, during fortress siege:

siege weapons engage from the first round and fight till the end
first two rounds are for only siege weapons
from round 3 archers engage and fight till the end

so the melee-based infantry engages starting 4-th round till the end?
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chegewara
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« Reply #49 on: April 12, 2009, 16:06:58 PM »

not exactly, from:
1st round - catapults, trebuchets
2nd round - high archers, light archers and elite archers
3rd round - battering rams and melee attack soldiers *cool*
« Last Edit: April 12, 2009, 18:14:24 PM by chegewara » Logged
coconut
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« Reply #50 on: April 13, 2009, 18:14:13 PM »

aha ...
ok thank you
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coconut
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« Reply #51 on: April 18, 2009, 12:37:17 PM »

please help me to calculate what the level of fortification

fort lvl6 - 10,506,240 hitpoints
province - Mountains

Is this right way:

       10,506,240
---------------------- = ??
4,608,000 * 1.2 * 1.2
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sbamber
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« Reply #52 on: April 18, 2009, 12:44:27 PM »

Fortification level 9... if you dont feel like doing the maths u can use this link: http://www.codegrrrl.com/imperia/index.php?a=calc_battle
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coconut
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« Reply #53 on: April 18, 2009, 13:29:55 PM »

thanks for the link
I know that
what I am asking is not the math problem

I am talkeing about the method
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chegewara
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« Reply #54 on: April 18, 2009, 13:35:23 PM »

method is simple:
              10,506,240(HP from report)
---------------------- =                     XX
4,608,000(6 lvl) * 1.2(mountains)

XX = (1,9 - 1)*10 - this is fortifications level *cool*
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coconut
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« Reply #55 on: April 19, 2009, 21:07:40 PM »

why only 1.2?
yes the fort has 20%+
but what about defence 20%?
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Starbuck
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« Reply #56 on: April 19, 2009, 21:26:08 PM »

why only 1.2?
yes the fort has 20%+
but what about defence 20%?

don't confuse bonus given to the fort's hp and the bonus given to the defenders (troops)
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« Reply #57 on: May 13, 2009, 13:10:43 PM »

More I think about it, more it confuses me to be honest.

I was thinking to make an application (calculator maybe) where I'd insert my army units,
it would sum them and then start dividing them by natural numbers starting from 1,
iterations would continue until the result was below 100 so in the end getting the increment
(which would be soldier's quantity) and group numbers.

But what does it give me... There are too many aspects that are still either concealed or so random
that you can't use that calculations to favor you in battle.

First of all, everything we calculate here is only for first round, nobody knows a hell what will happen
in second round. Ofc it would be nice to predict first round and try to have for example more groups/units
call em however you want, so they fight with less groups of enemy army, but if you think again its automatically
determined by your army quantity. And its natural, that attacker will attack when he has more army than the defender.
Nobody would send his/her army on suicide.

But if you look from the other side its void that a single soldier can change the whole layout and calculations of groups.
But still the questions are - What does it give us? How can we rule them for our favor?

Even if we precisely calculate our army group densities and our opponent's army group densities its still decided by
battle engine and from what I've read its still decided based on random principal. Of course that is why simulating the same battles
always give out different results of lost armies etc. But what in the end? Even if you spend night calculating everything precisely,
you either calculate for first round or if you're wise enough to also add their attack values, military research values etc etc..
you create application like old calc "kreposticalculator"...

Still you don't know how it will help you. Since even precise calculations won't give you definite answer. Groups/units are still taken by random.
We already have embedded calc into game, which does this job. Yes it conceals group numbers but what would it change for me.
I see the result in the end.

I thought about three things in conclusion.

1) This topic is created to stop retarded questions which look like "Why do I get different stats when I simulate same battle all over again?"
2) This topic is created just to explain how IO's battle "engine" works so users don't bug moderators/administrators/other stuff members
to explain it to them, but the hidden info revealed here doesn't improve anyone's effectiveness in battle.
3) I'm so noob, that I miss the main point and can't understand how that knowledge and calculations can help me be more effective in offence and defence.

Any explanation or definition would be very appreciated.
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tiger
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« Reply #58 on: May 13, 2009, 14:49:25 PM »

Yes, this topic is made so the people will have where to read how battle calc works and we wont need to answer questions over and over again.
Battle calc is random so as in every random thing you cant know final outcome.
Knowledge about groups and all other things wont help you to make perfect combination. Knowledge about best unit to counter opponent most numerous unit will help you.
People wanted to know what is going on in battle in every round, so it is described there. thats all.
At large armies you wont benefit if you make all groups have 5k in size or the last will have only 3k soldiers.
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tiger
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« Reply #59 on: May 13, 2009, 16:39:38 PM »

Thanks for the answer. I was confused by thinking how could it help me improve *wink*
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