Battle Calculator

I've been working on a battle calculator for the game. It should be a useful tool for learning what units do and exploring new scenarios. Go check it out.

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Thanks for this mate, It made playing the game way simpler than doing the work on paper :thumbsup: :thumbsup: :thumbsup:

"White Fang knew the law well: To oppress the weak and obey the strong"
Jack London, White Fang
My parents once told me not to play with matches, so I built a flamethrower

This is a pretty good idea. You should really try to market it to Bytro. Perhaps you can license it as an in-game feature that is built in to a popup battle calculator that shows off to the side every time someone picks the "attack" option and hovers their pointer over a chosen target.

If they like the odds, they can release on the target. If they don't like the odds, they can either release and brave it or else return the pointer back to a "cancel" button which would deactivate the "attack" button's on-screen event.

Razzuria wrote:

...a popup ... that shows off to the side every time someone picks the "attack" option and hovers their pointer over a chosen target...
...would be the stupidest and most annoying thing you can imagine... :cursing:
Browser games are an ingenious business idea to lure out money ..
..... >> more or less cleverly camouflaged as a real game <<
.... .. so beware of caltrops, spring-guns and booby traps.
Warning! Texts above this signature may contain traces of irony! :D

Ha. Bytro doesn't need me to tell them how their algorithms work; they can just look at their own code. On the other hand, if Bytro hired me as a programmer, I could fix a lot of stuff that needs it :)

Restrisiko wrote:

Razzuria wrote:

...a popup ... that shows off to the side every time someone picks the "attack" option and hovers their pointer over a chosen target...
...would be the stupidest and most annoying thing you can imagine... :cursing:
No, I've seen a similar feature in other games, it's a small little popup that occurs on the edge of the screen. AND, since it would give automatic odds calculations ever time you actually WANT to see it while unobtrusively appearing off to the side even if you aren't interested in it.

Plus, it would only show up when you do the "attack" and hover method of alighting your targets. In other words, the mass drag-and-drop method wouldn't show the odds. Also, if multiple stacks ARE selected, it would simply be a debate over whether the game should show only the results for the nearest unit stack to attack first or the overall group of unit stacks. But, since the overall group will be suffering losses as further sub-groups catch up to the battle, the stats would best have to calculate average damage ratings while other units are en route....to give a combined summation which would be pretty simple math for the calculator.

In fact, because of the mass attack summation option, I perceive this feature would be a HUGE time saver so it might be best to reserve it only for HC as an added incentive to support Bytro by paying.

DxC wrote:

Ha. Bytro doesn't need me to tell them how their algorithms work; they can just look at their own code. On the other hand, if Bytro hired me as a programmer, I could fix a lot of stuff that needs it :)
You and me, both, pally.

I've been playing CoW almost since they released it...and I'm a software engineer. But moving to Germany....meh, not worth it.

Though I do need a job...lol.

DxC wrote:

Ha. Bytro doesn't need me to tell them how their algorithms work; they can just look at their own code. On the other hand, if Bytro hired me as a programmer, I could fix a lot of stuff that needs it :)
We are actually always looking for programmers. If moving to Hamburg is an option for you, drop us your application. You can find the email adress on our homepage. Your calculator impressed some people here, so I guess you could reference it in your application

Razzuria wrote:

DxC wrote:

Ha. Bytro doesn't need me to tell them how their algorithms work; they can just look at their own code. On the other hand, if Bytro hired me as a programmer, I could fix a lot of stuff that needs it :)
You and me, both, pally.

I've been playing CoW almost since they released it...and I'm a software engineer. But moving to Germany....meh, not worth it.

Though I do need a job...lol.

But Hamburg is quite nice! :D We actually have alot of international colleagues here. But it's understandable.

THANK YOU BRO! THAT CALCULATOR IS GOLD!

Razzuria wrote:

This is a pretty good idea. You should really try to market it to Bytro. Perhaps you can license it as an in-game feature that is built in to a popup battle calculator that shows off to the side every time someone picks the "attack" option and hovers their pointer over a chosen target.

If they like the odds, they can release on the target. If they don't like the odds, they can either release and brave it or else return the pointer back to a "cancel" button which would deactivate the "attack" button's on-screen event.

Define "odds"? You already have unit strength numbers presented when you click on any stack (although it doesn't factor in the HPs.) You mean the odds of being the stack that survives a fight? You should never attack if you aren't almost sure to win. (I suppose there is the occasional "Hail Mary" situation where you're desperate to knock out the garrison of an enemy core IC.)

More important/interesting is how much of your stack is likely to survive the fight, and how long it is likely to take.

A few updates:

1) Previously an attacking unarmored unit would exclusively attack other unarmored units if there were any still alive. Now all possible targets are considered. There still may be some per-unit bias on targets, but we'll just have to figure it out piecemeal.

2) Previously the damage done to available units was distributed evenly by unit type regardless of the numbers of the different units among the different types. Now the damage is weighted by the relative total hit points of a unit type. This is probably not quite right, but hopefully it will do better than even weighting across unit types. I'd like to thank @VorlonFCW for messaging me a description of a battle that prompted me to change these two.

3) There was an important bug that I was aware of some time back but forgot to look at it. If the user specified an all melee stack, that was an attack target of another stack, but didn't have a specified target itself, it would automatically be given one if possible. This likely caused some major errors in some battles since that stack would be both attacking and defending, even though the user didn't want that.

As a reminder, if a stack has no specified target and is not already targeted by another stack, it will still try to automatically find a target. In these cases, the allies side will try to find targets first at the start of the battle, so once an axis side is targeted it will not look for its own target. In a multi-stack battle, if a stack kills it's target or attacker it will look for another target if it isn't already targeted by another stack. All this means is that if a stack is not attacking or being attacked, it will try to find something in range to attack.

4) Another bug. After you ran a battle and the form updated, the displayed and internal values for the targets were all messed up. This could have caused various problems. Hopefully it is now fixed. The target values displayed after a battle should now be the values specified by the user and the ones that were automatically selected at the start of the battle. Note, that the targets at the end of the battle may be different than those shown because a stack can change target after it kills a stack.

WOW Great Tool i will use it in the Background from now ! :thumbsup:

Greetings from "Restrisiko", too, he gave me the Link ! ;)

Wer in die Zukunft sehen will, sollte die Geschichte Kennen !

I added a per stack "Core" button that you can toggle to specify that a stack is in it's own core province. This allows the core province bonuses to be included in the battle calculation.

Is there something similar for 1.5 ?

this is really old so the probably isnt

the_darkace wrote:

Is there something similar for 1.5 ?
As 1.5 is still under development I am not aware of any players or groups undertaking a similar project yet.
War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<

@DxC, so I don't know if I should thank you, or hate you. Now I cannot go a battle without using the sim. Will I knowingly send units to their death ? Decisions, decisions.

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I could make one but first can someone tell me the equation for Call of War efficiency and condition and also damage distribution on the new 1.5

Xictaw wrote:

I could make one but first can someone tell me the equation for Call of War efficiency and condition and also damage distribution on the new 1.5
SBDE: e = 0.8h + 0.2 (e: SBDE, h: HP)

Idk about damage distribution within one armor type but across armor types it's simply (# of units in armor type/total amount)

Additionally the 10 units rule has to be taken into account as if exceeding 10 units, calculate which 10 units are best attacking which armor type separately.

I should probably change what I write in here. -No one ever

TomtheBuilder wrote:

SBDE: e = 0.8h + 0.2 (e: SBDE, h: HP)

Idk about damage distribution within one armor type but across armor types it's simply (# of units in armor type/total amount)

Additionally the 10 units rule has to be taken into account as if exceeding 10 units, calculate which 10 units are best attacking which armor type separately.

Does it apply to defense too?

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