Talk:Ground Combat Battle Losses

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Aaaargh, I just had a look at the Ground Assault Simulator code:

It seems there are several kinds of formulas for battle losses that depend on the combination of attacker/defender.

Personnel vs. Personnel:

AttackingUnits x ( (UnitAttackValue / Modifier1) + (DarkForce / Modifier2) )

Personnel vs. Mechs / Fighters:

AttackingUnits x (AttackingUnit.AttackValue / Modifier1)) x ((ModifierX - DefendingUnit.DefenseValue)) / ModifierX ) x ModifierY

Mechs / Fighters vs. Personnel:

AttackingUnits x AttackingUnit.AttackValue

Mechs / Fighters vs. Mechs / Fighters:

AttackingUnits x (AttackingUnit.AttackValue / Modifier1)) x ((ModifierX - DefendingUnit.DefenseValue)) / ModifierX ) x ModifierY

and sometimes

( (AttackingUnits x AttackingUnit.AttackValue) - (DefendingUnits x DefendingUnit.DefenseValue) ) / Modifier


And if the code is up-to-date there are some undocumented things and bugs inside, like Lizard colonists/crew experiencing only 0,2%/0,5% losses vs. enemy mechs, a (probably) missing RND in the rushback part for Mech -> Base_Troop in attack & run+... Imho the ground combat code needs a serious overhaul Jochen 20:42, 15 July 2008 (CEST)


I suspect that there may be some more differences between the combat codes... Jochen 20:44, 15 July 2008 (CEST)

I find it a pretty interesting piece of code. Notice the parts that are documented out. Phaidros


rAB(z) is the Centaur Psi Warrior modifier - I think this is better not written in every formula but only in the race specials.

Good work guys, but if you base this page on the Ground Assault Simulator code, that should be mentioned (very prominently ;-)). It would also be a lot more valuable if somebody in the know (Magik?) could comment on how up to date that code is (it is several years old afaik). Rumata 03:27, 16 July 2008 (CEST)

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