Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Damage calculations
Re: Damage calculations Tue, 23 November 2004 10:30 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Quote:

The double damage is only calculated as when primary or new target token is selected and it appears to have no shields.

In order ensure that double damage does happen once the shields have gone, target selection must then precede each round of battle - which would be good anyway.

I would rather see the check done when missiles are about to hit so that if the shields go after a slot has fired, the next slot of missiles do the double damage that's what should happen anyway. Once the shields are gone, regen shields should still regen 10% for the next round, and, that means that on EVERY round, regen shield ships would have a minimum of 10% shields.

Though Staz is re-creating the battle engine, I do not see any reason why the original battle engine should not be refined and made better. We all know it has flaws and there is no reason to copy those flaws.

Ptolemy


[Updated on: Tue, 23 November 2004 10:32]





Though we often ask how and why, we must also do to get the answers to the questions.

Report message to a moderator

Re: Damage calculations Tue, 23 November 2004 13:18 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
Kotk wrote on Tue, 23 November 2004 15:14

Staz wrote on Tue, 23 November 2004 12:42

With your algorithm, the first couple of missiles in the salvo could take down the shields and then the other 4 do double damage. This does not happen in the battle engine.


Not sure how?
The double damage is only calculated as when primary or new target token is selected and it appears to have no shields.


Embarassed I didn't read the code carefully enough, sorry.

I'm still a bit uncomfortable with this approach of dealing with missiles individually, for two reasons:-

1. I just have a feeling that Stars! handles things on a slot by slot basis. Of course, since I can't come up with a slot based system which works, I don't have much of an argument here Smile

2. This approach makes reporting what is happening to the user slightly more difficult. This is probably just a case of me whinging when I should be just getting on with it Rolling Eyes





Report message to a moderator

Re: Damage calculations Wed, 24 November 2004 03:51 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Kotk wrote on Mon, 22 November 2004 23:59

Damn... it appears to be i calculated wrong there 110-75 is only 35 35/2 = 18 and so theres 17 shields left after second jugger.

So if someone wants to see that shield the beamer must do less than 62 damage after second jugger not less than 90 like i said.


Repeated same test with a single colloidal.

And, as you said, it got 17 shields and 7 armor after the first two missiles killed 2 ships.
Spot on.



Report message to a moderator

Re: Damage calculations Wed, 24 November 2004 07:46 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Staz wrote on Tue, 23 November 2004 20:18

I'm still a bit uncomfortable with this approach of dealing with missiles individually, for two reasons:-

1. I just have a feeling that Stars! handles things on a slot by slot basis. Of course, since I can't come up with a slot based system which works, I don't have much of an argument here Smile

2. This approach makes reporting what is happening to the user slightly more difficult. This is probably just a case of me whinging when I should be just getting on with it Rolling Eyes


1. The algorithm is how single rocket slot fires. Exactly what you need then. Wink

2. If you want reporting done like in stars then you report only the outcome after all slots of same init on token have fired. Just store the situation before token fires at any given init and compare it with result.

Super algorithm is something like that:

For all inits in descending order
    For all tokens in randomized at start order
        Store situation
        For all slots in token hull order
            If slot is rocket slot with selected init
                Do my algorithm
            fI
            If slot is beam slot with selected init
                Do beam shot algorithm (that you already had)
            fI
        roF //slot
        If any damage done by slots
             add new phase 
             Report damage done in it 
             Report new situation
             check if battle is over or no
        fI
    roF //token
roF //init

Report message to a moderator

Re: Damage calculations Wed, 24 November 2004 10:46 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Another bug ... i also noticed that i did not zero the remaining armor damage when target died and new target was selected.

Report message to a moderator

Re: Damage calculations Wed, 24 November 2004 11:34 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
Kotk wrote on Wed, 24 November 2004 12:46

1. The algorithm is how single rocket slot fires. Exactly what you need then. Wink


Laughing

More to the point, do you believe that this is similar to the algorithm that Stars! uses internally ?

Report message to a moderator

Re: Damage calculations Wed, 24 November 2004 14:11 Go to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yes i think that stars uses quite similar algorithm.

It has to calculate the odds for each rocket separately to let one slot to kill multiple targets at different jamming and shielding therefore at different accuracies.

It has also to solve the result for each rocket separately to find out if token was killed so next one needs to switch targets (and therefore accuracies) or no.

It seems that each rocket does shield damage when it hits and each kill does also shield damage after kill. At least i cant find no other explanation to the shield damage made. That can be only done by applying each rocket separately.

The manual say about rocket damage: "If target token has one ship in it and hits caused more damage than was neccessary to destroy it, then the damage is applied to other tokens in same square." Thats wrong. Each time token is killed by a torpedo rest of the damage just disappears (does not hit other tokens shields or armors).

The point where firing phases (for VCR) are generated is after whole token has fired since all same init slots fire is displayed as one VCR phase. Because the information in battle phases is ambiquous the VCR displays damage incorrectly. Especially shield damage.


[Updated on: Wed, 24 November 2004 14:13]

Report message to a moderator

Previous Topic: Weapon range and firing order
Next Topic: Disengage in 8 moves
Goto Forum:
  


Current Time: Mon May 13 05:15:17 EDT 2024