Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Ground Combat
Ground Combat Tue, 29 July 2008 04:35 Go to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
I always thought that the defender had the advantage but I think I must be wrong about that.

I recall in an early game being surprised that my base didn't get completed but I didn't know why. I knew that my enemy was going to drop pop at wp0 so I calculated how many res I had left to deploy a base &, just to be "sure" calculated my pop loss at 1:1.

Since then I've always allowed a 10% margin when doing that calc but that isn't accurate.

In my duel with CCMaster I'm -f & I'd just lost my base. I calculated that CC had 237K pop to drop at wp0 & res at that planet was 594: 594 - 237 = 357 so I built a base worth 322 (allowing my 10% margin) & that worked out OK but the actual # res I had turned out to be 333.

I'm sure some of you guys know why & I know I'm being lazy but, rather than searching for the reason, could ya tell me? I hate it when I don't know my EXACT expectations.

BTW those extra 11 res would've allowed be to add 2 more Jihads & increased my chances from about 60% to around 75% so it doesn't sound like much but a handful of res can make a big difference.

Report message to a moderator

Re: Ground Combat Tue, 29 July 2008 04:54 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
The attacker has the advantage in ground combat. Twisted Evil

110% to be precise.

So: 594 - (237*1.1) = 333.

Assuming there were zero defenses present. Rolling Eyes

And of course, nowhere in the helpfile is this explained.

For War Monger the advantage is 120% IIRC.

Inner Strength get a "defense multiplier" too, of about 120% too, if memory serves.


[Updated on: Tue, 29 July 2008 04:56]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Ground Combat Tue, 29 July 2008 08:12 Go to previous messageGo to next message
Adacore is currently offline Adacore

 
Chief Warrant Officer 2

Messages: 156
Registered: February 2005
Location: Shanghai
The WM and IS bonuses are considerably more than that. 150% for WM on attack (for 165% total) and 200% for IS on defense (so vs IS most races have an effective attack multiplier of 55%, WM have 82.5%), at least according to the articles on starsfaq.

[Updated on: Tue, 29 July 2008 08:13]

Report message to a moderator

Re: Ground Combat Tue, 29 July 2008 10:27 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Do you have the links? Sherlock


So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Ground Combat Tue, 29 July 2008 10:31 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
m.a@stars wrote on Tue, 29 July 2008 16:27

Do you have the links? Sherlock

This one?

mch

Report message to a moderator

Re: Ground Combat Tue, 29 July 2008 13:30 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
AlexTheGreat wrote on Tue, 29 July 2008 10:35

so I built a base worth 322 (allowing my 10% margin)

That 10% margin is extremely important for games running on AH. If you calculate the costs of an item to the last digit an put the item in the production queue with exactly the right output, you'll (most of the time) NOT get it finished in the next turn Shocked. It will be in queue, built to 9x%. Sad

BR, Iztok

Report message to a moderator

Re: Ground Combat Tue, 29 July 2008 16:33 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
iztok wrote on Tue, 29 July 2008 18:30

If you calculate the costs of an item to the last digit an put the item in the production queue with exactly the right output, you'll (most of the time) NOT get it finished in the next turn Shocked. It will be in queue, built to 9x%. Sad

BR, Iztok


Why is that?

Report message to a moderator

Re: Ground Combat Wed, 30 July 2008 08:19 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
neilhoward wrote on Wed, 30 July 2008 06:03

iztok wrote on Tue, 29 July 2008 18:30

If you calculate the costs of an item to the last digit an put the item in the production queue with exactly the right output, you'll (most of the time) NOT get it finished in the next turn Shocked. It will be in queue, built to 9x%. Sad

BR, Iztok


Why is that?

Little chance to regen if something unexpected happens?

While it's not the build Q, I could scream at the number of times I've failed to achieve a tech-target because of some stupid random event ... or not so random enemy action (but still stupid, dammit Mad).

Report message to a moderator

Re: Ground Combat Wed, 30 July 2008 15:19 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Micha wrote on Tue, 29 July 2008 16:31

Quote:

Do you have the links? Sherlock

This one?


Pretty interesting explanation & figures. Certainly more complete than the "defends better" attribute of the official helpfile. Whip

So, to summarize, my memory wasn't exact (I need to play more War Mongers) and Alex needs to play less Inner Strength. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Ground Combat Wed, 30 July 2008 15:22 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
neilhoward wrote on Tue, 29 July 2008 22:33

iztok wrote on Tue, 29 July 2008 18:30

If you calculate the costs of an item to the last digit an put the item in the production queue with exactly the right output, you'll (most of the time) NOT get it finished in the next turn Shocked. It will be in queue, built to 9x%. Sad


Why is that?

From what I've seen:

Deal you don't know exactly how much pop there is in alien planets. Cool

Deal there are rounding errors too in the production queue. Confused

Deal Murphy's law. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Ground Combat Wed, 30 July 2008 19:23 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
[email

m.a@stars[/email] wrote on Wed, 30 July 2008 15:19]So, to summarize, my memory wasn't exact (I need to play more War Mongers) and Alex needs to play less Inner Strength. Twisted Evil


Once is too many? I've tried to play a different PRT every game so far - not looking forward to it when PP comes by tho Crying or Very Sad


m.a@stars wrote on Wed, 30 July 2008 15:22

neilhoward wrote on Tue, 29 July 2008 22:33

iztok wrote on Tue, 29 July 2008 18:30

If you calculate the costs of an item to the last digit an put the item in the production queue with exactly the right output, you'll (most of the time) NOT get it finished in the next turn Shocked. It will be in queue, built to 9x%. Sad


Why is that?

From what I've seen:

Deal you don't know exactly how much pop there is in alien planets. Cool

Deal there are rounding errors too in the production queue. Confused

Deal Murphy's law. Twisted Evil


I've always suspected that tech advances had an effect but it's just an observation from the few times it has affected me. It could be when you pick up a tech level thru exchange? Yes I know, that should reduce the cost of ships in the Q if the tech advance happens first (wp0 pop-drop & scrapping) but ...

IIRC it's always been a base that was incomplete in my case. Anyone seen it happen with ships?



[Updated on: Wed, 30 July 2008 19:54]

Report message to a moderator

Re: Ground Combat Thu, 31 July 2008 10:36 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
AlexTheGreat wrote on Thu, 31 July 2008 01:23

Once is too many? I've tried to play a different PRT every game so far - not looking forward to it when PP comes by tho Crying or Very Sad

Well, since you got the popdrop advantages the wrong way around... Confused


Quote:

I've always suspected that tech advances had an effect but it's just an observation from the few times it has affected me. It could be when you pick up a tech level thru exchange? Yes I know, that should reduce the cost of ships in the Q if the tech advance happens first (wp0 pop-drop & scrapping) but ...

IIRC it's always been a base that was incomplete in my case. Anyone seen it happen with ships?

Tech reduces costs, but only for Qs processed *after* that tech is gained. Shouldn't matter here. Sherlock

And yes, I've seen it happen with a Dock, but can't remember if ships/factories/mines/others suffered it too. Pretty hard to testbed, even. Hit Computer



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Ground Combat Thu, 31 July 2008 11:10 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I've had it happen frequently with ships, and tech. I think there is a rounding issue. It also happens with fuel if you calculate the fuel usage. It's never a large amount.


- LEit

Report message to a moderator

Re: Ground Combat Fri, 01 August 2008 22:57 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
LEit wrote on Thu, 31 July 2008 17:10

I think there is a rounding issue. It also happens with fuel if you calculate the fuel usage. It's never a large amount.

I should hope it doesn't happen if you use my Fuel Usage formulas, does it? Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Ground Combat Tue, 05 August 2008 11:17 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I used the numbers that Stars! displays for usage. I havn't tried calculating the usage on my own or with any other calculator.


- LEit

Report message to a moderator

Fuel usage (Re: Ground Combat) Tue, 05 August 2008 16:19 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
LEit wrote on Tue, 05 August 2008 17:17

I used the numbers that Stars! displays for usage. I havn't tried calculating the usage on my own or with any other calculator.

And you would be nuts if you did otherwise! Wink I can't imagine verifying each and every travel my ships make with an extra calculation! In all the years I played Stars! I saw it only happen once (in a teammates turn) that a fleet got stuck because of just not enough fuel. Maybe Stars! is wrong more often and that was the only occasion of such importance that it was noticed ...
Also cutting it close in fuel usually only happens in the early years ... and since that one event I always leave a few mg more in my fuel tanks for important missions ...

mch

Report message to a moderator

Re: Fuel usage (Re: Ground Combat) Wed, 06 August 2008 04:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Micha wrote on Tue, 05 August 2008 22:19

And you would be nuts if you did otherwise! Wink

Of course, but every little optimization helps, particularly in multi-hop trips, or whenever you travel the max distance allowed per your speed, where Stars! fuel usage display is *always* notoriously wrong. Pirate

Quote:

I can't imagine verifying each and every travel my ships make with an extra calculation!

You don't usually need to. Stars! mostly errs on the side of caution, i.e. it says more fuel will be used than is actually used. Sherlock

But LEit was worried about rounding issues. Far as I know, these don't happen in the way fuel is actually used, but only in the way usage is displayed/predicted. And for actual fuel usage my math is exact. Cool


[Updated on: Wed, 06 August 2008 04:12]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Fuel usage (Re: Ground Combat) Thu, 07 August 2008 22:11 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I only see it when squeezing 163.6LY out of two years of w9.

Report message to a moderator

Previous Topic: Repair after gating loophole
Next Topic: WP-0 minesweeping?
Goto Forum:
  


Current Time: Sun Apr 28 22:02:56 EDT 2024