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Weapon range and firing order Thu, 18 November 2004 17:48 Go to next message
Staz is currently offline Staz

 
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Leit tells me that weapon range has no affect on the order in which weapons fire.

The manuals says it does, with shorter range weapons of a given initiative firing first.

There are enough inaccuracies in the manual that I am happy to believe Leit here, but I'd like to know what others think as well.

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Re: Weapon range and firing order Thu, 18 November 2004 18:14 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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Well, shorter range weapons generally have higher 'built in' initiative. Perhaps both are right, but speaking of slightly different things. If you have a ship with higher range, yet the same initiative (hull + computers + weapon), then there will be a roll of the dice. Otherwise initiative wins.

BackBlast


[Updated on: Thu, 18 November 2004 18:15]

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Re: Weapon range and firing order Thu, 18 November 2004 22:12 Go to previous messageGo to next message
Kotk

 
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Staz wrote on Fri, 19 November 2004 00:48

Leit tells me that weapon range has no affect on the order in which weapons fire.

I believe Leit is correct there. Ships with same init and different range fire in random order.

Most usual example ... Chaff shredder or sapper BB-s must fire at better inits than missile boats. Same init may happen to be not enough.

I remember also testing things like getting BB with mixed weapons that have same init but different range (rather rare cases for example Armaggedons and Upsilons) then the slots seemed to fire in hull slot order.

Note that "if target token is destroyed, damage will stream over to other tokens" is often correct, however there is exception that on case when beamer slot targets orbital then nothing seemingly streams over.

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Re: Weapon range and firing order Thu, 18 November 2004 23:06 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Most of this is simple..

Battle round 1:

Highest init ship fires first - if in range. Next highest init ship 2nd - if in range - etc.

When a ship start to fire, highest init weaps fire first from that ship - again, if in range. Then next highest init weaps etc.

Lets take a wierd example:
Destroyer with 1 Pulsed Sapper, 1 Colloidal Phaser and 1 Gatling. Weapons inits 14, 5, 12.

What will happen with this destroyer is that the Pulsed Sapper will fire first. Then the Gatling should fire - but it's not likely to be in range so the Colloidal fires. If this destroyer closes to range 2 then the sapper, gatling and colloidal will fire in that order, and indeed, this is what does happen.

Battle round 2 repeats above.

Now, ships with the same init - I ran one test with the above design against another simple destroyer design with colloidals and a shield - both ships with init 5. In all runs of the battle, the ship with the sapper fired first when both ships were in range. This means that the selection of which ship was to fire first was not random. There are 2 possibilities;

1. The ship with the higher init weapon fired first or
2. The ship belonging to the lower player number fired first.

Ptolemy


[Updated on: Thu, 18 November 2004 23:08]





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

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Re: Weapon range and firing order Thu, 18 November 2004 23:39 Go to previous messageGo to next message
Kotk

 
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Dunno what you did there, Ptolemy, i tried it as well right now and all seems quite random.

"Just Col": DD enigma pulsar, 1 mega poly shell, 3 colloidals.
"Sap Col Gat": DD enigma pulsar, 1 mega poly shell, 1 sapper, 1 colloidal, 1 gatling.

IS with regen shields and nrse has 10 tokens of "Just Col".
HE with regen shields and nrse has 10 tokens of "Sap Col Gat".

All tokens in battle have "default" plan: max ratio, armed, any.

Tokens Close to range 3 at first round.

First "sap col gat"s sappers fire, then one token of "just col"s fire with colloidals, then 3 from "sap col gat"s fire with colloidals, then again one from "just col"s then 2 from "sap col gat"s and so on... completely random order for colloidals???



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Re: Weapon range and firing order Fri, 19 November 2004 02:37 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Difference in my test was max damage orders set on both sides.

That's the only thing I can see that could cause it. I was only using 1 token for each side also.

Ptolemy


[Updated on: Fri, 19 November 2004 02:39]





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

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Re: Weapon range and firing order Fri, 19 November 2004 03:40 Go to previous messageGo to next message
Kotk

 
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Ptolemy wrote on Fri, 19 November 2004 09:37

That's the only thing I can see that could cause it. I was only using 1 token for each side also.

I cant reproduce that behaviour. Can someone else? I split the HE DD-s into 10 different locations and targeted them with IS DD-s. In 6 battles "Just Col" fired first and in 4 battles it was "Sap Col Gat". Of course the sappers at "Sap Col Gat" always fire first but then the colloidals seem to act random.

How lot of similar battles you genned? There is of course some 0.1% probablilty that same side fires first in all 10 different battles, but i think theres some other trouble with your test. Wink

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Re: Weapon range and firing order Fri, 19 November 2004 03:41 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Staz wrote on Thu, 18 November 2004 23:48

There are enough inaccuracies in the manual that I am happy to believe Leit here, but I'd like to know what others think as well.

IMO the procudure goes approximately this way:
We have an array with 2 columns: firing init / (an array) token number and weap type
1. before battle starts:
- From first to last token
    sum hull init and weap init to find the real init number,
    if there isn't the array entry with such number then crate one,
    store token # and weap type in the array's 2nd column of the appropriate init number.
- From 0 to 64 (all initiatives)
    randomize positions of entries in 2nd column (random firing order for same init)
2. after battle starts
- Tokens move.
- Firing procedure starts: 
  from 64 to 0 (initiative)
    from first to last entry in 2nd column
      get token # and weap type,
      check if there is more then 0 ships (dead tokens can't fire),
      check if the weap is in range,
      fire (damage calc, subtract destroyed ships...)
There is a question to be answered for the above procedure to be valid:
- do weapons of the same type (e.g. Coloidals and Heavy Blasters or ARMs and Upsilon torps) fire at the same time (are really the same for the program)? I can't test this right now.
My my 2 cents.
BR, Iztok

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Re: Weapon range and firing order Fri, 19 November 2004 04:19 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Nope Iztok -
Your primary sum isn't valid since ship init and weaps init are entirely separate. Ship init takes precedence over weaps init.

i.e. one destroyer with a BSC gets init 5 - no BSC, init 3.
If you put only colloidals on the init 5 ship and only gatlings on the init 3 ship, the colloidal ship will fire first. That is init 5 + init 5. The init 3 ship has init 3 + init 12.

Weapons supposedly fire on a slot by slot basis. However, this does raise a curious question since I do not actually think that I have ever seen a single ship fire more than once per round when all weaps were the same type unless they were fired at separate targets - regardless of whether they were beams or missiles.

This needs some looking into.


Ptolemy


[Updated on: Fri, 19 November 2004 04:25]





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

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Re: Weapon range and firing order Fri, 19 November 2004 05:23 Go to previous messageGo to next message
Staz is currently offline Staz

 
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So the concensus here seems to be that the manual is wrong and that weapon range is not a tie breaker in initiative comparisons.

From "guts of combat", "movement, initiative and firing in battle"...

Quote:

Weapons fire in order from highest to lowest initiative. Weapons fire on a weapon slot-by-weapon slot basis, the shortest range weapons of a given initiative firing first.


[edit: removed a statatement that would make me look foolish Embarassed ]


[Updated on: Fri, 19 November 2004 05:29]

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Re: Weapon range and firing order Fri, 19 November 2004 05:57 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Ptolemy wrote on Fri, 19 November 2004 09:19

Nope Iztok -
Your primary sum isn't valid since ship init and weaps init are entirely separate. Ship init takes precedence over weaps init.


Got to say I have always been led to believe the same as Iztok.

Quick test.
A jihad on a BB with no comps or a Sapper on a CC.
Which fires first ?


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Re: Weapon range and firing order Fri, 19 November 2004 06:10 Go to previous messageGo to next message
mazda is currently offline mazda

 
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iztok wrote on Fri, 19 November 2004 08:41

- do weapons of the same type (e.g. Coloidals and Heavy Blasters or ARMs and Upsilon torps) fire at the same time (are really the same for the program)? I can't test this right now.
My my 2 cents.
BR, Iztok

Not sure what you mean by "at the same time".
We already "know" that all slots fire separately for each stack.
So by definition two different weapons must be in separate slots and cannot fire together.

However, if you mean "does the battle viewer show it as one single shot" then I, like you, do not know.

Doesn't invalidate your algorithm either way of course, which relates to the actual battle mechanics and not what the viewer shows.

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Re: Weapon range and firing order Fri, 19 November 2004 06:18 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Ptolemy wrote on Fri, 19 November 2004 09:19

Weapons supposedly fire on a slot by slot basis. However, this does raise a curious question since I do not actually think that I have ever seen a single ship fire more than once per round when all weaps were the same type unless they were fired at separate targets - regardless of whether they were beams or missiles.


No supposedly about it. They do, and it can be shown.
However, what you see in the battle viewer is the sum of all identical*** slots. Even if 1 slot fires at shields and armor, and a later slot fires at just armor and then a later slot fires at a different ship you only get one shot in the viewer.

No wonder the battle hits look confusing.

Staz, if/when you get a working battle simulator then please don't feel it has to look the same as the battle viewer.
Just follow Iztoks algorithm and the numbers should work.

*** This is what Iztok was referring to I believe. Do different weapons of the same type with the same init count as identical slots for the purpose of the battle viewer ?

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Re: Weapon range and firing order Fri, 19 November 2004 06:31 Go to previous messageGo to next message
mazda is currently offline mazda

 
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However, I do have one question/observation about Iztoks algorithm.

Say you have 2 identical BBs with 20 Arms attacking each other.
Then one ship will fire all its 20 before the other one fires any.
So in Iztoks array you would have Ship A, 20 Arms listed before Ship B, 20 Arms.
That is fine.

However the 20 Arms don't all fire at once, so it must then go through the 20 on a slot by slot basis to get the damage result.

So although the randomizing order of equal init is not on a slot basis, but only on a weapon basis, it still has an effect when actually firing.

edit : added word "init"




[Updated on: Fri, 19 November 2004 06:32]

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Re: Weapon range and firing order Fri, 19 November 2004 06:39 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Ptolemy wrote on Fri, 19 November 2004 10:19

Nope Iztok -
Your primary sum isn't valid since ship init and weaps init are entirely separate. Ship init takes precedence over weaps init.

i.e. one destroyer with a BSC gets init 5 - no BSC, init 3.
If you put only colloidals on the init 5 ship and only gatlings on the init 3 ship, the colloidal ship will fire first. That is init 5 + init 5. The init 3 ship has init 3 + init 12.

Sorry, my testbed with battlesim doesn't confirm that. I used your design DD (1 colloidal, 1 BSC) against a DD with 1 bazooka. End init for both designs was 10 (3 from DD hull + 2 from BSC + 5 from Colloidal / 3 from DD hull + 7 from Bazooka). 've built 50 of them and send them to fight in the same spot. The fight was true fire exchange - beams streaked from boths sides. If your statement would be true ALL ships with colloidal would shot first. Using both inits separate would also result in different flow of battles then I remember: FFs/DDs with sappers wouldn't fire first at beam BBs or CCs. IMO you have to recheck your battle model. Wink
BR, Iztok

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Re: Weapon range and firing order Fri, 19 November 2004 08:38 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Quote:

Quick test.
A jihad on a BB with no comps or a Sapper on a CC.
Which fires first ?


The answer to this one is simple - the BB will fire first - the CC won't be in range on the first round but the jihads will.

Ptolemy




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

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Re: Weapon range and firing order Fri, 19 November 2004 09:26 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I did a test with these ships:
Nubian, 3 Nexi, 2 SBC, 1 colloidal (Ship init 15, total 20)
Nubian, 6 Nexi, 1 Jihad (Ship init 20, total 20)

I ran ten tests at different locations.

The Jihads fired first 7 times, the Colloidals 3 times.

Barring some slight weighting for ship init, which you could only test with 1000's of battles, I have to say it's random if the total is tied.

An interesting test (that I didn't do) is to build a BB beamer with both range 3 beams and sappers, and have it fight an identical design. Does the tied init cointoss apply to the whole ship, or just the stack of weapons? Hmm, upon reflection, it has to apply to the whole ship, or you get cases where one BB fires it's 6 slot, and then the other BB fires, and then the first BB fires again, and that doesn't happen.



- LEit

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Re: Weapon range and firing order Fri, 19 November 2004 15:55 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
mazda wrote on Fri, 19 November 2004 12:31

So although the randomizing order of equal init is not on a slot basis, but only on a weapon basis, it still has an effect when actually firing.

Looks like randomizing goes by hull+weapon initiative. As there aren't any weapons of the same init and different types (beams and missiles that'd have the same init) I did a testbed with DDs having one tech-9 sapper (firing red stream) and one tech-21 sapper (blue stream). I sent in a battle 20 DDs and I've seen blue streams exclusively, not a single red stream.
I wanted to check that issue also with missiles and designed a DD with one ARM and one Upsilon torp, CPS, MPS and jammer-30 (to have longer battle). Same result: both weapons were fired in the same phase. As a by-product I found that DD fires the upper weapon slot before the lower one (targeting different ships because of different ranges).
Conclusion: when firing order is calculated, it is for a token and a group of weapons of the same int. Weapons, that have the same init are fired in the same phase of the battle, but by slot firing order.
My my 2 cents.
BR, Iztok

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Re: Weapon range and firing order Fri, 19 November 2004 17:51 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Guys,
This is all excellent. Between the few of us that are willing to take a little time test-bedding we actually should be able to pick apart the battle engine. What is obvious is that it has never been truly done before.

I suggest that we concentrate on using low tech weaps first since the numbers are smaller.

We need to look at the first few basic scenarios

1) 1 ship against 1 ship (token vs. token) [or more than one ship in the same stack]

2) Multiple tokens - lets use 3 to start - different ship classes vs different ship classes.

3) Battle order combinations

4) More than 2 player cases

5) unarmed ships in a battle cases

If we do this together and split up the possible combinations for testing we should be able to get a more accurate picture of how the battle engine deals with war. It will certainly take us a couple months with all of us doing pieces.

I recommed we start a new thread for this since other players may also do some test beds and lighten the burden on those of us who have started.

Ptolemy




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

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Re: Weapon range and firing order Fri, 19 November 2004 18:00 Go to previous messageGo to next message
Staz is currently offline Staz

 
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iztok wrote on Fri, 19 November 2004 20:55

As a by-product I found that DD fires the upper weapon slot before the lower one (targeting different ships because of different ranges).



Just out of interest, was the upper slot the Arm or the Upsilon ? Or did you mix it up ?

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Re: Weapon range and firing order Sat, 20 November 2004 07:36 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Staz wrote on Sat, 20 November 2004 00:00

Just out of interest, was the upper slot the Arm or the Upsilon ? Or did you mix it up ?

Both variants. One side had ARM in upper slot, the other one Upsilon. That was the issue I also wanted to test.
BR, Iztok

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Re: Weapon range and firing order Mon, 22 November 2004 07:53 Go to previous messageGo to next message
Kotk

 
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I ran few tests:

Ptolemys theory that hull init matters something seems to be wrong, all that matters is the final init value (= hull init + computer bonus + weapon init).
For example when there is:
DD with Phased sappers init 3 + 14 = 17 and
BB with heavy blaster Init 10 + 5 = 15
then DD sapper fires always first.

I also ran one with cruisers that had both colloidals and sappers.
Conclusion is that it is the tokens that fire in same order for all the battle. First the sappers fire and then colloidals fire in exactly same token order as sappers fired. That repeats in each round. So it means these are Tokens whose order is randomised at start of the battle. So if i understood it correctly then iztoks algorithm is also bit wrong. Wink

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Re: Weapon range and firing order Mon, 22 November 2004 08:04 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Kotk wrote on Mon, 22 November 2004 12:53

I also ran one with cruisers that had both colloidals and sappers.
Conclusion is that it is the tokens that fire in same order for all the battle. First the sappers fire and then colloidals fire in exactly same token order as sappers fired. That repeats in each round. So it means these are Tokens whose order is randomised at start of the battle. So if i understood it correctly then iztoks algorithm is also bit wrong. Wink


I think itzok's algorithm does randomize the firing order at the start of the battle, and then keep it the same all the way though.

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Re: Weapon range and firing order Mon, 22 November 2004 14:06 Go to previous messageGo to next message
Kotk

 
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Staz wrote on Mon, 22 November 2004 15:04

I think itzok's algorithm does randomize the firing order at the start of the battle, and then keep it the same all the way though.


Yes the difference being that his algorithm did randomize shooting weapons (pairs of weapon type & token #), not the tokens.

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Re: Weapon range and firing order Mon, 22 November 2004 14:31 Go to previous messageGo to previous message
Staz is currently offline Staz

 
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Kotk wrote on Mon, 22 November 2004 19:06

Yes the difference being that his algorithm did randomize shooting weapons (pairs of weapon type & token #), not the tokens.



Ah, yes. It appears that I implemented Itzok's algorithm incorrectly, but that my incorrect implmentation was in fact the correct algorithm Laughing

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