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Ship attractivenes Wed, 07 December 2005 09:05 Go to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
I'm running a testbed where I have BBs with 12 Jihads&BCs and BBs with 16 Juggs&SBCs, both with speed 1, under default order, and firing on opponent's 2.25 speed beamer BBs with some chaff and few Jugg BBs. What is strange is that Jihad BBs always move forward in the first round, while Jugg BBs stay on the same spot in most of test runs. When I tried different orders (like any/disengage), the Jugg BBs retreated Cool , but Jihad BBs moved up or down. Shocked

I can explain that behaviour only this way: each if my designs "feels" different attractivenes of opponent's ships. But that shouldn't hold, as they fire most of the time on the same ships. Any other ideas?
BR, Confused Iztok


[Updated on: Wed, 07 December 2005 09:08]

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Re: Ship attractivenes Wed, 07 December 2005 09:15 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

What are your default battle orders Iztok? If you aren't using 'maximum damage', 'maximum damage ratio' or 'maximum net damage' you aren't telling the ships to actually do anything aggressive. Using 'minimize damage to self' for instance, tells the ships not to try to get in range of longer range ships.

Ptolemy


[Updated on: Wed, 07 December 2005 09:15]





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

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Re: Ship attractivenes Wed, 07 December 2005 10:21 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
I think the remark was more noticing the Jihad BBs and Jug BBs moving differently, when their weapons have the same range, than noticing the failure of ships to move forward.

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Re: Ship attractivenes Wed, 07 December 2005 13:28 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
iztok wrote on Wed, 07 December 2005 14:05

I can explain that behaviour only this way: each if my designs "feels" different attractivenes of opponent's ships. But that shouldn't hold, as they fire most of the time on the same ships. Any other ideas?


While building my battle simulator it became obvious that each stack needs to do 2 attractiveness calculations, one to decide what target to move towards and then one to decide what to shoot. This is because the stack might not be in range to hit it's movement target after the move.

I suppose there is no guarantee that both attractiveness calculations use exactly the same forumla in the battle engine; maybe a fix was applied to one and forgotten on the other.

So.... is it possible that the JugBBs have different movement targets as the JihadBBs, but the same shooting targets ?


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Re: Ship attractivenes Wed, 07 December 2005 13:50 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I don't know if this is the case or not, but ships behave differently if they expect to kill a stack then if they don't. Perhaps the Juggs could wipe out a stack, and the Jihads couldn't?

If the Juggs could wipe out an enemy stack, they may not advance if that advance would put them in range of some other ship (and decrease their damage ratio), whereas, the Jihad ships would advance, so they could do more damage (and increase their ratio).

There also does seem to be some anticipation of where the opponent will move, but not always...



- LEit

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Re: Ship attractivenes Wed, 07 December 2005 20:15 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I haven't tested this recently, but IIRC this is expected behavior. I belive it is caused by the fact that the Jihads moving forward has altered the 'safe' areas of the board... The missile ships are trying to stay out of range of each other while they shoot the other ships. You should experience the same behavior with identical fleets (although in that case it would be random which fleet moved first, but whichever went first would be the one to advance.)

my 2 cents

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Re: Ship attractivenes Sun, 11 December 2005 13:01 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
LEit wrote on Wed, 07 December 2005 19:50

I don't know if this is the case or not, but ships behave differently if they expect to kill a stack then if they don't. Perhaps the Juggs could wipe out a stack, and the Jihads couldn't?

Thanks all for suggestions. It seems that Leit was the closest with his guess. Thumbs Up
The testbed I've been using had only about one third of all ships I expected to see in battle. In such configiration my low number of jihad BBs probably calculated they could not achieve any kills, as opponent's beamer BBs still had shields, so they moved forward to get closer to chaff. When I increased numbers of all ships in the testbed to the size of real fleets, they suddenly started behaving "normaly".
A lesson for future testbeds: don't be avaricous, use real numbers. Wink
BR, Iztok

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Re: Ship attractivenes Wed, 14 December 2005 06:58 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
iztok wrote on Sun, 11 December 2005 19:01

A lesson for future testbeds: don't be avaricous, use real numbers. Wink

And even after several testbeds you can't be sure what will happen. When the battle I've been testbedding actually happened, the results were far worse for me than in any testbed. This time jugg BBs (the key ships in my plan) didn't retreat and got shot at in the first round. Eh.... Sad

"No battle plan survives contact with the enemy." Murphy's law on combat
"Damn you, Murphy!!! Yuck Mad Mad2 Fire bounce Arguing 3 " Iztok's comment after seeing the battle

BR, Iztok

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Re: Ship attractivenes Thu, 15 December 2005 19:43 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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Location: Finland

Ahhh Iztok,

You should go back and look at the battle and see what battle orders were in use - perhaps your testbed used slightly different order combinations. I usually run the test sim with different possible order combinations. Also, were there only 2 players present?
If there was an extra ship from someone else then the starting positions changed on you Deal. See, the best laid plans of admirals, generals and presidents often are entirely and utterly incomprehensible - even to themselves. Silly hair

Ptolemy


[Updated on: Thu, 15 December 2005 19:44]





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

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Re: Ship attractivenes Fri, 16 December 2005 02:31 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Ptolemy wrote on Fri, 16 December 2005 01:43

You should go back and look at the battle and see what battle orders were in use

I admit I messed the orders. Some beamers should have stars!' default, the rest of my ships disengage orders. The idea was to sap all shields on his beamers before my missile BBs fire killing about 30% of his beamers in first, and another 20% in second round, before his beamers get the opportunity to fire on my ships, and when they'd come there, my beamers should be able to kill the remaining ones.

What happened was all main fleet was under disenagage orders, but my jugg BBs didn't retreat to the first column, chaff did, and my unjammed jugg BBs became the most attractive target in range of his jugg BBs. A third of them died in his first shot, while his unsapped first_shot beamers remained almost untouched laying waste on my fleet. The end result was a disaster for me: despite I had about 60% more firepower and 40% hitpoints there, I lost all missile ships and chaff, and 60% of beamers, while he lost 30% of beamers, 60% of missile BBs and all chaff.

Quote:

See, the best laid plans of admirals, generals and presidents often are entirely and utterly incomprehensible - even to themselves. Silly hair

Yeah, at least by dieing most of them saved themself from being shot because of covardice in battle. Wink
BR, Iztok

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Re: Ship attractivenes Tue, 03 March 2009 15:52 Go to previous messageGo to next message
Airny is currently offline Airny

 
Crewman 1st Class

Messages: 33
Registered: June 2008
Location: Germany
I wonder where the cost in the attractiveness formula is taken from?
I have four version in my mind and I have no clue which one is correct:
To be accurate it would be like a stamp on the ship itself that had to be created after construction.
Or is it the current cost to rebuild?
Is it really taken from the owner or the one who makes the check?
Or is it always without miniaturization?

Greetings
Airny

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Re: Ship attractivenes Tue, 03 March 2009 16:47 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
Attractiveness is based on current cost after miniaturization, and IIRC it is based on the ship's owners tech, PRT and LRTs.


Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Ship attractivenes Tue, 03 March 2009 18:05 Go to previous messageGo to next message
PaulCr

 
Chief Warrant Officer 3
Stars! V.I.P

Messages: 187
Registered: February 2007
Location: An Island that kinda look...
Use stars calc, that does the calculation for you, it's on autohost at http://starsautohost.org/files/starscalc306.zip.

Just enter current resource, bora, armor, shields and deflectors on the ship you want to calculate the attractiveness of,
the Weapon Type and Accuracy are for the attacking ship.

If your trying to calculate the attractiveness of enemy ships then you'll have to guess at the current bora and res cost based on your estimate of his tech levels, prt and lrt since all 3 can affect the ship cost.

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Re: Ship attractivenes Tue, 10 March 2009 16:43 Go to previous message
Airny is currently offline Airny

 
Crewman 1st Class

Messages: 33
Registered: June 2008
Location: Germany
Thanks a lot!
I was using a battle simulator savegame which is all max tech.
So that the simulation would therefore give me wrong results as I understand this.
To be exact I'd need my a file with my exact techs and traits and probably a good guess for the enemie's technology.

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