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  1. #1
    Member Member JaM's Avatar
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    Default Re: Armor Upgrades Work Properly

    To me it looks that armor upgrade 3 = armor upgrade 2 + armor upgrade 1
    Armor upgrade 2 = armor upgrade 1 + armor upgrade 1

  2. #2
    Member Member JaM's Avatar
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    Default Re: Armor Upgrades Work Properly

    Here is my table:
    Armor upgrade levels 7, 8, 9, 10 - Point Blank - Realcombat mod EDU
    armor upgrade 7 kills :49,59,58,48,51 - 53 average
    armor upgrade 8 kills: 46,48,36,46,39 - 43 average
    armor upgrade 9 kills: 34,33,29,35,33 - 33 average
    armor upgrade 10 kills: 23,22,18,26,25 - 23 average

    Same results when i used Armor upgrade levels 0, 1, 2, 3



    i'm starting to think i bought this game too early... They told us, this game will be much more moddable than RTW. instead of that, wee have a lot of backgroung hard coding that prevents any own modifications...
    Last edited by JaM; 02-21-2007 at 01:55.

  3. #3
    Member Member Re Berengario I's Avatar
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    Default Re: Armor Upgrades Work Properly

    Well I'll copy and paste my observations from my post at TWC so to maximize the probability that people more expert than me can give some hints.

    I presume maybe there's another formula which take in account something that we don't actually know that modifies armor AFTER upgrades are calculated and that new value isn't the one shown.

    To be clearer:

    int base_armor;
    int armor_upgrade_level;
    int upgraded_armor;
    int unknown_factor;
    int definitive_armor;

    Formula 1

    upgraded_armor = base_armor + armor_upgrade_level; THIS IS THE VALUE SHOWN IN THE UNIT INFO

    Formula 2

    definitive_armor = upgraded_armor + (or * or / or whatever) unknown_factor;
    THIS IS THE VALUE USED FOR COMBAT CALCULATIONS

    This "unknown value" can be linked to anything. It could be weather, it could be linked to the era from which the unit comes, making old units less lethal when confronting units of following eras (this because otherway low lethality would lead to looooong and boring battles early in the game). It could be a fixed factor linked to the fact that the unit is player controlled or AI, it could be a mix of everything with maybe also some randomization inside just to give different battle outcomes everytime a battle is played.

    And if we really have a fixed 40% chance of survivability to successfull hits, it seems to me that it is a huge value of variance in statistical terms considering that fights are really shorts in time terms. But I'd let this to say to statistical expert as I'm not one.

    All considered we really DON'T KNOW which value is used in combat unless some nice CA programmer will reveal us the arcane matter.

  4. #4
    Member Member Re Berengario I's Avatar
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    Default Re: Armor Upgrades Work Properly

    Quote Originally Posted by JaM
    i'm starting to think i bought this game too early... They told us, this game will be much more moddable than RTW. instead of that, wee have a lot of backgroung hard coding that prevents any own modifications...
    Note entirely true, if the "unkown factor" I was talking about is used for every combat then it will be a sort of "fixed variance" while we can play with the rest of the stats to modify the final outcome.

    Of course if the weight of the modificable stats is not the most significative in combat calculations then the game is unmoddable, the armor importance is completely depleted and all that counts is the number of the troops.
    Last edited by Re Berengario I; 02-21-2007 at 02:02.

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