Goodgame Studios forum archives

Forum: empire-en
Board: [584] Players ask Players
Topic: [76896] How on earth did my flanks get defeated?

[1393456] FriedrichEngels (DE1) [None] :: Sept. 23, 2012, 2:15 p.m.
I didn't say you were a moderator. I'm just saying that I dont believe moderators know anything more about secret combat mechanics than regular players. Therefore it's not a fact, it's just a claim by a moderator. And I know that Jade insists attack stats have absolutely no role in defense battles, but I still have my doubts. Why then, for example, would armed citizens need an attack value at all? They can never actually attack, because they dont have a travel speed value.

[1393464] BobFighter834 (INT2) [None] :: Sept. 23, 2012, 2:41 p.m.
I didn't say you were a moderator. I'm just saying that I dont believe moderators know anything more about secret combat mechanics than regular players. Therefore it's not a fact, it's just a claim by a moderator. And I know that Jade insists attack stats have absolutely no role in defense battles, but I still have my doubts. Why then, for example, would armed citizens need an attack value at all? They can never actually attack, because they dont have a travel speed value.

What? You said:
I didnt know GGS reaveals all their secrets to you when they make you a moderator...

which, in other words, means "I didn't know that GGS told YOU all their secrets when they made YOU a moderator".

About the combat mechanics, I believe the moderator who said it was CM Malreyn who works for GGS and is told more information than the regular player. Jadet and everyone else has also agreed with that.

I don't know why armed citizens have attack power. I'm sure that I've pointed out that before, and other people definitely have. But it's like asking why archers have an attack power. No-one sane uses them in attack, so not giving them an attack power i.e. preventing them for being attacked with altogether might have been a good idea.

[1401821] FriedrichEngels (DE1) [None] :: Oct. 12, 2012, 4:22 p.m.
You quoted me correctly but when you put it in different words, you changed it to past tense. That gives the sentence a different meaning. I used present tense which means I was speaking in generalities: I don't think they reveal their secrets to you (someone/anybody), if they make you (them/him/her) a moderator.

Anyway, you're right if a GGS employee said that, he has more credibility than normal players and volunteer moderators. I'll try to look up that post.

Back to the point. Yes they could have prevented people from sending defenders to attack, but that would unnecessarily limit the game... Sometimes it makes sense to send defenders along (in later waves or on villages you want to capture and hold).

The question was: If the developers already bothered to take away most of the usual stats for armed citizens, why not the attack stat as well, if it's obsolete? Farmers cant travel, so they can't attack either and unless the attack stat has a role in defending they don't need one at all. Maybe the looting stat is the better analogy: They could have kept it and entered a random value, because peasants will never be able to loot without a travel speed stat.

...unless the looting stat determines the amount of coins you get when you sucessfully defend your castle. That would make sense then... Is that true? I should send marauders to the next group defense to test that theory :D

[1401824] [Deleted User] [None] :: Oct. 12, 2012, 4:37 p.m.
Can you tell me how to contact support in really good details.

[1401835] Duralatus2 [None] :: Oct. 12, 2012, 5:02 p.m.
There is no random element of luck programmed into this game.....

... only poor programming.

The disparity between 2 identical battle outcomes is entirely due to mechanics in the combat roll table.

The combat roll table is the section of programmed code that calculates battle outcomes.

[1401837] Parcoria22 [None] :: Oct. 12, 2012, 5:22 p.m.
This whole thread made me "lol". Attack power, defense power, defense bonus, number bonus-- everything comes down to a simple equation. Figure it out and everything will be so much easier for you.

[1401854] B.Stinson [None] :: Oct. 12, 2012, 6:18 p.m.
Parcoria22 wrote: »
This whole thread made me "lol". Attack power, defense power, defense bonus, number bonus-- everything comes down to a simple equation. Figure it out and everything will be so much easier for you.

My defense power was greater then his attack power. If you are going to laugh (that is what "lol" is...) then at least state this supposed simple equation instead of making yourself seem like a complete ass.

[1402781] BobFighter834 (INT2) [None] :: Oct. 14, 2012, 9:01 a.m.
You quoted me correctly but when you put it in different words, you changed it to past tense. That gives the sentence a different meaning. I used present tense which means I was speaking in generalities: I don't think they reveal their secrets to you (someone/anybody), if they make you (them/him/her) a moderator.

Anyway, you're right if a GGS employee said that, he has more credibility than normal players and volunteer moderators. I'll try to look up that post.

Oh, right, okay. I understand now.

Duralatus2 wrote:
There is no random element of luck programmed into this game.....

... only poor programming.

The disparity between 2 identical battle outcomes is entirely due to mechanics in the combat roll table.

The combat roll table is the section of programmed code that calculates battle outcomes.

If 2 completely identical battles (either overall or just on flanks) take place and have different outcomes, there are 3 possible solutions:

1. It is a display error i.e. the same thing happens on both but different things are shown in the battle report. However, this is not the case because someone affected would have realised that they had gained/lost an extra soldier.

2. It is a bug i.e. something has gone wrong in the programming which has caused 2 identical fights to result in different things.

3. There is a random luck factor undisclosed to the public for protection of the battle formula.

If I understand what you are saying, you are claiming that it is not theory #3, but that it is due to a hidden formula in the combat roll table which causes theory #3. Can you either explain your point a bit clearer or stop contradicting yourself?

[1402782] xJadetsssx [None] :: Oct. 14, 2012, 9:03 a.m.
I actually got two exact battles in the middle section of a RBC with different casualties, same tools, same soldiers attack/ defender and yet the battle outcome weren't the same.

[1407832] FriedrichEngels (DE1) [None] :: Oct. 23, 2012, 3:49 a.m.
I think what duralatus meant was there is no intentional luck factor in the code and differences happen due to a glitch in battle calculations.

I wouldn't call that poor programming though. In the end its more realistic.


You forgot to mention one option, bob. It could be a display error on the other end: there could be either more or less defenders shown than the machine actually calculates with.

For example lets say you have a 50-0-50 defense, but instead of exactly 50% on each side its actually 49.1% and 50.9%. Thats almost a 2% difference. With 200 men on the walls its roughly 98 - 0 - 102. But its shown as 100 - 0 - 100.

Just a theory... could be closer too... maybe only 49.5 - 55.5 and it still makes a small difference. I generally don't trust the percentage control.

[1420879] FriedrichEngels (DE1) [None] :: Nov. 15, 2012, 10:39 a.m.
BraveHeart wrote: »
I think this is just partly correct with one major flaw: you have effectively DOUBLED defense response.

Let me put it this way... I will exclude bonus points for simplicity...

TOTAL Defense versus Melee Attackers (TDvMA): This is the defense response of ALL the current defense units even for a lone (1) maceman as attacker.

TDvMA = (12 * 135) + (8 * 51) = 3650.4

TOTAL Defense versus Ranged Attackers (TDvRA): This is the defense response of ALL the current defense units even for a lone (1) crossbowman as attacker.

TDvRA = (12 * 45) + (8 * 125) = 2772

Therefore for example if the attacker sends both 1x maceman with attack power (AP) of 38 and 1x crossbowman with AP=39 with TOTAL attack power of 77 so what do you use as defense power (DP) value?

77 AP versus DP= what??? 3650? 2772? 3650+2772?

I actually have an idea about this... Defense Response Percentages ;)... and this is dependent on the attacker melee:ranged ratio ...

Let's say the attacker sends 1x maceman and 3x crossbowmen therefore:

'Melee Attacker Percentage MA% = 25%
Ranged Attacker Percentage RA% = 75%

I think you know where this is going...



I think this makes sense...

Defense will use (MA% x TDvMA) in response to the attacker's MA% melee troops... while...
Defense will use (RA% x TDvRA) in response to the attacker's RA% ranged troops...

You cannot use 100% of BOTH the TDvMA and TDvRA... but only fractions of the two...


Using my theory...
Total AP = (17 x 109) + (12 x 135) = 1853 + 1620 = 3473

TA = 17 + 12 = 29 {Total Attackers}

MA%= 17/29 = 58.62%
RA%= 12/29 = 41.38%

TDvMA = (12x135=1620) + (8x51=408) = 2028
TDvRA = (12x45=540) + (8x125=1000) = 1540

Total Defense Power 	= (MA% x TDvMA) + (RA% x TDvRA)
		    	= (58.62 x 2028) + (41.38 x 1540)
			= 1188.83 + 637.24
			= 1826.07
with Bonus		= 1826.07 x 1.8 = 3286.92

Therefore:  

Attacker = [B]3473[/B]   <<== versus ==>>   Defender = [B][COLOR="red"]3286.92   [/COLOR][/B]

       [B]WIN                                   [/B][B][COLOR="red"]LOSE[/COLOR][/B]
Of course we as players can only make assumptions... and only the game developers know the real math behind... although our discussions in this forum can make such assumptions more sound as we share ideas...



I love GG Empire... not only sharpens swords... but sharpens math skills as well... :D

I was wondering if we could turn this formula around, so we put in the data of the defenders and it gives us the optimal ratio of melee/ranged attackers... Any ideas?

[1431408] Pappy G [None] :: Nov. 29, 2012, 6:31 a.m.
Depends on how many Rubies you buy...LOL