Forum: empire-en
Board: [589] Strategy & Tactics Discussion
Topic: [104557] Speed equation
[-104557]
cat402 [None]
:: March 22, 2014, 6:15 p.m.
EDIT: The below formula is bad. It is highly inaccurate and I have found a better replacement. It is: t=(100/s)d
Where t=travel time, s=unit speed, d=distance
It works like this: The unit speed is the distance that the unit can travel in 100 minutes, so we divide 100 by the speed to get the time it takes the unit to travel 1 distance, and then multiply that by the distance. To see exactly how inaccurate the old equation is compared to the new (dare I say it?) near 100% accurate equation, look at the graphs scattered around the thread. Also, thanks to Dueltheabdul and Lord Porky who helped (and keep helping) with the equation. End Edit.
You can use this equatin to determine the speed of potential support. It might be easier to test it if possable, however, if you do not own the troop type being tested or have a bonus that the other person may not have, this equation is better.
Equation:
Attachment not found.
Where t= travel time, d=distance, and s=unit speed.
NOTE: This may be inaccurate by up to 40 minutes, and the faster the unit the more accurate it is. The longer the distance, the less accurate. Also note that unit with a speed of 25 throw tis way off for some reason, but those can be calculated with 100% accuracy with the equation of t=4d.
This will give the time in minutes, to get the minutes:seconds format, take the decimal value and multiply by 60 (if it is 34.333, multiply .333 by 60 to get 20, than put back with the 34 to get 34:20).
Explanatin of the formula: Attachment not found.
Where t=travel time, s=unit speed, d=distance
It works like this: The unit speed is the distance that the unit can travel in 100 minutes, so we divide 100 by the speed to get the time it takes the unit to travel 1 distance, and then multiply that by the distance. To see exactly how inaccurate the old equation is compared to the new (dare I say it?) near 100% accurate equation, look at the graphs scattered around the thread. Also, thanks to Dueltheabdul and Lord Porky who helped (and keep helping) with the equation. End Edit.
You can use this equatin to determine the speed of potential support. It might be easier to test it if possable, however, if you do not own the troop type being tested or have a bonus that the other person may not have, this equation is better.
Equation:
Attachment not found.
Where t= travel time, d=distance, and s=unit speed.
NOTE: This may be inaccurate by up to 40 minutes, and the faster the unit the more accurate it is. The longer the distance, the less accurate. Also note that unit with a speed of 25 throw tis way off for some reason, but those can be calculated with 100% accuracy with the equation of t=4d.
This will give the time in minutes, to get the minutes:seconds format, take the decimal value and multiply by 60 (if it is 34.333, multiply .333 by 60 to get 20, than put back with the 34 to get 34:20).
Explanatin of the formula: Attachment not found.
[1727168]
dueltheabdul (INT1) [None]
:: March 23, 2014, 1:28 a.m.
This is actually pretty good. If you use two-handed swordsmen the time is off by a half an hour or so.
I still don't see how this can be useful.
(not trying to ruin your discovery)
I still don't see how this can be useful.
(not trying to ruin your discovery)
[1727178]
cat402 [None]
:: March 23, 2014, 2 a.m.
It might be off. I have'nt tested it over ultra long range. I started trying to find when helping an alliance member ake revemge on a much higher level player. I'm working on a more accurate version. The explanation explains why I think it is inaccurate. There is not actually a constant rate based on the speed. The rate jumps around. The inaccuracy is actually up to an hour for long range attacks with slow units. The intended use for this was to calculate how long it would take for support.
[1727219]
dueltheabdul (INT1) [None]
:: March 23, 2014, 3:14 a.m.
It might be off. I have'nt tested it over ultra long range. I started trying to find when helping an alliance member ake revemge on a much higher level player. I'm working on a more accurate version. The explanation explains why I think it is inaccurate. There is not actually a constant rate based on the speed. The rate jumps around. The inaccuracy is actually up to an hour for long range attacks with slow units. The intended use for this was to calculate how long it would take for support.
Well, you would need to factor in the alliance support speed bonus
Maybe I can try and help
[1727224]
Plumpy21 (US1) [US1]
:: March 23, 2014, 3:34 a.m.
Wow someone nerd points went straight off the charts. I didn't think anyone would ever be able to do this for this game. Good job man.
[1727274]
Shrock2 [None]
:: March 23, 2014, 5:24 a.m.
Wow someone nerd points went straight off the charts. I didn't think anyone would ever be able to do this for this game. Good job man.
Exactly..
Nice work Mr. Cat
[1727495]
cat402 [None]
:: March 23, 2014, 2:24 p.m.
dueltheabdul wrote: »Well, you would need to factor in the alliance support speed bonus.
Maybe I can try and help
Yes, you would need to know that. I did not put that in there because, if you are calculating it for another alliance, chances are you don't know their speed support. I think that it just works as a percent, and you can take that percent (say 25) from the time. So if the time was 1 hour, you would take 15 minutes out of it, since 15 is 25% of 60. That's how I think it works. I will test it in a little bit. Though it probably is a lesser amount since it can go over 100%, and you can't have a negative travel time. You can help me test it. What is your alliance support speed?
Also help with the calculatins would be fine.
[1727579]
Nako067 (US1) [None]
:: March 23, 2014, 6:37 p.m.
It might be off. I have'nt tested it over ultra long range. I started trying to find when helping an alliance member ake revemge on a much higher level player. I'm working on a more accurate version. The explanation explains why I think it is inaccurate. There is not actually a constant rate based on the speed. The rate jumps around. The inaccuracy is actually up to an hour for long range attacks with slow units. The intended use for this was to calculate how long it would take for support.
If it is off, then you why did you post this?
[1727606]
cat402 [None]
:: March 23, 2014, 8:04 p.m.
I posted it becuase it can be useful for shorter distances and I did not know the full extent of the innacuracyuntil after I psoetd it.
[1727625]
dueltheabdul (INT1) [None]
:: March 23, 2014, 9:13 p.m.
If it is off, then you why did you post this?
Even though it is off, it is still a pretty good equation and deserves some attention. How else can the equation be improved?
Yes, you would need to know that. I did not put that in there because, if you are calculating it for another alliance, chances are you don't know their speed support. I think that it just works as a percent, and you can take that percent (say 25) from the time. So if the time was 1 hour, you would take 15 minutes out of it, since 15 is 25% of 60. That's how I think it works. I will test it in a little bit. Though it probably is a lesser amount since it can go over 100%, and you can't have a negative travel time. You can help me test it. What is your alliance support speed?
Also help with the calculatins would be fine.
I tried including the support speed, but it did not work as I hoped it would.
I then tried increasing the speed of the slowest unit by the support speed bonus, but got negative time. I think we have to know what exactly the support speed bonus means if we want to implement it in the equation.
If you want to know the different equations I used just send me a message.
Also, I am interested in this, but I don't think that it would be very useful, unless you use it for something else.
I have some other interesting ideas to increase the accuracy, but not sure if they will work. Just send me a PM.
[1727640]
cat402 [None]
:: March 23, 2014, 9:50 p.m.
I think the speed might work like 100% ff bonusus where it is really just cutting the price in half. I'm not sure how the other parts of it work though. And it definitly can be improved.
[1727709]
bob10101 [None]
:: March 24, 2014, 1:24 a.m.
I think support speed increases the travel speed of the unit, meaning a unit with 25 speed will become 50 speed with 100% support speed bonus.
[1727721]
dueltheabdul (INT1) [None]
:: March 24, 2014, 2:18 a.m.
I think support speed increases the travel speed of the unit, meaning a unit with 25 speed will become 50 speed with 100% support speed bonus.
Not exactly, I tried this, but it does not work.
If you read my earlier post, you will see that if you increase the speed of the troop you get a negative time, which doesn't make sense.
[1729207]
cat402 [None]
:: March 26, 2014, 9:53 p.m.
This formuala is actually quite screwed up. As demostrated by the graph:
Attachment not found.
The x axis is unit speed and y is travel time. It assumes a distance of 1. The red line is the equation, blue points and black lines are the actual times.
A better equation is being worked on.
Attachment not found.
The x axis is unit speed and y is travel time. It assumes a distance of 1. The red line is the equation, blue points and black lines are the actual times.
A better equation is being worked on.
[1732360]
Peadur (NL1) [NL1]
:: March 31, 2014, 11:42 a.m.
Hi Cat,
Interesting to read I am not the only lunatic that tries to use equations to solve the travel problem.
In my case I am using it to plan mass attacks so I can actually send the exact time to the members of my alliance telling them when to leave for a certain target.
That way we can plan to have an attack come in at the exact same time. (give and take a couple of seconds where the one is faster than the other etc.)
There is however a second thing that you would need to include in your equation. That is the use of horses to increase travel speed. (Even though I am looking at it from an attack perspective, it is also valid from a defense perspective).
I would love to see your new results for the equation. I will see if I can determine the factor on longer distances.
It must be possible to have this sorted. :-)
Keep up the good job, very interesting.
Interesting to read I am not the only lunatic that tries to use equations to solve the travel problem.
In my case I am using it to plan mass attacks so I can actually send the exact time to the members of my alliance telling them when to leave for a certain target.
That way we can plan to have an attack come in at the exact same time. (give and take a couple of seconds where the one is faster than the other etc.)
There is however a second thing that you would need to include in your equation. That is the use of horses to increase travel speed. (Even though I am looking at it from an attack perspective, it is also valid from a defense perspective).
I would love to see your new results for the equation. I will see if I can determine the factor on longer distances.
It must be possible to have this sorted. :-)
Keep up the good job, very interesting.
[1732366]
Peadur (NL1) [NL1]
:: March 31, 2014, 12:01 p.m.
Hi Cat,
Sorry to spam 2 times in a row, but I found my old notes on this and I was wondering if you were taking the distance given in the game window or if you were using the calculated distance using Pythagoras formula?
The thing is that some distances can have quite a bit of difference between the calculated distance and the presented distance in the game window.
Best regards,
Peadur
Sorry to spam 2 times in a row, but I found my old notes on this and I was wondering if you were taking the distance given in the game window or if you were using the calculated distance using Pythagoras formula?
The thing is that some distances can have quite a bit of difference between the calculated distance and the presented distance in the game window.
Best regards,
Peadur
[1732465]
Lord Porky [None]
:: March 31, 2014, 4:25 p.m.
The thing is that some distances can have quite a bit of difference between the calculated distance and the presented distance in the game window.
;( Peadur, I had never heard that....
Horses make a ton of difference - when walking, troop speed stays constant, regardless of distance. Horses drastically speed up, as they get farther into long journeys.
Looking on the map, my troops walking:
Distance (given by the game on the map) in spaces/Time in minutes
1100/2183
550/1091
55/109
Clearly, a linear relationship.
Horses, slowest speed (the 'Coins' option):
1100/143
550/134
55/63
Got some exponential stuff going on...
For the cheapest 'Horse' option, it says, "+13% all 10 fields."
I'm not sure what is meant by "all 10 fields" - perhaps they are different zones of speed, again, dependent on distance?
[1732474]
therealsporer (US1) [None]
:: March 31, 2014, 4:52 p.m.
It is a translation issue. They don't mean all they mean every.
So speed is+13% for every 10 miles traveled, which matches what you are observing.
So speed is+13% for every 10 miles traveled, which matches what you are observing.
[1732475]
therealsporer (US1) [None]
:: March 31, 2014, 4:52 p.m.
Double posted for emphasis!
[1732477]
Lord Porky [None]
:: March 31, 2014, 4:57 p.m.
therealsporer wrote: »It is a translation issue. They don't mean all they mean every.
So speed is +13% for every 10 miles traveled, which matches what you are observing.
Thanks, TRS! That does make sense....