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  1. #1
    Faridus's Avatar Centenarius
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    Default Unit Stat testing/results...

    since we'll be doing the stat balancing ourselves (actually mainly Tone...), i thought we should have a thread that gathers all the info about unit behaviors and battle outcomes during testing.
    so, these are my first tests:

    variables:
    - stat_pri (or p)
    - stat_sec (or s)
    - morale (or m)
    - lethality (or l)

    units:
    samnite pedites extraordinarii (or unit A, player )
    lucani pedites extraordinarii (or unit B, AI)

    EDU stats:
    Code:
    type             samnite pedites extraordinarii
    dictionary       samnite_pedites_extraordinarii
    category         infantry
    class            light
    voice_type       Heavy_1
    soldier          roman_samnite_warrior, 40, 0, 2.3
    officer          greek_standard
    attributes       sea_faring, hide_forest, can_sap, very_hardy
    formation        1, 1, 2, 2, 4, square
    stat_health      1, 0
    stat_pri         30, 15, no, 0, 0, melee, blade, piercing, spear, 0 ,2
    stat_pri_attr    spear, spear_bonus_8
    stat_sec         30, 15, no, 0, 0, melee, simple, piercing, sword, 0 ,1
    stat_sec_attr    no
    stat_pri_armour  8, 35, 8, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      2, 0, 3, 0
    stat_mental      30, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        0, 650, 200, 50, 70, 200
    ownership        all
    ;;;;all-area6-r6
    type             lucani pedites extraordinarii
    dictionary       lucani_pedites_extraordinarii
    category         infantry
    class            light
    voice_type       Heavy_1
    soldier          roman_samnite_warrior, 40, 0, 2.3
    officer          greek_standard
    attributes       sea_faring, hide_forest, can_sap, very_hardy, mercenary_unit
    formation        1, 1, 2, 2, 4, square
    stat_health      1, 0
    stat_pri         30, 15, no, 0, 0, melee, blade, piercing, spear, 0 ,1
    stat_pri_attr    spear, spear_bonus_8
    stat_sec         30, 15, no, 0, 0, melee, simple, piercing, sword, 0 ,0.5
    stat_sec_attr    no
    stat_pri_armour  8, 35, 8, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      2, 0, 3, 0
    stat_mental      30, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        0, 650, 200, 50, 70, 200
    ownership        romans_brutii, slave, carthage
    in red the values i've been modifying to test battle outcomes.

    what i looked for was:
    - battle duration (short, medium, long)
    - casualties

    results:

    test 1:
    Ap = Bp
    As = Bs
    Al = Bl
    Am = Bm
    battle duration long
    casualties (average in %) 86 vs 96 (2 victories) and 96.5 vs 59.5 (2 defeats)

    test 2:
    Ap > Bp (2:1)
    As > Bs (2:1)
    Al = Bl
    Am > Bm (2:1)
    battle duration very short
    casualties 19.4 vs 58.6

    test 3:
    Ap > Bp (2:1)
    As > Bs (2:1)
    Al = Bl
    Am = Bm
    battle duration medium
    casualties 36.2 vs 86.5

    test 4:
    Ap = Bp
    As = Bs
    Al = Bl
    Am > Bm (2:1)
    battle duration long
    casualties 74 vs 88

    test 5:
    Ap = Bp
    As = Bs
    Al > Bl (2:1)
    Am = Bm
    battle duration long
    casualties 63 vs 95.66

    test 6:
    Ap = Bp
    As = Bs
    Al > Bl (4:1)
    Am = Bm
    battle duration short to medium
    casualties 43.66 vs 93

    test 7:
    Ap = Bp
    As = Bs
    Al > Bl (2:1)
    Am > Bm (2:1)
    battle duration short
    casualties 50.66 vs 82.66

    discussion:
    when i tried smaller differences in stats, for instance less than 10-20% difference, the results were not very significant as far as duration and casualties are concerned.

    if you look at test 1, the battle was quite long and A won half the time, so it seems like when the stats are identical, it's more of a toss-up. the AI didn't cut and run despite heavy losses.
    even when B had half the morale of A, the AI didn't rout despite heavy losses (see test 4). in both tests, the battle was long. however, when A's stats were higher (double) than B's (same lethality though), the AI was routed quite early in the battle with casualties in the upper 50's low 60's (see test 2).
    so, i feel lower morale alone is not enough to make a unit rout.

    test 3 seems to indicate that higher attack but similar morale seems to shorten the duration, lowers A's casualties, but B still doesn't rout until it has taken a significant loss.

    doubling the lethality (test 5) doesn't seem to shorten the duration, but does lower A's casualties from the 90's to 60's and an even higher lethality (quadruple as in test 6) lowers A's casualties even more, in the 40's, it also shortens the duration!

    test 7 shows that higher morale and lethality, lowers both duration and casualties.

    Skeleton Lethal Values:

    fs_dagger 0.60
    fs_spearman 0.50
    fs_o_s_spearman 0.50
    fs_slow_spearman 0.50
    fs_semi_fast_spearman 0.50
    fs_fast_spearman 0.50
    fs_thp_f_spearman_p 0.45
    fs_s1_hoplite 0.53
    fs_s1_gladius 0.53
    fs_s1_slow_gladius 0.53
    fs_Prome_Gladiusman 0.60
    fs_swordsman 0.53
    fs_s1_swordsman 0.53
    fs_fast_swordsman 0.53
    fs_s1_semi_fast_swordsman 0.53
    fs_s1_slow_swordsman 0.53
    fs_s1_barbswordsman 0.50
    fs_s1_semi_fast_barbswordsman 0.53
    fs_2h_swordsman 0.375
    fs_2h_swordsman_big 0.35

    next tests:
    radius/heights
    morale (breaking point)
    Last edited by Faridus; March 15, 2009 at 02:38 PM.

  2. #2

    Default Re: Unit Stat testing/results...

    Actually it probably won't be me doing it after all. I think the plan is now for DVK to work on it and we'll all test and give input for tweaking. We're going to be using all the stuff that Aradan published so coherently in his EDU guide.

    One thing that we do need to know is what unit height attribute equals out a lower unit radius attribute.


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  3. #3
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    where do i find height and radius in the edu stats?

  4. #4

    Default Re: Unit Stat testing/results...

    Check Aradan's EDU explanation in the Rome Workshop thread.
    They're both default at the moment for all of our units so aren't shown.

    The unit line in the EDU should read like this:

    soldier unit_model, soldiers, extras, mass, radius, height

    Default radius is 0.4, around 0.22 is good for hoplites but increases their fighting ability indpendent of other stats so needs to be balanced out by changing the height attribute in order for auto resolve to work effectively.

    Default height is 1.7, increasing it will reduce the effectiveness


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  5. #5
    dvk901's Avatar Consummatum est
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    Default Re: Unit Stat testing/results...

    But at this time, it isn't known what those settings would be, is it? All I see is 'needs further testing'.

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  6. #6

    Default Re: Unit Stat testing/results...

    What we need to do is some experiments to try and balance two sets of hoplites set on identical settings with the same weapons and skeletons and so on, but with one having a unit radius of 0.22 and 0.4, then tweak the height in the 0.22 one to make the battle even.


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  7. #7
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    i had read aradan's guide, but when i looked at the edu, those values weren't there.

    [radius](may not be visible) : Hidden attribute radius of the unit. The default value is 0.4. It's the area surrounding each single soldier that he "occupies" as the engine perceives it (not visually that is). Small radius makes a unit fight better, in that it allows soldiers to fight more closely to each other, resulting in more men of the small-radius unit fighting against fewer of the enemy one's.
    [height](may not be visible) : Hidden attribute height of the unit. The default value is 1.7. It represents the height of the unit's soldiers (again not visually). Little is known concerning the exact way that height functions, but it is known that the higher it's value, the weaker the unit.
    Code:
    soldier          unit_model, soldiers, extras, mass (,radius,height)
    and that's what the edu shows for instance:

    Code:
    soldier          roman_samnite_warrior, 40, 0, 2.3
    so, do we just add the height and radius at the end of that line?
    just like this?

    Code:
    soldier          roman_samnite_warrior, 40, 0, 2.3, 1.7, 0.4
    so, what we are exactly looking for is a set of height values that even out the field.
    in other words, 0.4 radius + x height = 0.22 radius + y height.
    seems "simple" enough...

  8. #8

    Default Re: Unit Stat testing/results...

    Quote Originally Posted by Faridus View Post
    so, do we just add the height and radius at the end of that line?
    just like this?

    Code:
    soldier          roman_samnite_warrior, 40, 0, 2.3, 1.7, 0.4
    so, what we are exactly looking for is a set of height values that even out the field.
    in other words, 0.4 radius + x height = 0.22 radius + y height.
    seems "simple" enough...
    Yes and yes.

    What's the testing methodology you follow?

    Units/map/game mode/difficulty etc

  9. #9
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    hey Aradan,
    welcome to our sub forum, our team was very excited to learn you were going to help us with the stat, i'm particularly glad because of your edu guide which is quite excellent!

    as far as methodology is concerned, i'll try to use the same conditions regarding terrain and weather. i'll be using two identical units (edu stats and dmb squeletons):

    Code:
    type    taxeis_hoplite
    skeleton   fs_o_f_spearman, fs_fast_swordsman 
    texture   slave,   data/models_unit/textures/Tone/freegreeks/taxeis_hoplite_krete.tga    ;;;;cretan levy hoplites
    it's actually the same model with just different skins.
    difficulty is medium as:

    [attack] : Attack rating of the unit's primary weapon (if unit has missiles, those are its primary weapons). Note that 'Easy' difficulty level gives the AI a -4 attack; 'Medium' offers no advantages/penalties; 'Hard' grants the AI a +4 attack bonus and 'Very Hard' grants the AI a +7 attack bonus. Max value for attack is 63. Anything higher will still be considered 63.
    map is "grassy flatlands"/weather calm.

    the units i'll be using are:

    Code:
    type taxeis hoplite2 
    dictionary taxeis_hoplite
    category infantry
    class spearmen
    voice_type Heavy_1
    soldier taxeis_hoplite, 60, 0, 2.4, 1.7, 0.4
    officer greek_officer
    officer greek_standard
    mount_effect horse +8, chariot +8, elephant +2
    attributes sea_faring, hide_forest, can_sap, very_hardy, power_charge
    formation 1, 1, 1, 1, 8, square
    stat_health 1, 0
    stat_pri 22, 14, no, 0, 0, melee, blade, piercing, spear, 0 ,0.7
    stat_pri_attr spear, spear_bonus_6
    stat_sec 22, 15, no, 0, 0, melee, simple, slashing, sword, 0 ,0.5
    stat_sec_attr no
    stat_pri_armour 8, 30, 9, metal
    stat_sec_armour 0, 2, flesh
    stat_heat 2
    stat_ground 4, 0, 0, 0
    stat_mental 26, disciplined, highly_trained
    stat_charge_dist 30 
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 0, 700, 140, 70, 100, 640
    ownership macedon, numidia
     
    type cretan levy hoplites
    dictionary cretan_levy_hoplites 
    category infantry
    class spearmen
    voice_type Heavy_1
    soldier taxeis_hoplite, 60, 0, 2.4, 1.7, 0.4
    officer greek_officer
    officer greek_standard
    mount_effect horse +8, chariot +8, elephant +2
    attributes sea_faring, hide_forest, can_sap, very_hardy, power_charge
    formation 1, 1, 1, 1, 8, square
    stat_health 1, 0
    stat_pri 22, 14, no, 0, 0, melee, blade, piercing, spear, 0 ,0.7
    stat_pri_attr spear, spear_bonus_6
    stat_sec 22, 15, no, 0, 0, melee, simple, slashing, sword, 0 ,0.5
    stat_sec_attr no
    stat_pri_armour 8, 30, 9, metal
    stat_sec_armour 0, 2, flesh
    stat_heat 2
    stat_ground 4, 0, 0, 0
    stat_mental 26, disciplined, highly_trained
    stat_charge_dist 30 
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 0, 700, 140, 70, 100, 640
    ownership britons, slave

  10. #10

    Default Re: Unit Stat testing/results...

    Cool, sounds good. You might also want to use Arcade mode, so that you don't have fatigue/morale issues getting in your way.

    Have you guys tested out the fs_o_f_spearman skeleton to see what is the lethality values that makes it equal to the other skeletons?

  11. #11
    Brusilov's Avatar Local Moderator
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    Default Re: Unit Stat testing/results...

    Quote Originally Posted by Aradan View Post
    Cool, sounds good. You might also want to use Arcade mode, so that you don't have fatigue/morale issues getting in your way.
    Not knowing anything about that - but is the only effect of using arcade mode the lack of fatigue / morale effects?

    I'm always willing or trying to learn more - sometimes asking questions is the way to do that.

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  12. #12
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    Quote Originally Posted by Aradan View Post
    Have you guys tested out the fs_o_f_spearman skeleton to see what is the lethality values that makes it equal to the other skeletons?
    not sure, personally i have not messed with dmb sutff yet.
    which tested skeletons should i use?
    thanks for the arcade tip.

  13. #13

    Default Re: Unit Stat testing/results...

    Arcade removes fatigue, morale, special formations, ammo, units run by default...

    Try setting up the unit against a clone unit (everything identical), but the clone unit should have lethality 0.5 and fs_swordsman, and see what lethality value makes the two units identical.

    Here are the fatw skeleton balancing values. Sorry for the format, and some are irrelevant to mods without dwarves/orcs/elves.

    If lethality could go above 1, these are the lethality values that make skeletons equal. Think of them as multipliers to a 'base' lethality value (the base can be lowered/increased to make battles as slow/fast as one wants). Assuming you have the base value at 0.5, a dagger animation would have 0.57 lethality, a spearman (vanilla) would have 0.41 etc.

    Code:
    fs_swordsman and its speed variations    1
    fs_dagger and its speed variations    1,14
    fs_spearman and its speed variations    0,82
    fs_2handed and its speed variations    0,82
    fs_2handed_berserker (scale 1.1)    0,76
    fs_axeman    1
    fs_staff    0,94
    fs_unarmed    0,94
    Fs_dual    0,9
    fs_2handed_halftrollberserker(scale 1.2)    0,72
    fs_hillmanaxeman(scale 1.1)    0,9
    fs_slow_helmswordsman(scale 1.05)    0,98
    fs_troll(scale 2.0)    0,58
    fs_orcdual(scale 0.85)    0,92
    fs_orcaxeman(scale 0.85)    1
    fs_fast_snagadagger(scale 0.75)    1,18
    fs_fast_orcspearman(scale 0.8)    0,92
    fs_fast_orcswordsman(scale 0.8)    1
    fs_fast_orcdagger(scale 0.8)    1,18
    fs_dwarf2handed(scale 0.81)    0,82
    fs_dwarfaxeman(scale 0.8)    1
    fs_fast_thp_f_spearman_dwarf(scale 0.8)    0,94
    fs_dwarf_semi_fast_spearman(scale 0.8)    0,94
    fs_fast_elfspearman(scale 1.05)    0,82
    fs_fast_elfswordsman(scale 1.05)    0,98
    fs_fast_thp_f_spearman    0,9
    fs_thp_f_spearman    0,9
    fs_gladius    1,02

  14. #14
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    Quote Originally Posted by Aradan View Post
    If lethality could go above 1, these are the lethality values that make skeletons equal. Think of them as multipliers to a 'base' lethality value (the base can be lowered/increased to make battles as slow/fast as one wants). Assuming you have the base value at 0.5, a dagger animation would have 0.57 lethality, a spearman (vanilla) would have 0.41 etc.
    if a dagger has a lethality of 0.57 and a spearman 0.41, does it mean the lethality is conversly proportionate to the value, i mean, a smaller value having a higher lethality???

  15. #15

    Default Re: Unit Stat testing/results...

    Fantastic....I'd been musing that we'd have to check that out at some point, so thanks for pointing that out at an early stage.

    Just one question for the team to consider is whether we want any of our units to have beserk ability? bear warriors maybe? or is it too gimicky?


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  16. #16
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    Tone, if you could make that clone unit, i'll start testing asap. i'm not familiar with dmb and skeletons yet.

  17. #17
    Brusilov's Avatar Local Moderator
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    Default Re: Unit Stat testing/results...

    Quote Originally Posted by tone View Post
    Just one question for the team to consider is whether we want any of our units to have beserk ability? bear warriors maybe? or is it too gimicky?
    I've seen beserker ability used in both RS1.5 and Arthurian Total War (maybe other mods but I don't recall them). I think it's OK so long as that unit is not spammed by the AI or built in huge numbers by the player.

    I don't know if the way to balance this is to make the unit more expensive or to reduce the number of men in the unit (or a combination). A beserker unit is quite powerful on the battlefield.

    Edited: Happy Birthday Tone.
    Last edited by Brusilov; February 22, 2009 at 12:35 PM.

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  18. #18
    Faridus's Avatar Centenarius
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    Default Re: Unit Stat testing/results...

    got it...it all makes sense to me now...excellent!!!

  19. #19

    Default Re: Unit Stat testing/results...

    Nope, the higher the lethality, the better the unit.

    The whole point of this is: A unit using fs_dagger skeleton will lose to a unit using fs_spearman skeleton, even if *all* other stats are identical, because of the way the skeletons work (fs_spearman has bigger impact deltas etc). These lethality values cancel out these differences that the skeletons introduce, so that a unit's strength is based only on the EDU stats and not on hidden parametres (ie lethality, skeleton, etc) that players cannot see.

  20. #20
    dvk901's Avatar Consummatum est
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    Default Re: Unit Stat testing/results...

    I do not like berserker units.....they were removed for a reason, just like dogs, pigs and screeching women. :

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