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 Post Posted: Sun Sep 05, 2010 11:04 am 
Has collected at least one unit Here for the 10th Anniversary
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BLANDCorporatio wrote:
Ah, right. Watermonkey314 will explain.

But whatever is being used, either some XML parser or a database can handle that kind of thing (pure spreadsheets- yeah maybe not).

Even better, a freeware game engine. Haven't looked over a list of those yet, but I'm sure someone already has put up on Sourceforge something that fits our purposes fine. If not, it needs to be there, and if Watermonkey314's willing to code, so am I.


I'm, um, hand-coding it myself. :P Cargo-ness shouldn't be bad; I think it could just be an extension of whatever I do for mounts. And the issue for mounts is making sure move is accounted for correctly, which I think can be done assuming logical stacking (as long as no one tries to stack a rider separately from a mount, everything should be fine)

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     Post Posted: Sun Sep 05, 2010 1:17 pm 
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    WaterMonkey314 wrote:
    I'm, um, hand-coding it myself. :P Cargo-ness shouldn't be bad; I think it could just be an extension of whatever I do for mounts. And the issue for mounts is making sure move is accounted for correctly, which I think can be done assuming logical stacking (as long as no one tries to stack a rider separately from a mount, everything should be fine)
    Fortunately, our current rules prohibit stacking a rider separately from its mount, so that won't be a problem.

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     Post Posted: Mon Sep 06, 2010 10:48 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Twoy, LTDave, and Siralus - if you guys want to start designing mini-sides (2-3 unit types) with a budget of 500 pop points (using Twoy's formula), go ahead. You will be facing Nihila.

    BLAND - if you want, go ahead and pick a fix for the 0 move unit, and then we'll also test your formula. We'll have Crovius, BLAND, and Sihoiba on that side, facing me. Again, you'll have a 500 pop pt budget using BLAND's corrected formula.

    The skirmish will just be a generic flat plain with a city in the center, defended by Nihila and myself on the respective sides. (You guys will be "pincering" the city.) An in-character explanation/story will come shortly.

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     Post Posted: Mon Sep 06, 2010 11:38 pm 
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    500 points each? or total?

    Scouts, etc, remain the same?

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     Post Posted: Tue Sep 07, 2010 1:40 am 
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    Could I get all the information summarised or linked?

    I can't, for example, find the specials at all in this thread.

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     Post Posted: Tue Sep 07, 2010 6:31 am 
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    Siralus, Twoy, and LTDave: These are the rules you will use. (For the rest of you, the cost formula is wrong. Location currently undecided)
    Twoy and LTDave, these rules may seem eerily familiar.

    Mounting:
    Spoiler: show
    Units may use another unit as a Mount IF the Mount has twice or more the starting hits of the units being carried. For example, a Gobwin with 3 hits may use a creature with 6 or more hits as a mount. This will only be helpful if the larger unit has a higher move value. 3 Gobwins could ride on a Mount with 18 or more hits.

    Garrison units may never move, even on mounts.


    Design Your Force:
    Spoiler: show
    As in the Comic, Units have four stats – Move, Attack, Defence, and Hits.

    Move is the number of hexes a unit can move on the strategic map – Value 0 to 5.

    Attack is the Combat value of the unit, whether attacking or being attacked.

    Defence has changed in this game. It now represents the Armour/Dodge value of the unit. It is the capacity of the unit to avoid taking hits. Basically, a value of 5 means that 5 out of 8 hits against a stack will be ignored.

    Hits are the amount of damage a unit can take before being cwoaked. Hits are restored to full at the beginning of the side’s turn.

    For the purposes of this game, Players will design their own unit types. Each Player can have up to three distinct unit types, each with their own stats. These cannot be changed as the game progresses, so be careful in design.
    Some simple rules on design:
    1. Movement of 0 is Garrison. Movement of 1 is Siege; Movement of 2 is Infantry; Movement of 3 or 4 is Cavalry; Movement of 5 is Flyer. Units may not have move higher than 5 in this game.
    2. Units may not have Attack values more than one and half times hits (rounded up) – So a unit with 3 hits could have 5 attacks.
    3. Units may have a defence value between 0 and 5, but may not have defence higher than hits.
    4. Hits are related to size. So a unit with 1 hit is tiny (like a bat or bird), 3 is small (like a Gobwin), 5 is average (like a Human or Elf), 10 is big (Horse or Twoll), 20 is large (Dwagon or Golem), 30 is huge (Giants, etc). A unit may not have more than 30 hits.
    5. The cost of the unit is equal to all the following formula:
    Cost = [(HITS²/4) + (ATTACK + DEFENCE)] x 0.5 + [(HITS x MOVE) x 0.5]+ SPECIAL

    Special is 10 for Scouts, 20 for Commanders. Special = Attack for ranged


    Each Player has 500 points worth of units at the beginning of the game. Players must post their unit types and stats on the forum.


    Commanders:
    Spoiler: show
    A Commander is a unit, like Ansom or Zamussels in the Comic. Each Player must have at least one Commander.
    In the Comic, Commanders are all roughly “Human”. Therefore, no Commander may have more than 6 hits, or less than 3.

    In addition, Commanders have a “Level”. When the Commander is created, the GM will determine the level – on a d10, 1-2 is level 1, 3-5 level 2, 6-7 level 3, 8-9 level 4, 10 level 5.
    Each time a Commander is in a winning combat (ie, inflicts more hits than the opponent), the Commander gains 1 experience point. The Commander may go to the next level if they have experience points equal to the next level (ie, to go from level 3 to 4, the Commander must have 4 experience points).

    Commanders increase the attack and defence values of the units they are stacked with, and may issue orders. Only units in the same hex as a Commander may move in a turn.



    Combat:
    Spoiler: show
    In the comic, Parson says that Combat in Erfworld has a simple mechanic, and the key to victory is multipliers, not addition. The following system attempts to replicate that.

    Units fight together in Stacks. In Combat, Total all ATTACK values points for the first eight units in the stack. Flyers may not stack with non-Flyers (unless the non-Flyers are using the Flyers as Mounts).

    Commander Bonuses – for each level of the Commander in the stack, increase the Command Bonus by 0.1. Commanders do not have to be listed in the first 8 units to add this bonus. If there is no Commander, the Bonus remains at 1.0.
    The Chief Warlord is a Special Commander. In any hex with a Chief Warlord, the Leadership bonus of all Allied stacks is increased by 0.1.

    Terrain Bonus – Some terrain increases Defence values. Fortifications also increase this number. In attack, this is always 0. In Defence, Open is 0, Rivers and Woods are 1, Bridges and Forts are 2. Flying units never get Terrain Bonuses, and always count this as a 0. Total Defence values for all units in the stack, and then divide by the number of units to get the average. Add in any the Terrain Bonus. This is the number of enemy attacks negated by armour, dodge, fortifications, etc. {So Average Defence of 4 and Terrain Bonus of 1 means that 5 out of 8 hits will be negated}.

    Woods & Flyers: in the Comic, Flying units may not be attacked by ground units in woods unless the ground unit is “Woods” capable. For the purposes of this game, all Ranged, Scout, and Commander units are considered to be “Woods” capable. Only these units and Flying units may attack Flyers in Woods.

    Ranged units on the Defensive inflict hits before the enemy has a chance to attack. Ranged units on the offensive may inflict hits, and, if the unit has move remaining, may leave the hex before the opposing stack retaliates. If a ranged unit attacks a ranged unit, combat is simultaneous. In order to use a ranged attack, the entire stack must be ranged. Non-Ranged Commanders may add a Leadership bonus only to a stack of Ranged units – obviously do not use their Attacks. Ranged stacks must always choose to engage an enemy ranged stack (if possible) before attacking a non-ranged stack.

    Special Bonus – Specials include Dancefighting, Ditto-Mancy, etc. Default is 1.0. Rules for these will come as the game develops. In each combat after the first, this Special Bonus is halved. That is, a stack is attacked by two stacks. In the second calculation, the Defender’s special bonus value drops to 0.5. In a third combat, the value would drop to 0.25, and so on.
    The only exception to this is if the Defending unit succeeds in ‘wiping out’ the attacking stack – ie, all attacking units are cwoaked. In this event, the Defending stack acts as though it had not fought any combats.

    Ambush Bonus – units that enter a hex without scouting can be ambushed. The Ambush value ranges from 1.0 (no ambush) to 2.0 (ambush).

    Random Number – not every combat point means a hit. The Random Number adds a bit of luck to the mix. On (2d6+8)/20, 2 is 50%, 7 is 75%, 12 is 100%, etc.

    Use the following formula to work out how many hits have been inflicted on the enemy:

    Hits = Total Attack X Command Bonus X Special Bonus X Ambush Bonus X Random Number X (8 - Opposition Average Defence - Terrain Bonus) / 8

    Round result to nearest whole number. This is reflected in the Spreadsheet which is also linked to in LTDave's signature, and is the xls file on this page:http://sites.google.com/site/erfworldempires/home/gobwin-bump-two

    The opposing stack takes the number of hits inflicted. Units are destroyed based on their stacking order – first unit listed takes maximum hits, before the next is wounded.
    Exception – a stack led in attack by a Commander may direct hits at any unit in the opposing stack, but the unit takes TWICE as many hits to cwoak as it normally would. Opposing Commanders take FOUR TIMES as many hits to cwoak as normal if targeted. Obviously the first unit in a stack will never need to be targeted.

    The Alliance Turn:
    The Alliance turn is broken into two phases – Scout, and Move / Combat. At the beginning of the game, the Alliance players will elect one of their own to be Chief Warlord. It is the responsibility of the Chief to declare an end to the Scout Phase, and to the Move / Combat phase, which will end the turn. In the event that a Player has not posted orders within 72 hours (three days) of the beginning of a phase, the Chief Warlord may issue orders on their behalf and end the Phase.

    Scout Phase:
    Spoiler: show
    Players may create units with a special scout ability. These units are created as per normal units, simply add 10 points to the Cost.

    In the Scout phase, any scout unit in the same hex as a Commander may be given orders to inspect a string of adjacent hexes equal to the unit’s move. The unit remains in the original hex – it simply inspects the hexes (how it does this is left entirely up to your imagination). The Scout unit moves in the Movement phase.

    In the Scout Phase, players give orders to their scout units. Once the Chief Warlord declares an end to the Scout Phase, the GM will examine the orders and update the map with information from hexes inspected. Scout units may then move their full allowance in the Move / Combat phase.

    Figure 1:
    Scout unit S has three move, and has the following orders – inspect NW (Northwest), inspect SW (Southwest), inspect S (South).

    Scout unit S2 has two move, and has the following orders – inspect SW, inspect SE.

    (Sorry, image isn't visible. Scouts can inspect any number of hexes that they could move into in the Move/Combat phase, as long as each hex is adjacent to the last hex scouted)

    Both units remain in the starting hex, and may move 3 and 2 hexes respectively in the Move / Combat phase.

    During the Scout Phase, the Chief Warlord may be given a number of points to distribute between the players. The Players may then nominate a set of units to “pop” at the beginning of the Scout Phase.


    Move and Combat Phase:
    Spoiler: show
    Once the GM has reported on the actions of scouts, the Movement and Combat phase begins. Players may issue orders to units in the same hex as a Commander. Units may move into any hex, but if a unit moves into a hex that has not been scouted, it may be ambushed if enemy forces are present.

    Commanders may move units to pass on orders to other units – so a stack at a distance could be reached by another unit that passes on instructions.

    Commanders may move into a hex, issue orders to units there, and then move on again.

    Units may be sent to attack enemy units. Players should use the spreadsheet provided to calculate the combat results. Each Unit may attack once per turn.

    Units gain advantages by stacking together. It is possible to attack the same stack multiple times, but each stack in a hex must be attacked before any stack is attacked more than once.

    For Example:
    A hex contains two stacks – Stack “A” of 8 gobwins, and stack “B” of 6 gobwins.
    In order for Alliance troops to attack Stack “A” twice, stack “B” must be attacked at least once.

    Players may move in any order, and may move and fight with all or some of their units at any one time.

    If a stack has movement left after combat, it may move to an adjacent hex.

    End of Turn:
    The Alliance turn ends when the Chief Warlord declares it over. The Chief Warlord should post on the forum and send a Private Message to the GM. At the end of the Alliance turn, Gobwin Knob units heal to full health.

    Opposition Turn:
    Spoiler: show
    The forces of Gobwin Knob move at the discretion of the GM. Any results that impact on the Alliance players will be posted on the forum. Once the Gobwin Knob turn is over, the Alliance players may begin their Scout phase, and all Alliance units heal to full health.

    Your votes for Chief Warlord will be accepted any time between now and 72 hours after WaterMonkey tells me to get started, your units can be posted on the new thread in the same time. New Thread:http://www.erfworld.com/forum/viewtopic.php?f=23&t=1663

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     Post Posted: Tue Sep 07, 2010 6:43 am 
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    Oh hai people,

    a fix for the 0 Move, yes. I'm thinking something like, if the unit's Move is 0, then replace it by 0.8 in the formula.

    I do not have a solid mathematical backing for why 0.8, but more of an intuitive argument. Here goes ...

    Spoiler: show
    Units that don't move should be cheaper, and this allows a good efficient defense of a city. HOWEVER, it should not be TOO efficient. If Garrison Units are much cheaper than the units an Attacker can bring to bear, it will be very difficult for the Attacker to exceed their firepower.

    In other systems, this may be mitigated by other factors. Say there are more pop locations and the pop point allocation depends on the number of such locations controlled or whatever measure of territory control. In that case, it doesn't pay to just saturate your towns with Garrison Units. The Attacker, being able to quickly bring forth terrain units, will overwhelm those towns one by one. Another possible mitigation is a Cargo Special, that allows rapid transportation of large amounts of Terrain Units.

    Absent such mitigations in our system, I don't want Garrison Units to be too cheap.

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     Post Posted: Tue Sep 07, 2010 6:56 am 
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    Ok then, so let's recap. The suggested weird formula would be-

    Hits*Move_Adjusted/2 + Defense*(Hits^(2/3))/2 + Attack + Special;

    Attack <= (3+Hits^(2/3) rounded to nearest integer) or (Hits), whichever is less (unless a Special overrides this, at extra cost).

    Move_Adjusted = 0.8, if Move is less than 1 (that is, 0), or Move, otherwise.

    Defense is capped at a max of 5, as before (we're using the same combat formula, right? And the rest, with Ranged strike first, hit and run possibility still valid etc?)

    Humanoids would be around the 6HP. Let's say I want that to be the point of diminishing max Attack, which is why that +3 appears in the Attack Cap. What the formula does is that until 7HP (quirk in the rounding), you can have Attack = Hits. Beyond that point, Attack would be capped by (3+Hits^(2/3) rounded to nearest integer), unless a Special allows this to be surpassed.

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     Post Posted: Tue Sep 07, 2010 6:59 am 
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    We are using the same combat formula, same tactics are valid, same etc. except for cost formulae.

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     Post Posted: Tue Sep 07, 2010 8:40 am 
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    Well, I think I have a cost formula*, so I'll try designing some units, just to see where it goes. Below's a sample. The only Specials so far employed are Commander (+20 cost), Scout (+10 cost, I think it was), Ranged (+Attack cost). And for kicks, a new one, Artillery (includes Ranged, only useable if Attack is above the unit's regular attack maximum, AttackCap; it is a +Attack+(Attack - AttackCap) rounded up cost; can raise attack up to 1.5*Hits, maximum).

    (EDIT:
    *: the one with the Hits^(2/3) thing).

    (PS: Defense is capped at 5 or Hits, whichever is lower, as in the older system).

    Kitteh
    Spoiler: show
    Hits 3
    Defense 3
    Attack 3
    Move 2
    Specials: None
    Cost: 10


    Owc
    Spoiler: show
    Hits 7
    Defense 2
    Attack 7
    Move 2
    Specials: None
    Cost: 18


    Twoll
    Spoiler: show
    Hits 12
    Defense 3
    Attack 8
    Move 2
    Specials: None
    Cost: 28


    Gnomish Falanx
    Spoiler: show
    Hits 5
    Defense 5
    Attack 5
    Move 2
    Specials: None
    Cost: 18


    Ogwe
    Spoiler: show
    Hits 20
    Defense 4
    Attack 10
    Move 2
    Specials: None
    Cost: 45


    Stone Giant
    Spoiler: show
    Hits 30
    Defense 5
    Attack 13
    Move 2
    Specials: None
    Cost: 68


    Shy Huwud
    Spoiler: show
    Hits 50
    Defense 4
    Attack 17
    Move 1
    Specials: None
    Cost 70


    Awwchew
    Spoiler: show
    Hits 6
    Defense 3
    Attack 6
    Move 2
    Specials: Ranged
    Cost: 23


    Wion Hunter
    Spoiler: show
    Hits 6
    Defense 5
    Attack 8
    Move 2
    Specials: Artillery
    Cost: 33


    Cannon
    Spoiler: show
    Hits 15
    Move 1
    Defense 2
    Attack 20
    Special: Artillery
    Cost: 65


    LOLCatiusha
    Spoiler: show
    Hits 30
    Move 1
    Defense 3
    Attack 30
    Special: Artillery
    Cost: 107


    Light Cavalry
    Spoiler: show
    Hits 8
    Defense 3
    Attack 7
    Move 4
    Specials: None
    Cost: 29


    Gothic Knight
    Spoiler: show
    Hits 12
    Defense 5
    Attack 8
    Move 4
    Specials: None
    Cost: 46


    Golmon Knight
    Spoiler: show
    Hits 9
    Defense 5
    Attack 7
    Move 4
    Specials: Ranged
    Cost: 43


    Bear Cavalry
    Spoiler: show
    Hits 15
    Defense 4
    Attack 9
    Move 4
    Specials: Ranged
    Cost: 61


    Gyroscope
    Spoiler: show
    Hits 1
    Defense 0
    Attack 1
    Move 5
    Specials: Scout
    Cost: 14


    Wyvewn
    Spoiler: show
    Hits 10
    Defense 2
    Attack 8
    Move 5
    Specials: None
    Cost: 38


    Green Dwagon
    Spoiler: show
    Hits 12
    Defense 2
    Attack 8
    Move 5
    Specials: None
    Cost: 44


    Yellow Dwagon
    Spoiler: show
    Hits 15
    Defense 3
    Attack 15
    Move 5
    Specials: Artillery
    Cost: 83


    Blue Dwagon
    Spoiler: show
    Hits 20
    Defense 4
    Attack 10
    Move 5
    Specials: Range
    Cost: 85


    Red Dwagon
    Spoiler: show
    Hits 25
    Defense 5
    Attack 12
    Move 5
    Specials: None
    Cost: 96


    Diwigible
    Spoiler: show
    Hits 51
    Defense 5
    Attack 21
    Move 5
    Specials: Artillery
    Cost: 208


    Twain
    Spoiler: show
    Hits 50
    Attack 1
    Defense 0
    Move 4
    Specials: Ranged
    Cost: 102


    Steam Fly
    Spoiler: show
    Hits 50
    Attack 1
    Defense 0
    Move 5
    Specials: Ranged
    Cost: 127


    One thing I like is that the Wyvern, a melee flier, is not that much more expensive than some of the cavalry units. It's still not an efficient bet to attack a strong infantry column with melee fliers, but some attacks of opportunity are definitely possible.

    It's best however to actually test this, with several people, each looking to minmax their troop composition.

    (EDIT: another side-effect of the costs would be focusing on human-sized units, HPs 6-7, and a few very large damage soakers that won't be good for much else. I'm sure there are several ways to make a side, but that's one viable way to go about it)

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     Post Posted: Tue Sep 07, 2010 9:03 am 
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    One more thing. As you'll notice, the Attack value tends to be below Hits, especially for large units; the ratio gets worse the bigger the unit. This, among other things, puts a kind of a cap on Hits; it's not something I'd write anywhere that your units must have 30Hits or less, it's just that after a while it doesn't come easy to make strong units (as opposed to mere damage soakers).

    OTOH, I'd like units with a bit more power to them. Opinions, suggestions? Should there be a Hits cap also?

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     Post Posted: Tue Sep 07, 2010 9:39 am 
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    So then, for the ^(2/3) formula, caps ideas.

    Hits: low cap 1, no high cap ... is this ok? How about 60HP is maximum? Or 100?
    Defense: low cap 0 (or should it be 1?), high cap 5.
    Move: low cap 0, high cap 5.
    Attack: low cap 0 (or should it be 1?), high cap 2*Hits or round up(4*Hits^(2/3)), whichever is lower.

    The attack cap above makes it possible for units up to and including 9Hits to have Attack equal to twice their Hits value. After that, the maximum offensive value tends to decrease. A 60 HP unit would have a max attack of 62, under this formula.

    Here's an Attack Cap vs. Hits table
    Spoiler: show
    Code:
    Hits Attack Cap
    1    2
    2    4
    3    6
    4    8
    5    10
    6    12
    7    14
    8    16
    9    18
    10   19
    11   20
    12   21
    13   23
    14   24
    15   25
    16   26
    17   27
    18   28
    19   29
    20   30
    21   31
    22   32
    23   33
    24   34
    25   35
    26   36
    27   36
    28   37
    29   38
    30   39
    31   40
    32   41
    33   42
    34   42
    35   43
    36   44
    37   45
    38   46
    39   47
    40   47
    41   48
    42   49
    43   50
    44   50
    45   51
    46   52
    47   53
    48   53
    49   54
    50   55
    51   56
    52   56
    53   57
    54   58
    55   58
    56   59
    57   60
    58   60
    59   61
    60   62



    Feedback is always appreciated!

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     Post Posted: Tue Sep 07, 2010 2:32 pm 
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    Post deleted


    Last edited by Twoy on Tue Sep 07, 2010 2:42 pm, edited 2 times in total.
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     Post Posted: Tue Sep 07, 2010 2:35 pm 
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    Twoy, you can post those in the other thread. And, I'm going to let you people have five units, which includes warlords, but your Sparrowhawk can only have up to 1 Defense.

    Other thread:http://www.erfworld.com/forum/viewtopic.php?f=23&t=1663

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     Post Posted: Tue Sep 07, 2010 2:37 pm 
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    If I have a basic military unit and a "Commander" version of that unit, that Commander shouldn't count against my number of unit types will it?

    Also, we're using this formula correct:

    Hits*Move_Adjusted/2 + Defense*(Hits^(2/3))/2 + Attack + Special

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     Post Posted: Tue Sep 07, 2010 2:40 pm 
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    Nihila wrote:
    Twoy, you can post those in the other thread. And, I'm going to let you people have five units, which includes warlords, but your Sparrowhawk can only have up to 1 Defense.

    Other thread:http://www.erfworld.com/forum/viewtopic.php?f=23&t=1663

    I knew there had to be something wrong with a bird with a def 5.

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     Post Posted: Tue Sep 07, 2010 2:43 pm 
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    Crovius wrote:
    If I have a basic military unit and a "Commander" version of that unit, that Commander shouldn't count against my number of unit types will it?

    Also, we're using this formula correct:

    Hits*Move_Adjusted/2 + Defense*(Hits^(2/3))/2 + Attack + Special
    The Commander would not count against your units. Crovius, BLANDCorporatio, and Sihoiba are using that formula with WaterMonkey, Twoy, Siralus, LTDave, and zilfallon are using the other one with me.

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    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Tue Sep 07, 2010 5:40 pm 
    Here for the 10th Anniversary Has collected at least one unit
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    I'll have to play around with some side possibilities.

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     Post Posted: Tue Sep 07, 2010 6:31 pm 
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    Using Hits*Move_Adjusted/2 + Defense*(Hits^(2/3))/2 + Attack + Special

    The Archnida

    Amblypygi
    Spoiler: show
    Hits 4 Defense 3 Attack 5 Move 3 Specials: Scout
    Cost: 4*3/2 + 3*(4^(2/3))/2 + 2 + 10 = 25
    Uses their long front appendages to feel about in areas, while fighting with grabbing arms


    Scorpiones
    Spoiler: show
    Hits 10 Defense 4 Attack 16 Move 1 Specials: None
    Cost: 10*1/2 + 4*(10^(2/3))/2 + 16 + 0 = 30
    With large pincers and a powerful stinger this Siege unit tears at walls.


    Acarina
    Spoiler: show
    Hits 2 Defense 1 Attack 4 Move 3 Specials: None
    Cost: 2*3/2 + 1*(2^(2/3))/2 + 4 + 0 = 8
    These small Arachnids usually swarm their opponent with sheer numbers.


    Tarantula
    Spoiler: show
    Hits 20 Defense 3 Attack 14 Move 2 Specials: None
    Cost: 20*2/2 + 3*(20^(2/3))/2 + 11 +0 = 45
    The Largest of the Arachnida forces, it's primary role is to carry smaller units around.


    Agelenidae
    Spoiler: show
    Hits 8 Defense 3 Attack 16 Move 0 Specials: None
    Cost: 8*0.8/2 + 3*(8^(2/3))/2 + 13 + 0 = 25
    Spinning their webs these Arachnida stay within the cities and camps, lieing in wait for enemy forces and pouncing on trespassers.


    Commander Crabfist
    Spoiler: show
    Hits 4 Defense 3 Attack 5 Move 3 Specials: Scout, Leadership
    Cost: 4*3/2 + 3*(4^(2/3))/2 + 2 + 30 = 45
    Proving the best of the Scouts, it was promoted to handle command of the Arachnida forces, primarilly their scouts and swarm troops.


    Commander Pinser
    Spoiler: show
    Hits 10 Defense 4 Attack 16 Move 1 Specials: Leadership
    Cost: 10*1/2 + 4*(10^(2/3))/2 + 16 + 20 = 60
    While larger than other commanders, Pinser proves his tactical prowess utilizing his siege and transports as well as managing defense.


    Did I calculate those all right?


    Last edited by Crovius on Wed Sep 08, 2010 2:03 pm, edited 1 time in total.
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     Post Posted: Tue Sep 07, 2010 8:14 pm 
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    I have different costs for all of your units, Crovius.
    I have your Amblypygi @22 cost--2 for Attack, 6 for the Move clause(Hits*Move_Adjusted/2), 4 for the Defense clause (Defense*(Hits^(2/3))/2), and 10 for Special.
    (I won't go through the whole thing for the rest of them, I'll just post the cost.)

    I have your Scorpiones @30 cost
    Spoiler: show
    (10*(1/2))+(4*(10^(2/3))/2)+16+0
    can be entered into a google search engine to get the answer


    I have your Acarina @8 cost
    Spoiler: show
    (2*(3/2))+(1*(2^(2/3))/2)+4+0


    I have your Tarantula @42 cost
    Spoiler: show
    (20*(2/2))+(3*(20^(2/3))/2)+11+0


    I have your Agelenidae @22 cost
    Spoiler: show
    (8*(.8/2))+(3*(8^(2/3))/2)+13+0


    Your Commanders are @42 and 50 cost, respectively.

    Did I make any errors? Please correct me if I'm wrong.

    I find it very funny that all of Crovius's possible errors in calculation worked against him. :D

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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