Weewar Battle Simulator
Update (7-1-08): This is now finally updated with the current unit specifications!
Update (4-29-08): There’s a new battle simulator for the test server. Check it out here.
Update (12-14-07): New version with more accurate results.
See the Tangler forums for details.
Update (1-13-08): Now with more appropriate terrain defaults.
Instructions
- To use this simulator, first click on the unit type for attacker and defender.
- The terrain type is defaulted to “Plains” (except for water and capturing units) and the unit number is defaulted to “10″, but you can change them to anything you want.
- Next up, at the bottom, click the level of bonus to apply (for attacks from multiple sides).
- Finally, click “BATTLE!” and the outcome probabilities will be calculated and displayed at the bottom.
- After the battle is done, you can click “Set” (by the results) to set the respective most probable outcome as the current unit number.
- Rinse and Repeat!
Using the Bonus Calculator
- Determining your attack bonus can be tricky - this calculator takes out the guess work.
- First, click on any of the hexes to mark where the first attack occurred - it will be marked as “1st.”
- Then click on the hex where the second attack occurred - it will be marked as “2nd.”
- The resulting bonus effect will then show up under “Total Bonus.”
- Continue clicking the hexes for as many attacks as you have. Also, click on the DFA to add the distant attack bonus.
- If you make a mistake, click on “Back” to go back a step, or click on “Reset” to erase everything.
- Finally you can click on “Set” to set the calculated bonus as your current battle bonus.
February 23rd, 2008 at 3:45 pm
Hey Pluto - Just thought you’d like to know, I think something either changed with the WeeWar battle algorithm, or might be off in the simulator.
I was just able to kill a 3hp heavy tank with a 7hp hovercraft. Hovie on water, heavy tank on grass - it was the third attack in the round. Battle calc thinks it’s 85% likely to do no damage, 15% likely to only do 1hp, and impossible to do more than that.
February 26th, 2008 at 12:17 am
When calculating a hit using a heavy artillery on grass vs. a light infantry unit on grass your simulator shows a 55% chance that the heavy artillery unit will have a loss of four points. (Assuming both units are ranked 10 when starting.)
This seems strange because i’ve never had any loss of points when using a heavy artillery on a ground unit within fire distance.
Could you explain?
February 29th, 2008 at 8:08 am
Jayson, for this case I call you an extreme lucker!
The exact probabilities (calculated instead of guessing from simulation; see weewar forums) are:
HT loses 0hp: 0.82723057162683555
HT loses 1hp: 0.17253237681412592
HT loses 2hp: 0.00023704526130097214
HT loses 3hp: 6.2977331127811453e-09
As you can see, the probability that the heavy tank gets destroyed is much less than 0.02%.
Regards
- bmaker
February 29th, 2008 at 11:37 am
Jayson, two things. First, did you enter in the bonus amount for the attack? You say that it was the third attack, so at the minimum, the bonus should have been +2, which would give you a probability of < 0.5% so it’s rounded to 0% in the simulator, but still possible. Secondly, the bonus amount could have been upwards of +6, which would give you a 36% probability.
Either way, you were lucky!
Alupa, please keep in mind that the simulator does not take attack ranges into account. You just have to know that if the light infantry is not adjacent to the artillery, then there will be no effect on the artillery
February 29th, 2008 at 3:31 pm
Pluto:
Thanks for the clarification. That makes sense. It was just weird to me because if the infantry unit was close enough to return fire then it would be close enough that the artillery wouldn’t have it in targeting range (and vise versa).
Thanks though, this is a great addition to the weewar family of tools and implements of destruction.
March 15th, 2008 at 10:04 pm
Hey Pluto, this is a reminder of the tweak we discussed in the game. I would really like it if the bonus were reset every time I change a defending unit type or terrain. This would help with me forgetting when the bonus is set, and getting the wrong result.
April 25th, 2008 at 7:13 pm
It seems that the simulator is flawed in that it does not take into account Attacker and Defender. This is important because the terrain bonus is different for an attacker or a defender.
April 25th, 2008 at 7:17 pm
It should be taking that into account. Can you cite an instance where you think it is flawed?
April 25th, 2008 at 8:05 pm
It seems as though I miss read the technical specification. The simulator is correct. Sorry for my error.
April 26th, 2008 at 7:47 am
Why do the probabilities keep changing every time you press the battle! button?
April 29th, 2008 at 3:55 pm
The minor changes are due to the randomness of the attack algorithm. The simulator performs 10,000 battle simulations and averages out the results… so there might be some variabilty
May 1st, 2008 at 1:33 pm
There’s something I was tempted to write here. I just attacked a trooper(on Plains) with an HA(in Forest) .. and reduced its life to ‘2′ from ‘8′ ! The simulator showed the probability of this event to be 0.04 … so I took it as my bad luck !
But then I attacked the same trooper (with ‘2′ life) through another of my trooper (with ‘4′ life) from an adjacent HILL !! … and the victim’s life reduced by just ‘1′ .. while the simulator showed that there was no chance it would survive at all !!!!??
Did I do the simulation wrong or what ?? .. coz after the HA attack, in the simulator, i reduced the victim’s life to 2 … and set the bonus(the one below the ‘attacker’ & ‘defender’ columns) as 6 !!
May 1st, 2008 at 1:51 pm
if your only previous attack was with the HA, then the bonus should have only been +1, not +6. That would give a 6% chance of having only 1 guy left. Again, very unlucky, but still possible.
Don’t buy any lottery tickets today!
May 3rd, 2008 at 2:02 am
curious why if i hit battle a number of times with the same setup the percentages are slightly different each time. i understand there’s randomness figured in, but that’s what the percentages are supposed to show, right?
May 19th, 2008 at 10:27 am
The bonus calculater doesn’t seem to be impacting combat results.
May 30th, 2008 at 12:11 am
the bonus calculator does not impact the results unless you hit “set” which will add your calculated bonus to the battle simulation
September 30th, 2008 at 11:34 pm
why no hovercrafts?