Wow. Thank you.
New odds calculator..
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ok i messed it up ahits[0] should be set to 1, all the other values should be zero so:
for(int i=MAXHITSATTACK-1;i>=0;i–)
{
ahits[i+1]+=ahits_(attackvalue/6); //attackvalue is 3 for a tank
ahits_=(attackvalue/6); //if it misses
}
i think this works
after one tank is entered i get:
ahits={.5, .5}
after a second is entered i get:
ahits={.25,.5,.25}so all i need to do is combine them to make attack and defence work together in possibly a 2d array.__
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What do you mean with this line here?
//for a tank take half of what’s in a hits, and shift it up, the rest stays where it isAs I understand it it should be something like this…
for(int i=0; i<=MAXATTHITS; i++)
{
float half = (ahits_/2);
ahits _-= half;
ahits[i+1] += half;
}
and then add .5 to all the cells?Or have I gotten it completly wrong??
I can’t get it to work with more than 1 attacking unit…//Samael__
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note: it is in reverse order, i– this is important due to the nature of the algorithm
for(int i=u;i>=0;i–) //changed it to i=u, u is the counter for the outer loop this increases efficiancy
{
ahits[i+1]+=ahits_(attackvalue/6); //attackvalue is 3 for a tank
ahits_=(attackvalue/6); //if it misses
}for 2 tanks
for tanks attackvalue=3 so (attackvalue/6) is always .5
when i enter a tank, and i=0 (u=0) then
ahits[1]+=ahits[0].5
which is:
ahits[1]+=.5 (ahits[1]=.5)
then
ahits[0]=.5 (ahits[0]=.5)ahits={.5,.5};
for the second tank, i=1;
ahits[2]+=ahits[1].5
which is:
ahits[2]+=.5.5=.25 (ahits[2]=.5)
then
ahits[1]=.5 (ahits_=.25)
now ahits={.5,.25,.25} but we have to do when i=0 also
ahits[1]+=ahits[0].5
which is:
ahits[1]+=.5*.5
ahits[1]=ahits[1]+.25 (ahits[1]=.5)
then
ahits[0]=.5
ahits[0]=.5.5=.25 (ahits[0]=.25)so after 2 tanks ahits={.25,.5,.25} 25% miss, 50% 1 hit, 25% 2 hits
i might code this up for a special purope, in the meantime, you could try to get it to work. I’ll work on the 2d array so i can get say 25% attack hits once, defence hits twice, or whatever, then to do multiple rounds…___ -
oops… my bad…
Forgott the outer for loop :oops:It works fine now… I’m working with another theory that might work
better when removing casualites… but i’m not sure how it’ll work out…
I’ll let you now…//Samael
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Do you have an updated version out yet?
Maybe you could include rules for some variations.
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do you mean his calculator, or my theory? I haven’t actually compiled mine yet, but I know a good use for it…
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I haven’t done any work on the calculator since version 1.1b, there just has’nt been time… I’ll post a non .NET version shortly though…
Lots of projects in the making though… :DInxduk: How are your calculations going along?
If you wish I could send you the GUI and you can just implement your calculatoins to test them… Just have them in Visual C++ C or Visual C# 7 though…//Samael
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I have the full version of VC++ 6.0 which is old, but works. I’m mainly to lazy to program it in due to my other projects
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Hey Sam,
I downloaded your version 1.1b.
Lookin’ great! :wink:
nice icon/piccys, looks very professional.
works perfect too -
My opponent in a game sent me a calculator that does europe pacific regular etc, and is quite advanced. Don’t know how i can post it…
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I don’t wish to hurt anyone’s pride – and I do think the formulas, logarithms, and constructions are a testament to imagination, persistence, resourcefulness and yes even FUN – but reading through these posts makes me realize how much I LIKE ROLLING DICE!!! YEEEHOOO!!
Anyone think that’s strange??
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of course the dice are fun, you never know, you might get lucky! but calculators are important. Without a calculator, for large battles, the odds can be 90%+ or <10% and it’s really hard to tell which it is usually.
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Ah, yes: the famous “fog of war” in its manifestation on the diceboard!