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Topic: "Northmen" Tribe Page

king_of_nowhere
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Posted at: 2017-06-29, 13:54

einstein13 wrote:

I also will check if level9 vs level10 soldier is a big difference (in old topic we did the rebalancing this situation for other tribes).

speaking of which, was my suggestion for rebalancing of values accepted into the code?or it still happens that some of the higher-end promotions are useless?


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einstein13
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Posted at: 2017-06-29, 18:57

Max attack

I assumed that it is starting from 1900 and increasing by 1000

Defence

Increase by 20 while the only one tribe (Atlanteans) are increasing by 8 seems to be very high value. In my previous calculations it was only 6.

balancing 9/10

I assume that those changes were included ages ago. My project have the newest values that all agreed.

Calculations

Now I will go with current knowledge about Firsians and please wait some time - I will provide new numbers.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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Nordfriese
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Posted at: 2017-06-29, 19:10

I have set minimum basic attack to 1300, maximum basic attack to 1500, increase per training level to 1000. The high defence increase is needed to compensate lack of evade, which normally increases greatly. Atlanteans get up to 64% evade, while frisians only have 25%. Therefore, they get instead a defence up to 45%. I made some calculations about how this affects balancing in general, and the results are:

  • In current trunk, a random soldier of a random tribe fighting against a random soldier from a random tribe has a chance to win of approximately 52.1658.

  • If at least one of the fighting soldiers is frisians, the chance of the attacker to win is approximately 51.1265.

So at least, current settings don´t unbalance general fighting odds. Thank you for your more detailed calculations!

About Scrap Metal: Everyone seems to have a different opinion how to handle it. I´ll just leave it as it is (2 scraps + 1 coal = 2 metal) until there is consensus about the perfect rate.


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hessenfarmer
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Posted at: 2017-06-29, 21:41

I played the tribe yesterday. Unfortunately I chose random opponent and ended up against frisians. so no direct compare possible. I noticed that I ran into a real shortage of coal cause the frisians need a lot of it. Could be challenging on maps with little coal.
Other things I noticed is a strange ordering of the buildings in the tabs. The conquered space from the buildings in regard to their cost seems to be not in a good relation. I will have a look in the files to provide suggestions. I noticed a lot of small buildings which I would have expected some of them to be medium at least. The starting values for brick and clay seems to be fairly high. in opposition the economy settings (10) seems to be to low for this important wares (should be probably 40). will playtest further.

Testing on every OS (in my case Win10) is quite easy. I just had installed the latest build from Tino and exchanged the tribes directory with the one from the frisians branch that's it.
Personally I appreciate very much that somebody is contributing such valuable work to the game.
@ Nordfriese: Don't let the discussions spoil to much of your creative content. Only thing you have to take care about from my opinion is balancing, so that nobody could get an unreasoned advantage in an online game. Regarding the scrap metal thing from my perspective in the end it only matters how much metal is reused at what cost finally. The contributing factors are the settings of the recycle building and the settings of the training area. I think the level should be maximum a third better a only a quarter of the used metal for the weapons shpuld be reusable. Regarding the shortage of coal I think It should not consume much coal then. Physics explanation for this is already given in the thread.

Best regards hessenfarmer


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einstein13
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Posted at: 2017-06-29, 22:34

Short simulation shows that level 10 soldiers:

Battles win:

vs. bar_10 emp_10 atl_10 fri_10
bar_10 54.9% 52.1% 50.6% 16.5%
emp_10 55.4% 53.3% 49.6% 36.8%
atl_10 56.7% 56.8% 53.1% 42.2%
fri_10 88.8% 70.4% 66.0% 59.6%

Attackers health:

vs. bar_10 emp_10 atl_10 fri_10
bar_10 25.6% 21.9% 21.1% 6.4%
emp_10 22.3% 22.8% 20.5% 8.0%
atl_10 24.5% 24.8% 22.6% 9.8%
fri_10 41.6% 26.6% 24.2% 13.9%

Defenders health:

vs. bar_10 emp_10 atl_10 fri_10
bar_10 19.4% 17.8% 19.9% 32.7%
emp_10 17.4% 18.7% 20.7% 21.0%
atl_10 16.7% 16.9% 18.8% 18.7%
fri_10 4.2% 5.9% 7.1% 7.7%

Frisians are very strong now

All the calculations here were on test of 100'000 cases of fights each


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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WorldSavior
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Posted at: 2017-06-29, 22:59

king_of_nowhere wrote:

Well, maybe it would have made more sense to ask the whole community about new tribes instead of just starting?

I mean, can anybody just make a tribe and add it to the official builds? That would surprise me

as someone once said, this is a do-ocracy: whoever decides to do something has the power to do it.

"Do-narchy" would be the correct term here. Or "do-ctatorship"

Nordfriese wrote:

  • In current trunk, a random soldier of a random tribe fighting against a random soldier from a random tribe has a chance to win of approximately 52.1658.

  • If at least one of the fighting soldiers is frisians, the chance of the attacker to win is approximately 51.1265.

So at least, current settings don´t unbalance general fighting odds.

Those values are very misleading. face-grin.png

Just check out the newest values of Einstein....

einstein13 wrote:

Frisians are very strong now

Yes. Obviously too strong


Wanted to save the world, then I got widetracked

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king_of_nowhere
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Posted at: 2017-06-30, 00:38

do-ctatorship... I like the sound of that

as for the fighting, high defence correctly compensates low evade, but there is also huge attack which is not compensated by anything. those soldiers start at 17 average and reach all the way to 77, which is over 50% more than barbarians. they can kill a fully promoted soldier in 3 blows.


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NonServiam
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Posted at: 2017-06-30, 00:42

einstein13 wrote:

Amazons

I would like to see completely different tribe: lots of evade/defence and not high value of attack

Oooh, now I like this idea. Maybe Amazons are a bronze age tribe, so as you say they're poor at attack, but good at evade. They can make a basic fighter with just wooden spear and leather-covered wooden shield (so say 2 wood and 1 leather).

Maybe Amazons' mines are for tin, copper, gold and coal. Their main metal is bronze (smelter: 2 copper + 1 tin + 1 coal = 1 bar of bronze) and elites obviously use gold as well.

Maybe they don't have stone mines because they don't need stones ---- maybe all their buildings are tents made of wood, leather and ropes. They probably do need a stonemason model but only for clearing any stones that block the way.

Maybe there's a special hardwood (teak?) that they sometimes get from their lumberjacks (like empire sometimes get marble instead of stone).


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einstein13
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Posted at: 2017-06-30, 10:23

Be careful with creating simple weapon without any metal: it would create unbalance, especially with collectors mode. You can create hundreds of weapons without any real economy (wood + weapon producer, without farms, mines and smelters).


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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king_of_nowhere
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Posted at: 2017-06-30, 13:23

einstein13 wrote:

Be careful with creating simple weapon without any metal: it would create unbalance, especially with collectors mode. You can create hundreds of weapons without any real economy (wood + weapon producer, without farms, mines and smelters).

empire has a weapon made with wood, but it does not affect collectors balancce much; gathering gold is still more efficient by far.

Creating a whole soldier witthout an economy, now that's a different question. though I may like the idea of a tribe that does not use metals at all, or maybe just a little gold, but has a different and complex economy otherwise.


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