Enable Damaged Units in Battle Calc
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Hi folks,
with more units getting multiple hitpoints and even changing combat values with hits it would be nice to have the option to choose them in the battlecalculator.
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excellent idea!
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@cameron i believe this feature has been implemented since the time of this post
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if you ctrl-b on a TT with damaged units in it they will appear in the battle calc and you can then adjust the numbers if you wish, but only what's there. and there is no way to add units with differing damage levels if they're not. and i can't see an indication as to what the damage level actually is...
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@cameron hmm i swear it used to let u do this seems now it only works if u already have a damaged unit on the board. @LaFayette is this intended or a bug?
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I don't know of anything that updated the battle calc to ever allow damaged units without selecting them first. Which would require having damaged units present on the board. I might just be out of the loop though.
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One related thing I'm going to mention is that there's no way to tell battle calc to NOT lose hit points first on multihp units. This is relevant because there are some maps and situations where you don't want to use them to soak due to various unit interactions or abilities. That siad it's not really worth doing a fix for unless it's trivial, and the usage strategies may be complex enough that it's hard to fit into a casualty order system like you can get with manually specifying the cas order.
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@zlefin There is the custom "order of losses" capability. Maybe that can be used to avoid damaging units first? I'm guessing not - but wanted to be sure that is ruled out.
I kinda think it would be well to maybe have a couple presets, namely: "maximize combat value" vs "maximize TUV". For example, the first would select defensive bombers first, while the latter would select them last.
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I've used that order of losses system before for custom ordering, it doesn't have the capability to tell it to avoid taking hits on multihit units.
Maximize tuv would be non-trivial, since maximum tv calcing can get quite complicated depending on the particulars of the battle, and can even change round by round based on how well/poorly the battle is going.
Though a system for always take lowest tuv casualty possible would be simple to implement as a toggle option, though it wouldn't maximize tuv in general.
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@zlefin The multi-hit units cannot be put in the middle somewhere? They are in fact always damaged first?
If so, it implies there is a hardcoding to prefer those units first.
Maximize tuv would be non-trivial, ...
FWIW, the selection algorithm is just round by round... Essentially, "given these units, and given these casualties - what to select?"
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as far as I've seen in all the games and maps I've played, battle calc ALWAYS takes the hit from multi-hit units first no matter what and even with a casualty list order; unless there's some special casualty list order I'm unaware of that isn't listed on the description text.
I just verified the behavior by constructing a test case in the arda map with mordor 6 naz 6 pikemen attacking 12 gondor rangers on a forest in lowluck.It's been that way for as long as I can remember; and it wouldn't have been unreasonable when first implemented since at that time it was the right choice for nearly all maps/situations.