MikeTheRed Posted January 8, 2007 Share Posted January 8, 2007 Another one nailed down, Z! Good work. That's the third time we've seen 11 crop up as a "point of completion":11 experience points to make the highest skill tier (2-6)11 experience points to ensure a Bravery increase11 damage to ensure >0 (1-3) Fatal WoundsAlthough arguably the two experience point ones are the same thing. If you can get around to the armor facing question in post 198, that would be great. (Did you collect armor data along the way?) I would think just 1,000 trials or so would be more than enough to show whether/how much the side armor is hit in a front-to-front encounter. Hi Danial! LTNT! Link to comment Share on other sites More sharing options...
zaimoni Posted January 8, 2007 Share Posted January 8, 2007 Conceptually, it would be simpler to invoke the RNG twice:* first check, range 0-10: ask if number is strictly less than the damage.* second check, range 1-3: actual number of fatal wounds. Of course, the efficient way would be to take one number from range 0-32 and parse it for the above. That is: the measured probabilities plausibly are approximating 0, 1/11, 2/11, ... 11/11 . Link to comment Share on other sites More sharing options...
Zombie Posted January 13, 2007 Author Share Posted January 13, 2007 I agree... That is very cool :-) Nice work as always, Zombie. Kudos. So with what you're saying about numbers greater than 10, does that the next line would be: Damage 0 Ant 1,2,3 Ant 1-3 >10 0% 33.33% 100% Just checking to see if I've gotten the grasp of it. P.S. Have you posted this table and equation on the wiki yet?Yes indeed, 0 fatal wounds never happen so therefore the number of fatals is always between 1 and 3 when damage > 10. And because there is an equal chance of getting those wounds, the probability is 33.33%. Haven't added anything to the wiki yet, as I'm still doing some tests on this subject and I want to try and tie everything together at some point. If you can get around to the armor facing question in post 198, that would be great. (Did you collect armor data along the way?) I would think just 1,000 trials or so would be more than enough to show whether/how much the side armor is hit in a front-to-front encounter.I didn't actually test this per-se yet as my test subjects all had 0 armor, but I did have a look through my fatal wound data. (See, BB's logger keeps track of fatal wounds on each bodypart). I'll give some preliminary results here, but please take this info with a grain of salt as it deals with fatals (not armor) and it was a quick 'n dirty calculation. First of all, while looking at where fatal wounds were happening on the "testers" body, I noticed there is a correlation between facing and location of the wound. The two would always match. That's to say that if the target is facing away from the shooter, fatals would primarily happen on the torso (basically, this equates to rear armor). However, torso fatals seemed to max out at about 45-47% of the time, the other 50% of the time fatal wounds happened elsewhere on the body (the arms and legs mostly, but they never happened on the head or front of the body). I suppose the easiest way of showing the % of torso fatals would be to just draw a picture and post it. The red squares are where the alien test subjects are standing, the yellow squares are empty and the green square with the X through it is where the shooter stands. As you can see, torso FW's seem to lower as the angle of attack increases. Still, I'm not happy with these results as my shooter is kneeling (which might preclude head FW's), isn't standing directly behind the line of aliens (there are 2 rows of separation in my testing scenario) and the results are not symmetrical. The non-symmetry part is what worries me the most as shooting to the left or right should have the same result (soldiers do not favor a hand for shooting, at least, they shouldn't)! I'll try and do a comprehensive mapping of fatal wounds on my test data to see if that clears up any of these problems. If not, some tweaking of the saved game and some more trials may be necessary. Don't worry, we'll get to the bottom of this one yet folks! - Zombie Link to comment Share on other sites More sharing options...
Danial Posted March 12, 2007 Share Posted March 12, 2007 Just a quick question about the Stun Damage: You said the probability of higher numbers is low, so I was just wondering what the graph of probabilities looks like - Is it half a bell curve? Or roughly linear? It's hard to tell from your 0-7 example above. I was also wondering how they'd choose the number. If if was purely random, each prob. should be the same, right? As in the Fatal Hits calculations. I've been wondering the same thing about the weapon Damage - How do you create a random number within a bell curve? My statistical maths is a little rusty so you may have to humor me Link to comment Share on other sites More sharing options...
Zombie Posted March 12, 2007 Author Share Posted March 12, 2007 Just a quick question about the Stun Damage: You said the probability of higher numbers is low, so I was just wondering what the graph of probabilities looks like - Is it half a bell curve? Or roughly linear? It's hard to tell from your 0-7 example above. I was also wondering how they'd choose the number. If if was purely random, each prob. should be the same, right? As in the Fatal Hits calculations.Hmmm, yeah the 0-7 stun example was only to give an idea of the mechanics. It's probably better to show what happens with the AP-100 shell. First, some background. AP-100 shells do 100 damage on average while the max against a unit is 200 damage. The game rolls a number between 0 and 200 to determine how much damage to apply to a unit (the distribution is flatline since the probability of each damage number happening is the same). Ignoring armor, this number is subtracted from the health rating. The damage number which the game just rolled is also used to calculate stun. The max is INT(Damage/4) and then the game rolls another random number between 0 and max stun (again, the distribution is flatline). As the damage increases, so does the stun. But there is overlap. As a quick overview, let's look at an AP-10 shell. The damage range will be between 0 and 20. If the damage is between 0 and 3, the only possible outcome is 0 stun. Damages between 4 and 7 produce either 0 or 1 stun, and so on and so forth till we get to 20: Counts for 11000 Theoret Actual Stun 0 991 988 1 771 762 2 661 685 3 588 578 4 533 520 5 489 504 6 452 441 7 420 459 8 393 372 9 369 376 10 347 344 11 327 322 12 308 294 13 291 304 14 276 307 15 261 254 16 247 241 17 234 210 18 222 213 19 210 204 20 199 190 21 189 176 22 179 192 23 169 163 24 160 151 25 151 152 26 143 166 27 135 148 28 127 100 29 119 136 30 112 103 31 105 104 32 98 86 33 91 103 34 85 71 35 79 91 36 73 72 37 67 68 38 61 52 39 55 54 40 50 34 41 44 39 42 39 37 43 34 27 44 29 32 45 24 18 46 19 18 47 15 16 48 10 11 49 5 10 50 1 2As you can (or can't) see, the theoretical and actual counts match up almost exactly. Perhaps a graph would show it better: That should make it pretty obvious what is going on. If not, there's always an excel spreadsheet: AP_100_Stun_Probabilities.zip - Zombie Link to comment Share on other sites More sharing options...
Danial Posted March 13, 2007 Share Posted March 13, 2007 Thanks. The graph makes it much easier to comprehend (for me anyway). I didn't realise the weapon damage probabilities were equal. Cool. Link to comment Share on other sites More sharing options...
Alitorious Posted March 13, 2007 Share Posted March 13, 2007 If you want to get technical, Zombie, that graph is a histogram (or is it a frequency distribution?), not a probability graph. I just love seeing this kind of work, nonetheless. (Oh, and your sig is hilarious! ) Link to comment Share on other sites More sharing options...
Zombie Posted March 13, 2007 Author Share Posted March 13, 2007 Histogram, frequency distribution, probability graph... you know what I mean. One of these days I'm going to have to look at the fatal wounds data again. But probably a new testing scenario is warranted. Then we'll know what body parts are affected and at what rates. - Zombie Link to comment Share on other sites More sharing options...
Alitorious Posted March 14, 2007 Share Posted March 14, 2007 Try varying at what height the shooter/target is at, too. Like on bales of hay or skyranger ramps or something - see if that increases the chance of leg wounds or head wounds. (I just had a rocket launcher guy on the ramp of the skyranger hit the soldier in front of him with a small rocket. By accident, of course! Funny thing was: Rocket guy died, but the soldier in front survived! (Both were wearing personal armour). She was left with two fatal wounds on her head, but it was her under armour that seemed to take the hit. Or maybe that has more to do with ammo types - I'm pretty sure the rocket would have hit her head, and that's where the wounds were applied, but it was her under armour that got diminished because it was explosive type? Either way, we look forward to the results eagerly . Oh, and I think histogram and frequency distribution are the same thing. They show how many times a result falls into each class. A probability distribution would have the left side labelled as % chance (or a decimal). A line like you have is for continuous data, but stun damage in the game is discrete. You can't have 3.282 points of stun damage . So, a histogram should have full-width vertical bars instead of a line. The probability is actually dependent on the area of the result you want - in both histograms and Probability Density Functions (pdf). Either way, doesn't matter one bit. This is all for fun. I should get engineering classes out of my head! Link to comment Share on other sites More sharing options...
Danial Posted March 15, 2007 Share Posted March 15, 2007 Ok, I have another quick question: Besides the actual weapon's damage to Health, are Fatal Wounds and Stun the only other directly affected stats (for the target)? Link to comment Share on other sites More sharing options...
Zombie Posted March 15, 2007 Author Share Posted March 15, 2007 @ Danial: Well, the target is obviously going to see a reduction of armor if the damage potential is high enough. Also, morale will be affected by a small amount (depending on Bravery I believe). And of course, if damage was done, FA and TA will be reduced too. Other than that, everything remains the same. @ Alitorious: For the fatal wound testing, my soldier was kneeling with 2 tiles of separation between him and the target(s) and not once did the target(s) get a wound in the leg. You would think that the closer a shooter is to the ground, the more likely you are going to inflict a leg wound on the target. Not the case. All the wounds happened to the torso or sides. (The head was always uninjured too). But like you say, varying the height of the target may play a role. Of course, I did my tests on alien targets which normally do not get fatal wounds, so perhaps aliens cannot get wounds to the legs, arms or head. What I might do is just get a bunch of unarmored soldiers together and use them as targets instead. That way, I'm not exploiting any Mind Control features on aliens as "friendly units". Setting this type of scenario up would also take little time: especially on a base defense mission where I can get 40 of my guys to spawn (well, 39 test subjects and 1 shooter). Heck, now that I think of it I could run perhaps 2 or 4 simultaneous mini-tests with varying soldier distances/heights). - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted June 4, 2007 Author Share Posted June 4, 2007 Can't remember if I mentioned this before, so here it goes. Long ago, NKF happened to find the damage modifier info in the executable (thanks again!). After a short discussion, I was able to figure out the ordering. One thing bothered me though: there were 14 damage modifier categories, but the OSG only lists 13. At the time I figured it was a dummy record, but I'm doubting that now. Collecting all the alien stats and getting into the modding/editing aspect presented me with with a deeper understanding of what is going on. The aliens and units all have an assigned damage modifier category ranging from 1 to 13. But none of them have a value of 0 (the "dummy" category). What could that first category be? Well, I'm starting to think it is for terrain and items as Apocalypse has a category for it. Haven't really got around to testing if this theory is correct, but I'll get to it sooner or later. Figured I should keep everyone updated... - Zombie Link to comment Share on other sites More sharing options...
Bomb Bloke Posted June 7, 2007 Share Posted June 7, 2007 Well, the wiki at present only details those other 13 categories (I assume they were taken from the OSG?). I'd assume terrain/items to be 100% suspectable to everything except perhaps melee - Does the executable back this up with the "0" category? Link to comment Share on other sites More sharing options...
MikeTheRed Posted June 8, 2007 Share Posted June 8, 2007 I see where the GEOSCAPE Alien Stats [27] lists the DM groupings. That entry says "The actual modifiers are listed elsewhere in the executable." Did we establish/put in the wiki, where those are, in GEOSCAPE? Hi all! *waves* Link to comment Share on other sites More sharing options...
Bomb Bloke Posted June 9, 2007 Share Posted June 9, 2007 Hiya Mike. They wouldn't be in the GeoScape engine... Well, not exactly. They'd go in the Tactical engine instead (because it actually uses the things). The GeoScape engine does, on the other hand, dictate which damage modifying group a unit belongs to (And it writes it to UniRef.Dat, offset 55 for each record). The exceptions are, of course, new zombies and chryssalids. Link to comment Share on other sites More sharing options...
MikeTheRed Posted June 9, 2007 Share Posted June 9, 2007 Heya Bomb! Great to see you. Sorry I never got around to analyzing the data from your great shot-intersection application... the importance of the results vs. the time involved to analyze the data vs. my interest in other things... sigh. I've still got tons of raw data if anybody wants it... anyway, Where are the DM lookups in TACTICAL then? Somebody seems to know this, but I don't recall seeing it documented anywhere. I and Danial once spent some time trying to hack it out. More precisely, Danial once spent time trying to get me to hack it out. Now that you mention it, I may have screwed up by not byte searching something besides GEO... or did I search across all subdirectories? Ah well. Link to comment Share on other sites More sharing options...
Danial Posted June 10, 2007 Share Posted June 10, 2007 More precisely, Danial once spent time trying to get me to hack it out.I did no such thing Yes, I do still visit this site from time to time It's been very quiet here lately though... Link to comment Share on other sites More sharing options...
Knan Posted June 10, 2007 Share Posted June 10, 2007 What do you expect, it's summer (And besides, I just got sidetracked into attacking british convoys, usually getting whacked pretty bad in the process by the friendly neighbourhood destroyers.) Link to comment Share on other sites More sharing options...
Zombie Posted June 11, 2007 Author Share Posted June 11, 2007 Where are the DM lookups in TACTICAL then? Somebody seems to know this, but I don't recall seeing it documented anywhere. I and Danial once spent some time trying to hack it out. More precisely, Danial once spent time trying to get me to hack it out. Now that you mention it, I may have screwed up by not byte searching something besides GEO... or did I search across all subdirectories? Ah well.The Damage Modifier info is found in the CE executable at byte 450137 (or 450237 if you open it with MS-Edit with 100 column widths). I start with the executable at byte 1 so if my numbers don't match what you see, subtract 1. Or, just look for a long string of "d d d d d d d d d" with the occasional odd character thrown in. I added some of the damage modifier stuff over at the wiki a while back. All the numbers were taken from the GAME, not the OSG. Doesn't matter really as the numbers both agree. And for the reason I mentioned in my post above, I thought the first category (0) was a dummy entry, not a valid DM category so this wasn't added at the wiki. Please note that in a real scenario some of these numbers may not be right. See, the DM's are correct, its just that the game overrides them in tactical sometimes (I'm thinking of the 0% susceptiblity to fire in armor in particular). The first category has 100 for everything (including melee), so terrain and items could be affected. In a pure HTH attack without a melee weapon, no, you would not be able to attack items or terrain. But if you edit a weapon to shoot bullets with a melee damage type, I'd assume it would work (at least for terrain, items can only be destryed with HE). Still, haven't had much time to test this out. - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted June 18, 2007 Author Share Posted June 18, 2007 I finally got some time and fooled around with the first damage modifier column (category 0). First I sent my troops out on a desert mission to see what kind of damage the normal pistol could dish out against sand. All it did was scorch it a little bit. Ok, with the baseline established I now edited the first byte (AP Damage Modifier for suspected terrain) to 1000. When I reentered the mission with the changes, the pistol was destroying the sand and turning it into glass like the Blaster Bomb does. Just for giggles, I cranked it up to 65535. Pistol did the same thing to the sand, but now was able to easily cut throught the walls of the Small Scout. Whee! And the best thing about this is that the extra boost in power only affected terrain, not units. So any stray hits didn't kill my men. Quite an effective way to open stuff up if you catch my drift. I also tested what would happen if I cranked the incendiary DM for personal armor up to 65535. Still nothing. My men didn't recieve any damage. This proves that specific attributes of the suit of armor must override any associated damage modifiers. Neat - Zombie Link to comment Share on other sites More sharing options...
Danial Posted June 20, 2007 Share Posted June 20, 2007 Another mysterious mystery solved! Link to comment Share on other sites More sharing options...
MikeTheRed Posted June 22, 2007 Share Posted June 22, 2007 Good work, Z. Danial, I guess I should've thought to search through my TACTICAL, since I have the DOS version. I thought I searched a bunch... anyway. Live and learn. And otherwise bow to Zombie's fuller understanding. Anyway - Great to see you, Dan! How've things been for ya, friend? Z, we've seen the aliens that fall into the various DM groups, as per e.g. GEOSCAPE alien stats [27]. But have you posted the DMs for each group? To your alien stats page or whatever? Or has anyone posted them? Sorry for not checking... easier to ask! Link to comment Share on other sites More sharing options...
Zombie Posted June 22, 2007 Author Share Posted June 22, 2007 Yes, those are posted on the Damage page under Damage#Damage_Modifiers. I didn't add the terrain column yet as the table is quite cramped right now. I think I can sneak it in by converting it to strict HTML though. - Zombie Link to comment Share on other sites More sharing options...
Danial Posted June 23, 2007 Share Posted June 23, 2007 Anyway - Great to see you, Dan! How've things been for ya, friend?Good... except for the cold I have at the moment Still dreaming of the day an X-COM shooter will be made Link to comment Share on other sites More sharing options...
Bomb Bloke Posted June 23, 2007 Share Posted June 23, 2007 Hasn't that Half Life mod been released yet? Now that I think about it, I thought I downloaded some X-Com Counterstrike maps... Wonder where they got to... Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now