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Author Topic: 31.18 Combat Research  (Read 14918 times)

Shinziril

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31.18 Combat Research
« on: November 18, 2010, 01:04:43 am »


I've been doing some tests in Arena Mode on weapons in the most recent version.  The test methodology I use is a slightly modded arena with 100 2x1 walled cells, with a macro that allows me to copy a given warrior into each cell. 

Here are some of the more general conclusions I have come to:

Spoiler: Skills (click to show/hide)

Spoiler: Weapons and Armor (click to show/hide)

Spoiler: Miscellaneous (click to show/hide)
« Last Edit: December 17, 2010, 03:58:36 am by Shinziril »
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darkflagrance

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Re: 31.18 Weapon Research
« Reply #1 on: November 18, 2010, 05:21:49 am »

Very useful!

This would seem to imply that "kung-fu masters" are viable defenders against the rank and file of goblin sieges but require back-up against their weaponmaster leaders.
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sambojin

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Re: 31.18 Weapon Research
« Reply #2 on: November 18, 2010, 07:30:48 am »

Is the jury still out on the axe vs pick debate? One has a huge contact area, with good cutting depth but is swung slowly. The other a 100 sized contact area and only 2/3 the depth but swung about 1 2/3 times quicker.

Does it really matter at all? Are picks anti-armour/small target like I've always suspected? Anti-goblin/human/dwarf killing-perfection as well as being more useful than axes anyway.......

Ok, I guess I could just test it myself by modding picks to use the HAMMER skill for the arena, but it doesn't sound nearly as cool as an already setup macro tester.

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thvaz

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Re: 31.18 Weapon Research
« Reply #3 on: November 18, 2010, 07:58:32 am »

Very nice! It looks like Toady has come close of simulating a real combat.
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Shinziril

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Re: 31.18 Weapon Research
« Reply #4 on: November 18, 2010, 12:17:29 pm »

The macro isn't anything special really.  I just started at the create creature screen, hit ctrl+r to start recording, then hit enter to create the first soldier, move the cursor to the next cell, hit c+enter to create the next soldier, etc.  It took less than five minutes to finish recording that, and it has been very helpful.  A similar macro to give a soldier a full set of iron armor instantly is also useful.  Counting of win/loss ratios is done by examining the units screen to see which soldiers are still alive afterwards.

For unarmored unskilled combatants, picks and battle axes seem about even.  Iron picks can get through iron armor, but it is difficult and mostly breaks bones.  Given that battle axes can't get through armor of the same tier at all, this is a slight advantage to picks, but an actual blunt weapon would be much more effective for anti-armor capabilities.  High skill miners would still make a decent "reserve force", but try to have actual soldiers do the fighting if possible.  Also, steel picks. 

Another tidbit: the AI always goes for headshots if an enemy is unconscious, so if the target is wearing a helmet that the attacker's weapon cannot penetrate, this can cause the AI to flail uselessly despite the enemy being totally helpless.  Great for training weapon skill, though. 
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forsaken1111

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Re: 31.18 Weapon Research
« Reply #5 on: November 18, 2010, 12:21:48 pm »

Another tidbit: the AI always goes for headshots if an enemy is unconscious, so if the target is wearing a helmet that the attacker's weapon cannot penetrate, this can cause the AI to flail uselessly despite the enemy being totally helpless.  Great for training weapon skill, though.
The new training room. A cave-in trap knocks a hapless peasant unconscious who happened to be wearing an adamantine helm.

The entire military now gangs up on him, leveling their weapon skill.
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Bricks

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Re: 31.18 Weapon Research
« Reply #6 on: November 18, 2010, 12:26:17 pm »

Cool research; good idea with the macro, too.

A few things I wonder about:  would larger combat arenas improve the viability of dodging?  When I ran some tests, I would typically go for a 3x3 arena.  I also wonder how well a human player would fare under these conditions (example, a wrestling master should always try to take weapons away).  Any comments on whips?  I've started a few lasher-adventurers, and typically I'm given a whip instead of the preferred scourge.  I also would like to know how much benefit shields provide, since a free hand would be terrific (and multigrasp is great for stabbing weapons).  Finally, more moderate skill levels might behave differently, since there is less of a chance for those OHKOs.
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Misterstone

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Re: 31.18 Weapon Research
« Reply #7 on: November 18, 2010, 12:53:39 pm »

How about a test of a standard weapon user vs a weapon user (with slightly lower skill in weapon) that also knows kungfu skillz.  For instances a GM swordsman with high dodge vs. a less skilled swordsman with high dodge, high strike kick wrestling and bite skills.  With fighter skills being equal.  :)
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Shinziril

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Re: 31.18 Weapon Research
« Reply #8 on: November 18, 2010, 01:14:49 pm »

GM Fighter/Axeman/Dodger w/ iron battle axe vs GM Fighter/Striker/Kicker/Dodger/Professional Axeman w/ iron battle axe:
78 group 1 survivors
20 group 2 survivors (total does not add to 100 due to a few mutual kills)

I suspect that if unarmed combat skills are higher than weapon skills the AI might default to using unarmed attacks, which aren't really that great against someone who can bisect you in an instant.

GM Fighter/Axeman w/ iron battle axe vs GM Fighter/Professional Axeman w/ iron battle axe:
84 group 1 survivors
14 group 2 survivors

GM Fighter/Axeman w/ iron battle axe vs GM Fighter/Dodger/Professional Axeman w/ iron battle axe:
67 group 1 survivors
40 group 2 survivors

A lower skilled weapon user with high Dodging skill is less overmatched than one without, but still at a disadvantage against a true master. 

GM Fighter/Axeman w/ iron battle axe vs GM Fighter/Dodger/Shield User/Axeman w/ iron battle axe:
28 group 1 survivors
69 group 2 survivors

Note that this shows that a highly skilled weapon user is a deadly threat, as even faced with strictly superior enemies with both GM Dodging and Shield User, the GM Fighter/Axeman still prevailed 30% of the time.  Perhaps I should use slightly lower skill enemies as my testing standard to more accurately replicate combat in Adventure Mode (against, say, elite enemies like warlords or chieftains).  What skill level do you think is reasonable?  I've been using "Professional" in the tests in this post, which is skill level 9.
« Last Edit: November 18, 2010, 01:21:06 pm by Shinziril »
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Shinziril

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Re: 31.18 Weapon Research
« Reply #9 on: November 18, 2010, 01:16:08 pm »

EDIT: Crap, quoted instead of editing post.
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Misterstone

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Re: 31.18 Weapon Research
« Reply #10 on: November 18, 2010, 01:27:07 pm »

Hmm, I sort of wish fighting skill trumped weapon specialization, since I think the specialization thing you see in RPGs these days is kind of dumb, but of course no one asked what I think.  ;)
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forsaken1111

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Re: 31.18 Weapon Research
« Reply #11 on: November 18, 2010, 01:42:25 pm »

Hmm, I sort of wish fighting skill trumped weapon specialization, since I think the specialization thing you see in RPGs these days is kind of dumb, but of course no one asked what I think.  ;)
Perhaps, but who do you think would be better at hitting things with a hammer? The guy who trains with a variety of different weapons, or the guy who trains ONLY with the hammer?

Specialization is how you get better in a limited amount of time. Certainly, given infinite time, you can reach the same level of skill with every available weapon.
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Misterstone

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Re: 31.18 Weapon Research
« Reply #12 on: November 18, 2010, 03:20:40 pm »

Well I think the guy who has trained for 20 years in a general martial art and has fought with a variety of weapons, but who does not have lots of experience fighting with a hammer, should be able to defeat the guy who has been training with nothing but a hammer for 5, even if they are both using hammers.
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Encased in burning magma

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Re: 31.18 Weapon Research
« Reply #13 on: November 18, 2010, 03:32:33 pm »

Another tidbit: the AI always goes for headshots if an enemy is unconscious, so if the target is wearing a helmet that the attacker's weapon cannot penetrate, this can cause the AI to flail uselessly despite the enemy being totally helpless.  Great for training weapon skill, though.
The new training room. A cave-in trap knocks a hapless peasant unconscious who happened to be wearing an adamantine helm.

The entire military now gangs up on him, leveling their weapon skill.

First you need to kill his pets or something.
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Max White

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Re: 31.18 Weapon Research
« Reply #14 on: November 18, 2010, 04:39:25 pm »

Some elf: I play Kung fu master, in attack mode!
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