Palembang KO

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Uamaga
Posts: 79
Joined: Thu Apr 17, 2008 5:50 pm
Location: Kraków, Poland

RE: Palembang KO

Post by Uamaga »

ORIGINAL: VSWG
trying to decipher binary code is rather error prone adventure so no guarantees can be given.
Just to perfectly clear: you're saying that you DID "decipher binary code", right?

Well, unless you are the lawyer (in which case I have first to check if the rules regarding rev. eng in my country didn't change for worse... [;)]) the answer is yes.
To be perfectly clear: I'm not talking about code of whole WiTP engine - that would most likely take soo long that WITP2 would be ready before. [:)]
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VSWG
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RE: Palembang KO

Post by VSWG »

ORIGINAL: Uamaga
ORIGINAL: VSWG
trying to decipher binary code is rather error prone adventure so no guarantees can be given.
Just to perfectly clear: you're saying that you DID "decipher binary code", right?

Well, unless you are the lawyer (in which case I have first to check if the rules regarding rev. eng in my country didn't change for worse... [;)]) the answer is yes.
I'm not a lawyer, but I would be careful nonetheless. [;)]
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rominet
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RE: Palembang KO

Post by rominet »

Ok, so it would be a good think if Emek could give us the right number of engineers and engineers vehicule with the right unit's experience;
using the Uamage's rule with thoses datas would give a good check to explain the damaged, ... if the rules are good[:'(]

I already cheched these rules in my other games and it works, except once:
I took Soerabaya and everything was destroyed, ie. 0 res, 0 oil, 0 mp[X(]
but it was only Soerabaya[:D]
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Uamaga
Posts: 79
Joined: Thu Apr 17, 2008 5:50 pm
Location: Kraków, Poland

RE: Palembang KO

Post by Uamaga »

ORIGINAL: VSWG
I'm not a lawyer, but I would be careful nonetheless. [;)]
That is wise advice I think [:)]. Seriously if Matrix would ask me cease such practice I would obey no matter what the law is saying. Still personally I think that gathering as much info as possible about witp engine is good thing (even if most of that info will be soon invalidated by AE release).
ORIGINAL: rominet
I already cheched these rules in my other games and it works, except once:
I took Soerabaya and everything was destroyed, ie. 0 res, 0 oil, 0 mp[X(]
but it was only Soerabaya[:D]

You mean it does not work (for Res & Oil - mps are destroyed in other place) even if you take into account possibility of 10fold magnification (there is 1/3*1/3 = about 11% chance of it) of demolition percentage? If so I would be keen to take a look at save file if you still have it...
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rominet
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RE: Palembang KO

Post by rominet »

Sorry Uamaga, it was 2 months ago, i don't have anything anymore.


So, Emek has given me the stats of the allied units at Palembang:

113RAF BF
Eng 20 (6)
Eng vh 3 (0)
Exp 62

4th NEIAF BF
Eng 9 (1)
Eng vh 4 (0)
Exp 40

So Sumatra Garrison
Exp 44


*First is the DemoAbility (DA):
DA = 50 + (26X1+3X5)X62/10 + (10X1+4X5)x40/10 = 424.2

It is clear that i had a very bad luck so DA = 4242[:@]

*Second is the DemoTargets (DT):
Palembang has an airfield of 4 and a port of 3 so
DT = 4 + 3 + 1200/100 + 600/100 + 19 = 44

*Now the ratio whixh is the coefficient of demolition
DA/DT = 96.4% "who did that"
(In fact, it can be more than 100%, so complete destruction is a part of the rules)

For the oil, i have to apply it TWICE so 1200 x (1 - 0.964) x (1 - 0.964) = 1.55, around 2;
if there is one repair, this gives 3 so OIL (1197)x3: it is completely exact[&o]

For the ressources, only once so 600 x (1 - 0.964) = 22 so RES (578)x22;
the result was (582)x18, a very slight difference.

Conclusion: for this case, the rules seems correct to me.

I am concluding with statictics:
with the same allies units, Palembang will be captured:

INTACT: 33%

DAMAGED: OIL (220)X980 / RES (58)x542: 44%

DESTROYED: OIL (1198)x2 / RES (578)x22 : 22%


War is a question of luck[:(]
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Uamaga
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Location: Kraków, Poland

RE: Palembang KO

Post by Uamaga »

ORIGINAL: rominet
[...]
First thanks for sharing the numbers and sorry about dire state of Palembang resources. War is a cruel lady indeed... (is it "she" in English too?)

Regarding small diffs between calcs and real game outcome one of the possible reasons may be fact that engine is using integer arthmetic rounding up or down as it see fits. It may have quite an impact in case of division op. For example if 'puter decided to round up that 96.4% to 97% (not saying this is really the csae - just posibility) it would give 582 damaged Resources and prolly be still within rounding error on Oil.

If you both decide to redo don't forget to "shake" the random sequence (possibly by making air transfer(s) in the turn before the capture) otherwise you may see the disaster over and over again [X(].
Good luck this time. [:)]
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rominet
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RE: Palembang KO

Post by rominet »

Hi Uamaga

in fact, Emek and i, we are going to begin again the game but on a more realistic game;
as a modder, i will modify the game to be more equilibrated.

I have a question concerning the damaged to oil centers!
In the calculus of DT, i have to introduce the number 1200/100 as you saw.
Now, i am going to replace the OIL (0)x1200 by 4 centers of (0)x300;
big avantage for the japanese , if taking Palembang, everything is destroyed,
the japanese will be able to repair Palembang 4 time quicker, but at the same price[:(].
(i know i have to take care of the fact that after 100 days of production, a center
stop to produce if the stockpile is not evacuated but Singapour is very near)

My question is: in the calculus of DT, is 1200/100 simply replaced by 4 X 300/100?
So no change??

Thanks
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Uamaga
Posts: 79
Joined: Thu Apr 17, 2008 5:50 pm
Location: Kraków, Poland

RE: Palembang KO

Post by Uamaga »

ORIGINAL: rominet

Hi Uamaga

in fact, Emek and i, we are going to begin again the game but on a more realistic game;
as a modder, i will modify the game to be more equilibrated.

I have a question concerning the damaged to oil centers!
In the calculus of DT, i have to introduce the number 1200/100 as you saw.
Now, i am going to replace the OIL (0)x1200 by 4 centers of (0)x300;
big avantage for the japanese , if taking Palembang, everything is destroyed,
the japanese will be able to repair Palembang 4 time quicker, but at the same price[:(].
(i know i have to take care of the fact that after 100 days of production, a center
stop to produce if the stockpile is not evacuated but Singapour is very near)

My question is: in the calculus of DT, is 1200/100 simply replaced by 4 X 300/100?
So no change??

Thanks
Hey, that sounds like really cool idea! And simple one (in afterthough that is). Six months instead of 24 makes a big difference.
Yes, from what I have seen it should be the same in regard to demolition procedure. Still I would suggest to not depend on my words here. Before restarting PBEM better make simple mod of 15/155 scenario with your change and Palembang in state of siege at turn 1 and go through few turns to make sure everything works good in engine (production/demolition/repairs) and in interface (i hope it will display and allow to handle all four Oil Centers not just one...).
Good luck and drop us an info if it worked well, please!
rockmedic109
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Location: Citrus Heights, CA

RE: Palembang KO

Post by rockmedic109 »

If you made four 300 oil centers, and all four got damaged, wouldn't it take 1000 supply for each of them?
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rominet
Posts: 523
Joined: Tue Oct 23, 2007 7:39 pm
Location: Paris

RE: Palembang KO

Post by rominet »

ORIGINAL: rockmedic109

If you made four 300 oil centers, and all four got damaged, wouldn't it take 1000 supply for each of them?

Sure, don't dream[;)]
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