old SSI Battles of Napoleon design question

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Agathosdaimon
Posts: 1043
Joined: Sun Jul 08, 2012 2:42 am

old SSI Battles of Napoleon design question

Post by Agathosdaimon »

HI!
I have been looking at the SSI Battles of Napoleon game recently, and thought that given alot of the tables for stats and modifiers are in teh editor manual, that it might be possible to make a conversion of for tabletop miniatures. - I like the operation point and command control mechanics in the game.

I have been trying to figure out though how the combat modifers in teh game work and what formulae for determining casualties is used. Would there be anyone on the forum here who might have some knowledge on this? its is probably a long shot lol, sorry
If i could just figure out how fire and melee combat work i think i could make the conversion, just for my own wargaming.

I am thinking htere is possibly a formula of efficiency rating as a percentage x the total weapon value for the unit, but then there is a list of modifiers that are all percentage values and so how these are applied - if in some order, ot something else i am racking my head over.

sorry this might not be something anyone can help with, though i recall in the past there were some SSI folks in the forums at least a few years ago.

i still wish a new version of Battles of Napoleon could be made, there is nothing really like it still to this day
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Agathosdaimon
Posts: 1043
Joined: Sun Jul 08, 2012 2:42 am

Re: old SSI Battles of Napoleon design question

Post by Agathosdaimon »

I think i have maybe figured out how the combat modifiers are applied in this old game, not that anyone here probably cares lol
- firstly one works out the fire value of the weapons - based on the casualty table - for muskets it is 3 per every 100 men for range within 100yards for example, and my unit is a french line battalion (1807) with 633 men remaining - so that is 3 x 6 =18 as the fire/casualties inflicted rating
then work out the combat modifiers - add them up but basing the figure to add or subtract on the amount below or over 100 - so if the efficiency value is 68, then that means to subtract 32 from the total for example, and proceed to go through the list of applicable modifiers with this approach and then the final sum result will be a used as a percentage.
so in an instance where i worked out this to be 123% i then do 123% x the fire value ( in this case it was 18 because there were 633 men in the battalion firing muskets)
this gives me a result around 22 - which was close to the computer result for the situation- 21 - there is a random value added in so that would factor for that! The commander was not very highly rated, so a much better commander would help to yield a better result regarding command control and leader bonus

this might or might not be how the ibm game did the calculation, its just my best attempt to approximate close to it, using the same modifiers

i think i can now proceed with my cumbersome project!
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