@newpaintbrush:
@frood:
There’s a considerable difficulty in displaying most likely COMBINED results as you are suggesting, especially in a large battle such as you describe. Each side has about 50 units, and it is reasonable that each side might survive with as many as 25 units … wait - I was going to say that you then have a possibility of 25*25 total possible outcomes,
Haha! I wrote an analytic calculator once that DID break down the values. But it always crashed my browser whenever I used it for more than fifteen units because it had to do so many calculations! Although I think I know a way to fix that nowadays.
It isn’t 25*25 total possible outcomes with a 50 on 50 battle. Depending on attack or retreat, it’s clearly 2^100, even if the odds for either extreme are astronomically low. 25 * 25 is only 625 outcomes. 2^100 is 1,267,650,600,228,229,401,496,703,205,376 outcomes.
I have to wonder just what sort of “logic” your dice roller program uses . . . maybe you should stick the code on here and let us have a look-see.
Whadjoo use to make that webpage anyways? Quark or somethin? All that funny formatting in the HTML . . .
I have to say I don’t much care for your tone. It sounds like you’re slagging my math, my logic, and my HTML code. But because I’m the patient sort, I’ll respond politely, even if my flame finger is feeling itchy. I want this thread to be for improving the sim, not for flame wars.
In terms of “logic” that my dice roller uses: it rolls the results of a battle thousands of times and tracks how often each side survives with a different number of units. It is not an analytic calculator. It gets used about 10,000 times a month and only very occasionally do I get an e-mail from someone saying the results don’t seem right. That hasn’t happened in a while. So no, you don’t get to see my source code, at least not if you can’t ask nicely.
I think you might be stretching it with 2^100, and saying that this is “clearly” so just sounds pretentious. It sounds like anyone who can’t see that must be a cretin.
At least without retreats, there is a range of results of maximum 100 possible outcomes, where one or both players by definition will have 0 units surviving. Allowing for retreats probably increases this by a few orders of magnitude, but not to 2^100. The possible results are limited by the order of loss and other aspects of the game mechanics. In any case, since the sim works by actually rolling the results randomly many times over, I only care about the results that happen at least once every 10,000 battles, and I can limit the display to only show results that have a significant probability. No one needs to know about a possible outcome that only happens once in 2^100 or whatever, or even only 1 in 10,000.
As for the HTML source, I am not some quarkhead or frontpage newbie. It’s all hand-coded, and the “funny formatting” you refer to is called inline styles. Usually I control all the style with a separate stylesheet, but because the results also get e-mailed, I have to stick them in-line. Since the source is generated by a PHP script, inline styles are less of a disadvantage, because there is still a single point of control in the PHP script. Or if you mean the way the HTML itself is formatted, that’s because it is generated by a PHP script and indentation etc. is not an issue for me in the final page that is built, since I do my debugging at the PHP level.
If you weren’t being rude, sorry if I misunderstood. You have to be careful online :)