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 Post subject: New BattleDawn Calculator
PostPosted: Fri Sep 04, 2009 7:07 pm 
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I used to be a BD player myself at one time.

I realized a need for a more efficient calculator that requires less calculation on the user's part.

The calculator simply takes in enemy scan values and calculates the enemy army. This tool is mostly to be used for a guide and was programmed to assume a worst case scenario.

http://battledawncalculator.kicks-ass.net

replace the *censored* part of the link with the equivalent of what you call your butt or a donkey.

When ever I get the time to add it in, I plan on adding in features for nukes and spies.


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 Post subject: Re: New BattleDawn Calculator
PostPosted: Fri Sep 04, 2009 10:26 pm 
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So this calculator basically helps you predict what is on an enemy's base?

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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sat Sep 05, 2009 12:10 am 
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Say you wanted to attack a person, but weren't sure if you would win or not.

To get a better estimate you would do 3 things.

Do a normal and advanced scan on the target.

Input Scan stats into the calculator.

Create a report and view the estimation of battle victory.
You can see the battle play out round by round.

Warning: The calculator is heavily dependent on user estimation of % ranged and % damage units of enemy army.

The purpose of the calculator is to number crunch for you when you have all these percentages of army stats.


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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sat Sep 12, 2009 2:06 pm 
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Very good, and the unit counts are accurate. The problem is, I used your calculator to find out if I would win a fight. It said I would not, but when I put all the same units in this calc:

http://battledawn.com/temp/BCalc3.html

It says I win. I think the problem is that range attacks first, then range and dmg, then range, dmg and armour. Yours only calculates range, then dmg, then armour and repeat.

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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sat Sep 12, 2009 7:25 pm 
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are you sure about those battle mechanics?

Plus, remember my calculator assumes worst case scenario. Meaning whatever you type into my calculator it takes 25% more than the unit total you used.


I can confirm that the calculator goes range, dmg, armor and repeat.

However, I was told that was how the system worked. If you could provide me a link somewhere that supports what you say, I will happily accommodate your request.


Additionally:

The calculator your referring to is what we used to test ours.

There are some inconsistencies in the way the official calculator operates as well. I forget exactly what it was, but we had to confirm it from an admin because the input/output of the official one made no sense.


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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sat Sep 12, 2009 7:40 pm 
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Oh btw, I rolled out a new feature including Nukes complete with battle report stats of the amount of units you killed.

If anyone wants to help a bit, can someone confirm the amount of regen per tick per unit?.

Is it 1 hp per round or 10% of max health per round?.

As it stands, its set at 10% of max health per round per unit.
Thanks


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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sat Sep 12, 2009 8:51 pm 
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it is one hp per tick

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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sat Sep 12, 2009 9:57 pm 
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1 hp regen is now fixed.


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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sun Sep 13, 2009 2:17 pm 
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Future changes to the calculator that are planned:

User feedback system.
Spies.
Tooltips for units(Rifleman with a tooltip that says concussive armor infantry).

I'm thinking of either finding a free forum to add to the site or making my own comment submission thingy. The free forum would obviously be easier for me since I wouldn't really be implementing anything.


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 Post subject: Re: New BattleDawn Calculator
PostPosted: Sun Sep 13, 2009 9:22 pm 
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Fallen please do not double post.
Thanks


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