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Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 6:44 pm
by whitestazn88
looks very interesting, though i'll wait before installing to see how others like it

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 6:52 pm
by Timminz
Seems to work well now. If you made it possible to have multiple, separate calculators above each other, I would never need to use gambit again.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 6:53 pm
by chipv
Just gonna let some steam off.

I'm furious! Introduced a bug at the last moment. Fixed now as I said earlier but very annoying that people had to encounter it.

End of rant.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 6:54 pm
by chipv
Timminz wrote:Seems to work well now. If you made it possible to have multiple, separate calculators above each other, I would never need to use gambit again.


This is zero problem - did you mean the quick calcs?

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 6:58 pm
by Timminz
chipv wrote:
Timminz wrote:Seems to work well now. If you made it possible to have multiple, separate calculators above each other, I would never need to use gambit again.


This is zero problem - did you mean the quick calcs?

Yes.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:05 pm
by chipv
How many? Or maybe a button to add more calc bars?

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:07 pm
by Timminz
chipv wrote:How many? Or maybe a button to add more calc bars?

The button would be ideal. Normally one is plenty, but sometimes I use 5, or 6.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:18 pm
by chipv
Ok so how do you want them to work.

Separate odds or a combined product or both?

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:19 pm
by Timminz
with large numbers (4 digits) I get
A script on this page may be busy, or it may have stopped responding. You can stop the script now, or you can continue to see if the script will complete.

but,it makes it through eventually, which is better than I can say for Gambit.

edit- Combined odds would be cool

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:22 pm
by chipv
Timminz wrote:with large numbers (4 digits) I get
A script on this page may be busy, or it may have stopped responding. You can stop the script now, or you can continue to see if the script will complete.

but,it makes it through eventually, which is better than I can say for Gambit.

edit- Combined odds would be cool


Solution to the first problem - run smaller numbers. Then run the larger ones again.
Assault odds saves old calcs in a format so it can re-use them for larger calcs.
You will notice the speed difference.

ok to combined odds, leave it with me.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:24 pm
by The Fuzzy Pengui
Timminz wrote: Combined odds would be cool

Definitely! The only thing better than combined odds would be having two columns; one for separate odds for that attack, and one for combined odds. :)

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:29 pm
by Timminz
The Fuzzy Pengui wrote:
Timminz wrote: Combined odds would be cool

Definitely! The only thing better than combined odds would be having two columns; one for separate odds for that attack, and one for combined odds. :)

I was thinking, one column for each individual front, with a total combined odds below the last line.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:32 pm
by The Fuzzy Pengui
Timminz wrote:I was thinking, one column for each individual front, with a total combined odds below the last line.

I had thought about that way first, but then I realized if it was two columns there could be "progressive" combined odds (which would be really cool!).

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:37 pm
by chipv
Can do either - progressive or separate+combined total. Subtlely different.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 7:40 pm
by Timminz
As long as the total is there, it's all gravy. Total, and each line.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 8:29 pm
by chipv
Ok, click on Latest version installed to get new version.

You can add as many quick calcs as you like and the total is the product of all the calcs.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 9:19 pm
by chipv
I've added 2 tips to the head post.

  • Do the biggest calculation first. This saves the calcs and will make subsequent calcs practically instantaneous.
  • Do a big calc just before you take your turn. Then you can calc as you go at speed without waiting for calcs.

Re: NEW: Assault Odds

PostPosted: Fri Apr 10, 2009 9:21 pm
by Timminz
Using it in a speed game. It seems to be working wonderfully.

Re: NEW: Assault Odds

PostPosted: Sat Apr 11, 2009 12:03 am
by prismsaber
chip,

can't believe you and foxy decided to post this for public use. This is a weapon that could make every cook and striper who doesn't know what they're doing dangerous.

Re: NEW: Assault Odds

PostPosted: Sat Apr 11, 2009 5:24 am
by chipv
prismsaber wrote:chip,

can't believe you and foxy decided to post this for public use. This is a weapon that could make every cook and striper who doesn't know what they're doing dangerous.


Don't blame Foxy for having an awesome idea. I wrote this script and informed her I was publishing it, decision was mine, idea was hers,so you can blame me.

What do you want me to do, render the script useless?

Re: NEW: Assault Odds

PostPosted: Sat Apr 11, 2009 10:37 am
by ahunda
Very nice. :)

Referring to our little chat on Messenger last night:

I´d still like the order of terrs in the 1st drop-down window to be changed to alphabetical order.

Or maybe even better: All my terrs on top (in alphabetical order), then the rest of the terrs (in alphabetical order) ?

Re: NEW: Assault Odds

PostPosted: Sat Apr 11, 2009 3:15 pm
by cicero
chipv wrote:
prismsaber wrote:chip,

can't believe you and foxy decided to post this for public use. This is a weapon that could make every cook and striper who doesn't know what they're doing dangerous.


Don't blame Foxy for having an awesome idea. I wrote this script and informed her I was publishing it, decision was mine, idea was hers,so you can blame me.

What do you want me to do, render the script useless?
In the hands of anyone who "doesn't know what they're doing" I'm guessing they are likely to continue being most dangerous to themselves :)

Re: NEW: Assault Odds

PostPosted: Sat Apr 11, 2009 3:55 pm
by chipv
ahunda wrote:Very nice. :)

Referring to our little chat on Messenger last night:

I´d still like the order of terrs in the 1st drop-down window to be changed to alphabetical order.

Or maybe even better: All my terrs on top (in alphabetical order), then the rest of the terrs (in alphabetical order) ?


Ok, well it's alphabetical now, click on Latest version installed.

Re: NEW: Assault Odds

PostPosted: Sun Apr 12, 2009 3:38 pm
by cicero
Great new script chip! I find it really appealing. My first thoughts are all re the Pathfinder section since it's the most exciting part and so I've not played with the Quick Calc. [And Statistics is TBD - "to be developed" ?]

These are just me thinking aloud. No overt negative criticism is intended and I'm guessing you 'know' most/all of this already ...
  • I find the Odds values hard to relate to ... First of all because the values (between 0 and 1) are 'probabilities' not 'odds' ... which is strange given that the script is called "Assault Odds". A probabiltiy of '0.25' is equivalent to odds of '4 to 1 against' ... a probabity of 0.50 is 'evens' [or '1 to 1' I guess ?] ... But I digress ...
  • Pure vocabulary aside perhaps a probabilty isn't the best way to express the situation anyway. Instead of 0.05 we could have 'odds' ie '20 to 1' or alternatively perhaps a percentage '5%' ... Either of these might be more easy to relate to for the masses? '100%' means it's definitely going to happen [we'd never need that here at CC of course ;)] and '0%' means it cannot happen. I think I'd find either of these options easier to 'get a handle on' than the current raw decimal probabilty.
  • And talking of which - if no alternative presentation is decided upon as outlined above - is there any (user) need to display 17 significant digits of accuracy?
  • Finally, how about an additional column - using the one already produced, but empty above the 'refresh' button would be perfect - that displays the number of armies remaining (based on probabilty) after each attack in the sequence. [If it's not clear what I mean here let me know and I'll elaborate.]

Cicero

Re: NEW: Assault Odds

PostPosted: Sun Apr 12, 2009 3:57 pm
by chipv
Thanks for the comments... ahem... but I have to point out there is already a format option to show percentages.

Look in the left menu on the game page for Assault Odds and choose percentage format.

About your second suggestion, I am currently bashing my head doing that, as I did with the improved calculation.
Most of the problem stems around releasing load on the browser, the maths is reasonably straightforward.

I will come up with something, but at the moment it may require an additional button to produce the extra stats as I
don't want to load the overall calculation as it's fast and needs to be.