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.Timminz wrote: Combined odds would be cool
Greasemonkey Script Assault Odds
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- The Fuzzy Pengui
- Posts: 2271
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- Location: Ohio
Re: NEW: Assault Odds
Gilligan wrote:I'M SO GOOD AT THIS GAME
My stepmom locked the bathroom door
So I opened the lock with my shoelace
Re: NEW: Assault Odds
I was thinking, one column for each individual front, with a total combined odds below the last line.The Fuzzy Pengui wrote: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.Timminz wrote: Combined odds would be cool
- The Fuzzy Pengui
- Posts: 2271
- Joined: Mon Nov 27, 2006 6:52 pm
- Gender: Male
- Location: Ohio
Re: NEW: Assault Odds
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!).Timminz wrote:I was thinking, one column for each individual front, with a total combined odds below the last line.
Gilligan wrote:I'M SO GOOD AT THIS GAME
My stepmom locked the bathroom door
So I opened the lock with my shoelace
Re: NEW: Assault Odds
Can do either - progressive or separate+combined total. Subtlely different.
Re: NEW: Assault Odds
As long as the total is there, it's all gravy. Total, and each line.
Re: NEW: Assault Odds
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.
You can add as many quick calcs as you like and the total is the product of all the calcs.
Re: NEW: Assault Odds
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
Using it in a speed game. It seems to be working wonderfully.
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prismsaber
- Posts: 497
- Joined: Wed Nov 21, 2007 8:24 pm
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- Location: Illinois
Re: NEW: Assault Odds
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.
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
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.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.
What do you want me to do, render the script useless?
Re: NEW: Assault Odds
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) ?
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) ?
- cicero
- Posts: 1358
- Joined: Wed Mar 07, 2007 1:51 pm
- Location: with the infected neutrals ... handing out maps to help them find their way to CC
Re: NEW: Assault Odds
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 themselveschipv wrote: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.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.
What do you want me to do, render the script useless?
Re: NEW: Assault Odds
Ok, well it's alphabetical now, click on Latest version installed.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) ?
- cicero
- Posts: 1358
- Joined: Wed Mar 07, 2007 1:51 pm
- Location: with the infected neutrals ... handing out maps to help them find their way to CC
Re: NEW: Assault Odds
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 ...
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.]
Re: NEW: Assault Odds
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.
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.
Re: NEW: Assault Odds
I have to say, I LOVE THIS ADD-ON, amazing work just used it to make a kill run in an 8 player esc game. now i never need to be undecided on order or path of kills again.
thankyou chipv. my new favourite add-on right here
thankyou chipv. my new favourite add-on right here

- cicero
- Posts: 1358
- Joined: Wed Mar 07, 2007 1:51 pm
- Location: with the infected neutrals ... handing out maps to help them find their way to CC
Re: NEW: Assault Odds
Aha. "Noted"chipv wrote:I have to point out there is already a format option to show percentages.
Strange that percentages go for one decimal place of accuracy where the decimal option goes for 16 ... Seems a bit extreme?
In particular this means that if I attack say 10 against 1 I'm advised that the odds of a successful attack are 100% (ie certain) which is patently not the case ... Whilst I'm all for reducing the number of decimal places perhaps 2 places would give a little more definition? In the case of my example this would then display 99.99% however 20 against 1 would still be rounded to 100%. In such a case perhaps the percentage should be preceded by a less than sign "<" or the word "almost" to make it clear that the outcome is still not a certainty?
Sounds promising. I'm already looking forward to an updatechipv wrote: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.
- BaldAdonis
- Posts: 2334
- Joined: Fri Aug 24, 2007 1:57 am
- Location: Trapped in Pleasantville with Toby McGuire
Re: NEW: Assault Odds
How do you mean? Without parsing your code, I assume it's using the exact same algorithm as Gambit (or at least a very similar one which runs in the same time). Is it just because you drop all the intermediate steps where the attack fails, instead of counting up exactly how close it came to success?It has been deliberately designed to be faster than other similar calculators and it will also handle larger numbers of armies.
Is there any support for bombardment? This is the only thing that's difficult to estimate with Gambit.
Can you arrange to stop attacks after a certain point? That is, I'd want to know the odds of winning without dropping below 3 armies, as I would with an autoattack. Gambit will tell me this by giving a distribution of the number of surviving armies, but this script just spits out the victory odds.
Can you stage multiple attacks to the same territory? This comes up a lot in team games, and in some smaller multiplayer escalating games, where you'll want to use a smaller force to weaken your opponent, then conquer the territory with your majority. You can get reasonable estimates by adding the smaller force to the larger one (less 3), but this ends up way off when the enemies force is small in comparison to yours, or by counting the attack as two stages, and averaging the number of surviving armies the enemy has after your smaller force attacks (only works in Gambit obviously, because you need to know how many survive).
Re: NEW: Assault Odds
(note to self: mark this)
Re: NEW: Assault Odds
Incorrect. This is dead easy to see by running both algorithms with the same set of numbers. As the numbers grow larger you can see a visible difference. Gambit also drops intermediate steps where attack fails, any algorithm is worthless unless you do this. The key difference is re-use of previously calculated odds. For example in order to calculate 10v4 you can see that the probability for 2v1 is calculated several times. So by eliminating this repetition, the algorithm is faster. Add to that there are at least 2 ways of recursing the answer (1 from top down and 1 from bottom up). Gambit in addition needs to calculate defensive odds which I don't, which is another saving. That also means I can terminate recursing failed attacks earlier than Gambit.If you do get round to examining the code you will see the algorithms are actually different in lots of ways. There are at least 3 algorithms that can calculate these numbers , all look very different. It is a fact that this algorithm is faster than Gambit, that was the whole point. You can spend your own time measuring this, but examining the code provides a watertight proof.BaldAdonis wrote:How do you mean? Without parsing your code, I assume it's using the exact same algorithm as Gambit (or at least a very similar one which runs in the same time). Is it just because you drop all the intermediate steps where the attack fails, instead of counting up exactly how close it came to success?It has been deliberately designed to be faster than other similar calculators and it will also handle larger numbers of armies.
I have put bombards in the pathfinder. Current support terminates the path after a bombard but I have been asked for a few variants.Is there any support for bombardment? This is the only thing that's difficult to estimate with Gambit.
I love the disdainful tone of your references to this script, especially since this is version 1.0.0. I find it unnecessary, especially from you. cicero has asked for this not a couple of posts before. Yes this is possible also.Can you arrange to stop attacks after a certain point? That is, I'd want to know the odds of winning without dropping below 3 armies, as I would with an autoattack. Gambit will tell me this by giving a distribution of the number of surviving armies, but this script just spits out the victory odds.
I cannot tell if you're asking for improvements to this script or attempting to point out where Gambit might be better. Gambit is an excellent algorithm, I have been studying it in depth. Assault Odds is a faster lightweight odds calculator at the moment and is open to genuine requests for improvements. It is supposed be tailored for CC (e.g. Pathfinder) in particular multiple attack paths (read this thread).Can you stage multiple attacks to the same territory? This comes up a lot in team games, and in some smaller multiplayer escalating games, where you'll want to use a smaller force to weaken your opponent, then conquer the territory with your majority. You can get reasonable estimates by adding the smaller force to the larger one (less 3), but this ends up way off when the enemies force is small in comparison to yours, or by counting the attack as two stages, and averaging the number of surviving armies the enemy has after your smaller force attacks (only works in Gambit obviously, because you need to know how many survive).
Yes it is possible to stage multiple attacks to the same territory and I fail to see any reason to estimate the odds when it is clearly possible to do it exactly.
- BaldAdonis
- Posts: 2334
- Joined: Fri Aug 24, 2007 1:57 am
- Location: Trapped in Pleasantville with Toby McGuire
Re: NEW: Assault Odds
Not trying to cause a ruckus, I just know you like tinkering with changes and I figured I'd let you know what I'd find most useful. None of those things I suggested work in Gambit, which is why I'd like to see them in a new script.chipv wrote:I love the disdainful tone of your references to this script, especially since this is version 1.0.0. I find it unnecessary, especially from you.
...
I cannot tell if you're asking for improvements to this script or attempting to point out where Gambit might be better.
What I mean is can it account for the additional attacks from a secondary territory? Suppose I've got two stacks of 6, and I want to kill a guy with 15, who also has 10 on the other side of the board. What I'd like to do is deploy some troops onto one stack of 6, and put the rest on the other side of the board to finish him. So what I need to know is how to distribute those troops so that my odds will be about the same on both sides, but in order to figure that out, I'd want to know how well my 6 stack will do against 15, before I attack with the bigger force. I'd be silly to assume this is a usual attack of Xv15 and Yv10, and place 3-4 extra armies on X when the smaller 6 can do that much damage.chipv wrote:Yes it is possible to stage multiple attacks to the same territory and I fail to see any reason to estimate the odds when it is clearly possible to do it exactly.
Re: NEW: Assault Odds
Great suggestion , will be done.
I will allow Attackers to have multiple numbers so for your example
6,6 v 15
15 v 10
and you can tinker with that.
I will allow Attackers to have multiple numbers so for your example
6,6 v 15
15 v 10
and you can tinker with that.
Re: NEW: Assault Odds
That's awesome! As for the bombardment, would it be possible to use a number in brackets (or something similar), on the quick calc section, and just not reduce the attacking force for a win?chipv wrote:Great suggestion , will be done.
I will allow Attackers to have multiple numbers so for your example
6,6 v 15
15 v 10
and you can tinker with that.
ex: 15 v 2,4,(3), 10
Re: NEW: Assault Odds
I love it - Bombardments don't need to be the end of a run though...
C.
C.

Highest score : 2297
Re: NEW: Assault Odds
It is not possible to continue a sequence of attacks from a bombarded territory.yeti_c wrote:I love it - Bombardments don't need to be the end of a run though...
C.
That's the reason for the current limitation.
