Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
2VDV_forever: The number 1000 is taken from the executable file. At the beginning of the battle, the game generates a number from 1 to 1000, which is used as a "seed." Thus, the number of possible battle outcomes is limited to one thousand. But, I suspect that 1000 is just an upper limit, and in reality, the number of possible battle outcomes is much smaller(?).
I will try to study the pseudo-random number generation algorithm in this game more closely. Perhaps I will find cases where a player, without any additional tools, can predict the outcome of morale and luck based on the damage dealt.
Added 7 minutes later
When I was talking about the morale of pikemen, I meant the following:
Fireball provided a description of the probability. Of course, it was easy to repeat it because of the interesting property that the number R remains fixed if you quickly move a specific unit. But what about descriptions where the player's victory involves repeating the battle outcome? What is the probability that the organizer will repeat this battle?