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Nor Me
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Wouldn't it be simpler just to square all the attack and defence strenghs?
It's more honest, has a strictly smaller effect and solves spearmen vs tank nicely.
You might need to rebalance the entire game with this. I've just been playing the Fall of Rome conquest and I know it would have been much harder with the 4roll system as I'd have had to wait for more tech to attack.
I know 3 digit A/D strenghs look worse but that would make things easier to adjust early on.
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JesseSmith
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It's explained in great detail =) we were trying out some fixes for the very random random # generator and one of them was increasing the # of die rolls in combat to 4. That's where 4 roll comes from.
The major things that I see that are unbalancing are
1) Promotions. There would need to be more consistently defined. ie, defensive units would have less of a chance. Otherwise your stack is going to do nothing but lvl up your opponent.
2) Iron. You may be able to do some damage with Archers (its similar to the Warrior vs Archers) but that's not going to help you if you are on a continent without Iron. Swordsman slaughter with 4 die roll. Legions, Gallics, etc are worse.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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fascinating
basically rewrites the military, early game strategies of civ3. Not sure if that's good or bad, but I like the randomness in the game now.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:32
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By default it should be left as it is, i.e. only one RNG round. I think the majority would be just fine with it. I don't care about "strange" combat results, since I know that such things can happen. The loss of a tank to a spearman, when I have 100 of them and am producing 10 new per turn, is less problematic than the loss of a swordsman, when I have 10 of them and am producing one new per three turns. However, since some people deem the occasional loss of a tank vs a spearman a problem, it should be made an option in the editor. It shouldn't be an edit box, but a listbox which allows to enter 1, 2, 3 or 4.
Another option would be to increase it moderately by default. Not to four because that's too harsh, but to two as Jaguar Warrior suggested.
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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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I'd rather have the 4-roll that what we have now, but something inbetween (2 or 3) would be better.
Experience gains are going to be a real problem - instead of the usual 2-victory experience gain, it could be upped to 3 or 4 on the defender side.
By my reckoning, if you go with 2-roll combat and 3-victory experience gain for defenders, you'll get something close to what you want. Either that or 3-roll, 4-victory experience gain.
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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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quote: Originally posted by Spaced Cowboy
Looks like clogging enemy roads with defensive units won't work anymore. |
Why? I think it'll work even better, so long as your defensive units are better than what's attacking them.
quote: Seems like having units out in the open will not be an option, or not a good one with 4x.
I'd prefer something in the start-up screen. I've gotten used to the randomness. |
Do you mean you've gotten used to the weight of numbers vs quality approach? The new system will go a long way to reducing the effectiveness of archer and horseman rushes, and will make having a smaller, elite army a viable option. It will probably lead to combined armies as having a few good defensive units of your own alongside those archers will keep them much safer from stuff like enemy warriors and chariots.
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