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VetLegion
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Recently in a MP game of TOT I lost 17 crusaders in a single turn to 2 fortified phalanxes and one fortified legion in a city that had barracks and was on a river. I didnt kill any of them, just managed to get them "red".
This is the calculation:
2*1.5(veteran)*2(fortified+river)=6
my crusaders were all non veteran, but still with a 5:6 ratio I should have kicked them and still have some army left. I tried to repeat that offline later and I had 7 crusaders left after conquering the city.
My questions are:
Anyone else had it happened?
Is there a difference in MP battle calculus?
Which side are the battles calculated on(host or client)?
Could it happen because of lag or connection problems?
I am worried because I noticed this only because it was so obvious. Who knows how many times I didnt notice it? Perhaps some times I lost a unit and thought I lost it to a veteran defender/attacker and but it was a bug?
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:14
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A simple, possible explanation for what happened to you might be that the game's random number generator (or the programmers' use of the generator) is not really random, that there is a bug causing it to repeat the same value in consecutive calls more often than it should.
For example, the Microprose original release of Magic the Gathering (and first game patch) could not deal randomly from a card deck. In a deck with less than 1/3 land cards, it tended to produce 40%+ land VERY frequently.
Programmers tend to use random number generators thoughtlessly, without:
(1) Testing to see how random they are; some compilers come with poor generators.
(2) Considering whether their conversion of random values to small numbers removes some of the randomness.
(3) Relying on the low order bits of a random value, which tend to be less random than other bits in the value. That may be the case here.
I have experimented a lot with opening huts, saving, restoring, and reopening the same hut. I have not been systematic about this, but it seems to me that I am getting the same result two and three times in a row more often than I should. (But my evidence is very informal, and it is even possible that the game makes this happen intentionally.)
For example, suppose a programmer wants to select, randomly, one of eight possible outcomes from popping a hut. This line of C code will do it:
index = nrand() % 8;
but MUCH safer is this line, which ignores the low order three bits:
index = ( nrand() >> 3) % 8;
I usually ignore the random number generators that come with runtime libararies and use the well-tested Lehmer algorithm instead.
- toby
------------------
toby robison
criticalpaths@mindspring.com
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Orz
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Tartu, Estonia
Dec 1999 time: 05:14
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Hmm... Actually in Civ2 and in following add-ons/mods the random element is much smaller than in original Civilization.
Civ2 has hitpoints and units make several "rounds". In civ1 they made only one: remember - chariot was pretty good a weapon even in modern time!
So in civ1 I've made great battles with chariots and vice versa - have lost armors due a single chariot attack.
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