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Ray K
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Allen, TX
Nov 1999 time: 23:15
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OK, so this problem looks like it has reared its ugly head yet again.
Now that techs are conveniently divided into four ages, here is how it could work: any unit that is two ages behind its opponent AUTOMATICALLY loses. No probability check should be required.
If Firaxis does not implement a common-sense solution to this problem, they are just going to open themselves up for unnecessary criticism over what is hopefully just a minor problem.
If it is a rare occurrence, then implementing a fix like this would have little effect on the game balance.
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Eli
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Israel
Jul 2000 time: 07:15
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My solution :
A) The chance for one unit to lose to a unit one age older is twice as small than in the "normal" calculations.
B) Only modern units can defeat airplanes.
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yavoon
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its not a problem. yes its not uber realistic, but do planes haev 2 years of fuel? infact, keeping old units from becoming useless is in lots of games, and it significantly helps gameplay. the guy w/ one tech advance shouldn't be the auto winner.
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Haphazard
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Can anyone with the game say if hit points for con/reg/vet/elite units be altered? If so simply change 2/3/4/5 to 20/30/40/50 and the overall probabilities will balance out better like in Civ2. Problem solved!
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RobKid
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Chicago
Oct 2001 time: 23:15
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quote: Originally posted by Haphazard
Can anyone with the game say if hit points for con/reg/vet/elite units be altered? If so simply change 2/3/4/5 to 20/30/40/50 and the overall probabilities will balance out better like in Civ2. Problem solved! |
I don't think this would necessarily help, and it wouldn't even make much sense without increasing the damage done per round. Right now only one point of damage is done per round, so if that wasn't changed, you'd have combats going up to 50 rounds. Plus, the reason why a pikeman can beat an armor really only takes much meaning if the pikeman is elite (5 hps) and the armor is regular (3 hps). The mathematical reason the pikeman can win is because it is given more opportunities (more hps). Giving him more hps won't really help. Either adjusting the probabilities (i.e. more complex than A/(A+D)) or re-adding the concept of firepower would be required.
I actually ran the math (doing the binomial expansion in Excel), and it's really only when you get hp discrepancies that it becomes a bad problem. For example, a fortified spearman (base def of 3) in a metropolis defends at 7.5. If the attacker is a regular armor, he only has a 60% chance of winning. Increase that to a veteran armor (and who wouldn't be building barracks if you're really fighting a war) and he has a 77% chance of winning. On even experience, he has an 88% chance of winning. Personally, I agree that these numbers are a little low, but remember this also includes the +100% metropolis bonus, which is supposed to reflect the difficulty of taking a city and probably the citizens helping out in defense (i.e. helping in ambushes, harrasment, etc.). Attacking a city includes taking complete control of it. If you drop the metropolis bonus, the regular armor's chance of winning increases to 82%. If the armor catches the pikeman in the open field (i.e. not fortified), it's 92%. Elite armor wins 99% of the time in the open field, and 97% of the time against just fortified.
At any rate, is this any worse than the problem of an infantry unit being unable to cross the United States in one year on roads while being able to go from Alaska to Tierra del Fuego and still attack on railroads. In other words, there are always problems with any simulation that is not incredibly complex, and personally I'm not too terribly bothered by this one. It's just too hard to come up with a combat system that realistically simulates combat over a 6000 year period. Just break out those artillery units and bombers. It's a safer form of combat anyway.
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Haphazard
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I agree that the x10 method wouldn't change the result much in your example (where the Att rating is close to Def) just that it would help in the extreme 16Att Vs 2Def anomalies. If Civ3 actually plays out each round in a second, it could get silly though. Not that I'm too bothered about this really either.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:15
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The way I see it, the easiest way that the whole "Spearman vs Mech Inf" debacle could have been avoided this time would have been to give all units 2 extra stats: Armour and Range.
Armour: Basically, in order to damage a unit, the hit success would have to have been able to overcome the units armour score ( a number from 0-5). Example armours might have been
Spearman/Warrior: 0
Swordsman/Hoplite etc: 1
Rifleman/Musketmen etc: 2
Knights/Cavalry etc: 3
Mech Inf/Tanks: 4
Modern Armour :5
This way, the rare "lucky hit" from a spearman or hoplite would lack the neccessary "force" to penetrate the armour of mech Inf.
Range: An arbitrary number from 0-5 (again) based on what weapons a unit is fighting with.
Example ranges would have been:
Melee units: 0
Archers: 1
Musketmen: 2
Riflemen/Cavalry etc: 3
Infantry/Mech Inf: 4
Tanks/Modern Armour: 5
Basically, the difference between the 2 units ranges indicates the number of "free attacks" the unit with the better range gets. For example, in a battle between a Rifleman and an archer, the rifleman would get 2 free attacks before the archers could close enough to retaliate!
When you consider the combination of these 2 stats, then a spearman would have no real hope of taking down mech infantry, whilst still having a remote chance of taking down an archer or a rifleman (remote being the operative word!)
Yours,
The_Aussie_Lurker.
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Strollen
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I am not sure that ancient units should have no chance of destroying more modern ones but the chances are way to high.
I have two suggestions. If a unit is fighting one from an earlier era, the first point of damage should be ignored.
If it is 2 or more era's ahead it takes 2 hits to inflict a damage point.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:15
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Yeah Skanky,
What I like best about my idea is that it would pretty much eliminate any REAL chance of a hoplite or spearman taking on mech inf. (I mean, think about it, The Mech Inf would get FOUR free attacks and, assuming only half of these hit, would reduce a veteran hoplite to only 2hp! Then, considering the damage it had suffered, the hoplite would have almost no chance of penetrating the MI's armour!)
At the same time however, it still gives the same hoplite a reasonable chance of going head to head with a rilfeman/musketman! He'd probably still die, but would have the chance to damage the superior unit (especially if the hoplite is a higher experience level!!)
Which reminds me. How do unit attacks work now? For example if you sic 3 riflemen onto 1 tank, will all your riflemen get to attack the tank simultaneously, or is it still that lame "Wait your turn" stuff?
Yours,
The_Aussie_Lurker
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