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Kheldar
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You know, from my experience, and from reading the experiences of others, it almost sounds like Civ III has some random number generator problems. Let me explain. It seems to me like most of the time I see an unusual win/loss (I've seen it happen in my favor and in favor of the AI) what happens is an "amazing" lucky streak where one of the battling units just can't seem to lose any hitpoints for the entire battle. This sounds like the random number generator is not sufficiently random, and is spitting out closely related sets of numbers. Anyone else think we should request some raw output from their generator so we can do some analysis?
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Sevorak
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I mentioned the idea of a dependent pRNG myself in a thread (now disappeared?!) called Please Fix the Combat or something like that. I agree that pRNG dependency does look like what's going on, I'd love to see some raw output to analyze.
-Sev
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Antonin
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I don't think an amazing lucky streak for a particular unit is a problem, as long as it doesn't happen in every battle.
It makes victory in battle less certain. I don't think you should be able to count on victory if you throw enough of a particular type of unit into a fight. Being able to reliably calculate your chances for success before every battle would make the game boring.
There should always be some uncertainty, no matter how favorably the odds SEEM to be in your favor.
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Special_K
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Harrisburg, PA
Nov 2001 time: 00:16
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Usually if I get a really off balance battle I reload and capture a worker or fight an extreemly easy battle to use up that crappy random number, then everything is good. If a bad battle happens between turns you can reload and move a unit into another civs territory. When they yell at you for violating their borders it uses up one of the random numbers.
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