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Bobstah
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quote: Originally posted by J10
I mean com'on, yesterday I lost two 5hp Elite Calvaries attacking one 1hp Calvary on grassland in a row, and finally had to kill that 1hp Calvary with a 4hp Calvary which wounded up having 1 hp left. |
We must be missing something. The chance of losing 14 rounds in a row when the odds are 2-1 in your favour (per round) is infinitesimally small. The manual says sometimes a unit just gets lucky. Maybe this means there is a fixed chance of winning regardless of the odds?
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And once again, if underdogs are made easlier to win, then battle tactics are not as important anymore |
Now that there aren't so many guarantees, tactics are FAR MORE important.
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Sevorak
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quote: Maybe this means there is a fixed chance of winning regardless of the odds? |
Bobstah, that is a very interesting proposition that needs to be given more attention. What if there IS a fixed autowin percentage of 5-10%? That would explain situations where the random number generator appears to be broken and one side, regardless of odds, wins 4-0 or 5-0.
-Sev
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zapperio
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Halifax, NS
Nov 2001 time: 05:16
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the chance of someone exaggerating on a open forum are, I'd say... 50/1.
Zap
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by J10
Personally, I do not like underdogs to win, I do NOT.
Reason: Battle tactics are made less useful than it was in Civ2 if you screw it up so that underdogs can win. |
I agree - underdogs are fine, but the Civ3 combat system is a deus ex machina...
[quoteI mean com'on, yesterday I lost two 5hp Elite Calvaries attacking one 1hp Calvary on grassland in a row, and finally had to kill that 1hp Calvary with a 4hp Calvary which wounded up having 1 hp left. Someone who's still in college doing probability can tell us the chance of that in Civ2 and in Civ3 so we can all be amazed at how sh|t out of luck I was. [/quote]
The defender only had about a 33% chance every round, the chances of winning 13 combat rounds in a row is nearing 1/infinity... actually it's .000055%, or one chance in 2 million... If he was fortified, I think that's +25% (is that ANYWHERE in the manual?) plus the .10 grassland bonus (when did GRASSLAND get a bonus??), so it may have been .0006%, or one chance in 167000...
quote: I'm pretty sure it's a lot more difficult to happen in Civ2 then in Civ3. |
In Civ2 the scenario you describe is a statistical impossibility.
quote: And once again, if underdogs are made easlier to win, then battle tactics are not as important anymore, bad news for us warlike leaders |
Some will argue then for micromanaged tactics, 10 to 1 advantages, etc. How dull and tedious...
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by zapperio
the chance of someone exaggerating on a open forum are, I'd say... 50/1.
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He he, that's pretty damn funny!!!
Venger
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SuiteSisterMary
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quote:
The manual says sometimes a unit just gets lucky. Maybe this means there is a fixed chance of winning regardless of the odds?
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I still say their pseudo-random number generator is fuxored; it has streaks out the yin-yang.
And I've watched things like four veteran horesemen bounce off of one(!) spearman fortified in a size 6 city, who takes no damage, or three veteran calvary bounce off of a hoplite fortified in a field.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by SuiteSisterMary
I still say their pseudo-random number generator is fuxored; it has streaks out the yin-yang. |
AMEN MY BROTHER. I will swear on my grave that the random generator is anything but random, it has outliers all OVER the place...
quote: And I've watched things like four veteran horesemen bounce off of one(!) spearman fortified in a size 6 city, who takes no damage, or three veteran calvary bounce off of a hoplite fortified in a field. |
Many of us have seen the streakiness of the combat engine. I'm convinced there is something rotten in Denmark...
Venger
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Freeze
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Seething
Oct 2001 time: 05:16
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re Gnu
I haven't tried increasing hitpoints of units, but there actually is an option to see only "one round" of combat even though it's resolved normally.
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zapperio
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Halifax, NS
Nov 2001 time: 05:16
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I've noticed streaks also, actually. And what is striking about them is they seem to come in, well ...streaks. When I've noticed an unlikely result it seems to happen, in a streak, to same unit types. Say you are attacking a stack of unit type x and one y, and your first x bounces off a low probability then too often all the other x bounce off too, exactly the same way. switch to y and it breaks the streak. Can someone test this? I don't have the game at my office.
It is simple to test really. The theory is that there is an ordered queue of random seeds saved at the beginning of each turn and that any unit that needs a random seed takes the first one and so forth and so on.
I heard someone suggesting exploiting this by finding the 'good' seeds and save loading and ordering the battle accordingly, ie if the second seed gives a win then do a critical battle second etc. But I never heard of any testing done.
But if the seeds are unit dependent then it will explain what I've been seeing and bring us one step closer to discovering if and how the random seed generator/distributor fouls up.
Zap
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Cyanydd
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Aren't we completely forgetting rate of fire? I recall reading that ROF is different for different units.
For example, my knight seems to attack three times for every two attacks of an archer. Can anyone verify this?
I also agree that it IS a round based system, and that the numbers rule all. That said, it's hard to be completely clear re: how the defensive/attack modifiers affect things. I mean, we all know the percentage, but are unclear on EXACTLY how it is applied.
I also have to agree with the above post that suggests that results are similar for the same units. Ex: in one turn three elite knights attacked a spearman, and all lost, without hitting once. Then an impi attacked, and won, sustaining no damage. I'm not pissed about it - I know it's just the numbers (and I've had them work in my favor too) but it seemed a bit screwy.
For those complaining, try playing on the higher levels where you're not always the attacker - then you'll be grateful that defenders get a bit of an advantage. (I know I have been).
-Cy
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by CyberGnu
A question for the people who tried increasing the hitpoints of units... Doesn';t this mean that you will have to stare at your screen for AGES when you fight? I already detest waiting for two elite units slugging it out... |
I thought about that and have done minimal testing - it's longer, but I'm willing to wait for results that don't suck! God forbid an army fight another army!!!
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Cyanydd
Aren't we completely forgetting rate of fire? I recall reading that ROF is different for different units.
For example, my knight seems to attack three times for every two attacks of an archer. Can anyone verify this? |
ROF only seems to be on bombardment units and the cruise missile. Anyone have any idea what it does on standard units? Could be the key to bringing back firepower!
Venger
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J10
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quote: In Civ2 the scenario you describe is a statistical impossibility. |
Maybe we can just plug the numbers into the new formula.
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Some will argue then for micromanaged tactics, 10 to 1 advantages, etc. How dull and tedious...
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I'm totally lost...
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Excelsior
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Alabama
Nov 2001 time: 23:16
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quote: Originally posted by GePap
Does changing HP change the speed in which one gains experience, and does it change how often you could get Great Leaders, or can we change that last bit in the editor ourselves? Also, can we give land units the same ability as warships, since they can both bombard and attack? Think about it, give tanks stand-off power-lets say rate 2 if everyone has HP 10, while arty gets 6. That wouuld mean very realistic combat. Imagine, Civ3 with VERY REALISTIC combat |
Changing HP does not affect either promotions or great leaders as far as I can tell. You can make land units that bombard and move in the same turn, but not bombard and attack. Ships can either bombard or attack in one turn, but not both. Further, attack or bombarding uses one move point.
Edit: Come to think of it, you could make a ground unit attack and bombard in a single turn, but it would have to be a blitz unit like the tank.
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