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cracker
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Colorado, USA
May 2002 time: 22:19
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Some of this information is a Repost but intended to try and focus Firaxis on getting Armies fixed in a near term patch that gets released to the public.
The ARMY unit in CIV3 may be the most embarrassing set of examples of coding mistakes that still exist within the CIV3 Beta version that has been on the public market.
A number of features of the ARMY as a unit should be simply shifted in the coding to allow these features to be applied to other units, while there are some outright bugs in Armies that have to be fixed without further delay.
Fix ARMIES to eliminate the following bugs:
1) Allow the units in an army to heal damage at the same rate as units outside the army. Currently (as of 4/21/02) the units in the army heal slower than their peers and receive no healing benefit from barracks. It can take 6 or 7 turns for a badly damaged army to heal whereas the individual units of the same caliber will heal in one turn if located in a city with barracks.
2) Allow units in an army to exercise their zone of control powers such as taking pot shots at passing units. Currently (as of 4/21/02) an army 3 infantry does nothing as enemy units run past the army. The standard features of the Army indicate that it should confer a zone of control on all units, just like a fortress, but this feature does not work.
3) Fix the Armies defensive priority calculations to determine if the units in the army are intended for attack or defense purposes. Currently (as of 4/21/02) an army of 3 veteran Cavalry will be the priority defender even when stack with 3 veteran musket men. This appears to be due to the algorithm that calculates the defender power of the army as 4 hit points times 3 units times a D value of 3. The Army has to stand there and get pummeled until it loses at least 7 of its 12 hit points before a musket man with a stronger D value of 4 will take over and defend the stack.
4) Fix the unit attack and movement points calculations for armies to address the current bugs as described: “An army of 3 or 4 cavalry can only attack once in a turn. When faced by three spearmen defenders, an advancing army of cavalry will take three turns to reduce the defenders while a group of three separate cavalry units will almost always reduce the 3 spearmen defenders in a single turn.” Standard features indicate that armies should have blitz mode, so if the cavalry still have movement points they should be able to attack.
5) When disbanded in a city, Armies should yield the salvage shield points of the army AND the salvage shield points for the units contained in the army. Currently (as of 4/21/02) the units in the army just evaporate. Either yield the shields for the units in the army directly, or leave the disbanded units for us to disband individually but definately the units should not just vanish.
6) Increase the range of defensive visibility for Armies by 1 extra tile in radius to simulate the multi-unit capability of the army. Even when poised on a single square, the equivalent units to a cavalry army would have great visibility each turn due to scouting and reconsolidation. Movement of the individual units would cut a wider visibility swatch through terrain and then reconsolidate.
7) Give Armies the ability to pillage improvements in some appropriate scale to the units in the army.
8) Give an Army 1 extra defensive point to simulate at least the minimum power that a leader will have in military police or resistance and culture flipping suppression. Currently (as of 4/21/02) an army of 3 cavalry has no greater impact in these areas than just a group of three warriors. Since the army is a military unit with combat capabilities it should have some leadership and military police value. Answering the question “should it be easier to revolt against an army of powerful military units or against an equal number of similar but less well organized units.” This effect has been tested in V1.21 and has no unbalancing impact on combat strength.
Armies are a unique unit in that they are currently the only unit that is limited to the number of cities AND Armies are also unique in that they are the only unit that can be limited to being built in a city that has a specific small wonder or improvement already built.
FLASHING LIGHTBULB AND CLANGING GONG.
Why would someone spend the effort to write these coding constraints and then hardcode the restrictions into the general settings for the game that limits the use of the programming to only one specific unit???
Why not set these choices as options on the units dialog and then make Armies the only current choice where this dialog applies to the unit released in the standard Civ3 product?
Expanding the usefulness of this programming would only require adding a drop down menu to the units dialog page that would let the editor restrict building of units to a city where a specific wonder or improvement has been built. FLASHING GOLD STAR and CASH REGISTER DING.
You would also add a check box to engage a ratio restriction on the units that would let you restrict the number of units that can be maintained relative to the number of cities, or number of improvements, or number of another type of units. For simplicity this Ratio should be implemented per 100 items of the restricting prerequisite. ANOTHER FLASHING GOLD STAR and CASH REGISTER DING.
Implementing these army like features to be potentially applicable to any or all units will give you a set of tools that can be used by the game play balancing Nazis to help control balance without just simply making the units worthless, ineffective, technically and financially inaccessible.
Other simple unit features that should be implemented along the same philosophical approach should include:
• A unit support cost multiplier and a transport utilization factor. Both of these factors should be implemented based on a 100 factor being the 100 to 100 ratio.
• An “obsolete by upgrade” flag that allows units to be built and then upgraded without eliminating the ability to build the first unit as is the current default implementation.
• Units “upgrade cost multiplier” that allows the upgrade costs to be defined as more or less than the standard calculated shield to gold ratio of 100%. This feature will allow units to be built in some towns and cities and then “sent to school” in other cities for the upgrade without making it impossible for towns to build the lower units.
• A “targeted unit” selection box and factor that allows each unit to have a defined other unit where its major attack or defense strength is most effective. This last item will have significant impact on letting the game play balance advocates control specific results without creating universal destroyer or universally worthless units. Examples of implementing this set of choices would be perhaps an A10 Warthog against tanks or a machine gun against infantry. These selective choices would avoid the seemingly silly scenarios where a longbow man kills a tank or where galleys can sink privateers 60% of the time.
Note that most of these simple drop down box restrictions and other ratio restrictions already exist and have been tested in the game code for units and for improvements/wonders (witness Armies, Wall Street, Battlefield Medicine, and SDI). Just take the coding and tie it to the appropriate drop down boxes and ratio boxes on the units pages and improvement/wonder pages and the result will be 15 orders of magnitude closer to a rave reviewed product by the core group of users that will drive all the market expansion.
This open letter really is meant to focus on encouraging the philosophical shift to make the features of the game more accessible for simple adjustment because we need to recognize that the hundreds of creative minds in the game play and modification community will use features in new and creative ways that may go well beyond anything that the original creators can envision.
Also, this letter should emphasize a need for an approach to game play balancing that does not simply focus on rendering the included unit incapable of reasonable and cost effective functioning. There ought to be a winning game strategy that includes valid reasons for building and using each unit in the game instead of a philosophy that actively tries to prevent the units from being any advantage to the human player if the unit are built and utilized in an appropriate strategy.
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Redstar
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aye, sure is --heh, explains alot of things for me. thanks = )
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FrantzX
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Actually, I find armies to be plenty poweful in you just cut the shield cost in half and allow one per city. In my modifications, I also made the Pentagon and Heroic Epic(thinking about changing this to palace) able to build armies. This allows for much more armies in the game, for both the human and the AIs. And the AIs build armies frequently and use them effectively. The problem is just the cost and number allowed.
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FrantzX
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Heh, if you want to get anal-realistic, you can say that all of those deficiencies are caused by the ineffeciency of military organizations.
1) About the healing aspect, I don't have a problem with it. I don't ever want to see a army of 4 Mech. Infantry that has 20 HP that heals to max is not completely destroyed.
3) An army of defense 3 with 10+ hp or a unit of defense 4 with 3 hp. The army may take more damage but has a better chance to win.
4) My armies of tanks blitz. I gonna have to test it with other units, though.
7) When is your citizen happiness so close to the edge of revolt that this would make a difference?
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:19
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Cracker,
What mods have you done to your game? Your item #1 I have had contrary experience with, and Firaxis "says" they have fixed #2 & #4 with 1.21 (I have my own rant with #2).
quote: 1) Allow the units in an army to heal damage at the same rate as units outside the army. Currently (as of 4/21/02) the units in the army heal slower than their peers and receive no healing benefit from barracks. It can take 6 or 7 turns for a badly damaged army to heal whereas the individual units of the same caliber will heal in one turn if located in a city with barracks. |
With 1.17, armies heal in a barracks to just shy of full strength in one turn. Let the army sit for a second turn to top them off. My personal experience.
quote: 2) Allow units in an army to exercise their zone of control powers such as taking pot shots at passing units. Currently (as of 4/21/02) an army 3 infantry does nothing as enemy units run past the army. The standard features of the Army indicate that it should confer a zone of control on all units, just like a fortress, but this feature does not work. |
As you SHOULD well know, ZOC effects only display when the ZOC attack is successful, so it might well not display. In this I am only saying that I seriously doubt that you have proof of it not working. OTH, I fundamentally disagree with the way ZOC works: the units passing through the ZOC have their defense doubled "because they are moving targets," which I think is a totally bogus rationale.
quote: 4) Fix the unit attack and movement points calculations for armies to address the current bugs as described: “An army of 3 or 4 cavalry can only attack once in a turn. When faced by three spearmen defenders, an advancing army of cavalry will take three turns to reduce the defenders while a group of three separate cavalry units will almost always reduce the 3 spearmen defenders in a single turn.” Standard features indicate that armies should have blitz mode, so if the cavalry still have movement points they should be able to attack. |
In 1.21, even tanks in (or out of) an army should be able to attack twice (blitz) if they do not move. However, I recently had an experience which I suspected to be similar to yours with a Cavalry army, but I want to confirm it.
Perhaps Army blitz capability was only to allow blitzing if its components were blitz capable? -- I sure HOPE that's not the case!
Sorry to be so contrary, but your points that I objected to stood out first. Interesting ideas, overall.
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Evil_Eric_4
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quote: quote:
4) Fix the unit attack and movement points calculations for armies to address the current bugs as described: “An army of 3 or 4 cavalry can only attack once in a turn. When faced by three spearmen defenders, an advancing army of cavalry will take three turns to reduce the defenders while a group of three separate cavalry units will almost always reduce the 3 spearmen defenders in a single turn.” Standard features indicate that armies should have blitz mode, so if the cavalry still have movement points they should be able to attack.
In 1.21, even tanks in (or out of) an army should be able to attack twice (blitz) if they do not move. However, I recently had an experience which I suspected to be similar to yours with a Cavalry army, but I want to confirm it.
Perhaps Army blitz capability was only to allow blitzing if its components were blitz capable? -- I sure HOPE that's not the case!
Sorry to be so contrary, but your points that I objected to stood out first. Interesting ideas, overall. |
Im using 1.21 and I attacked a city with a cavalry army.After I killed the first unit I thought -what the heck-and attacked again and to my surprise I was able to attack 3 times.
so this has been fixed however the other problems that are mentioned here still exsist.
Please firaxes give me an army that is useful.The blitz is not enough although I still try to build the military accadamy and pentagon just because I want everything.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:19
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Cracker -
You have concisely reiterated my (now ancient) complaints about armies. But you didn't seem to include one of the biggies - the ability to either upgrade consituent units, or to replace/remove units as needed. The US still doesn't field Continental Soldiers in the army, we've upgraded...
Venger
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cracker
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Colorado, USA
May 2002 time: 22:19
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Venger,
Your point about upgrading units in Armies is a seperate issue that Soren and the crew have address (whether their answer is liked or not).
They have worked overtime to prevent units in armies from being upgraded, so I am certain this is not a bug or a battle to fight in the bug fixing arena.
When I build an early army, I have often just put one unit into it and then used it against a maimed defender to get the option of building the Heroic Epic. In GOTMV (Game of the Month on Fanatics), My first army was built and loaded with a single horseman, that later had a knight added to it to keep it at least marginally functional. One Elite horseman loaded in an army and then accompanied by 2 more elite horsemen outside the army is more effective and useful that three horsemen trapped in the army, at least in cases where you are not attacking Hoplites, legionaires, or Pikemen of any nationality.
After you generate the first victory to enabel the chance at the HE and Military Academy, if you are developing or trading techs at a stellar pace, then usually the best use for that first army will be to disband it it the HE city to contribute 1/2 the shields to getting the HE done early so you can get more chances at future leaders.
I should be on the record as stating that Requiring you to have a victorious army in order to have the ability of building the only method of building armies is a fairly severe conflict with the stated objectives of encoraging other styles of play beyond war mongering. This is a seperate discussion topic, but my first thoughts are always focused on planning to be in a positon to attack and kill or maim one of the psycho civs (you know who the bastards are) as soon as I can find them and particularly if they are near to my start position.
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cracker
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Colorado, USA
May 2002 time: 22:19
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I did not want to conflict with Evil_Eric's observations without re-verifying the current status of armies in V1.21 as of Tuesday, May 7 at 9 PM MDT USA.
To get this data, I use a simple modified scenario file that makes it easier to build cheap armies early in the game. (the file also lets you build cheap artillery and cheap aircraft to test some of the discrepencies in the bombardment engagement rules, but that is another topic).
Using Armies of 3 archers to attack either groups of spearmen or groups of warriors, I have further isolated the coding problems that still exist in the army programming and which HAVE NOT been fixed in V1.21.
Armies containing 3 archers can only attack one unit per turn, because the code determines that the army only gets one move per turn at the time the archer units are loaded into the army. AN army of three archers standing next to a stack of 3 enemy warriors, takes three turns to defeat the warriors while a stack of three archers outside of an army completes the task in one turn.
Healing of units within an army is also still not functioning as promised. In 5 separate engagement sequences, the armies containing 3 archers never heal at the same rate as their peer archers that are not in the army. In a town with a barracks, armies of three archers heal at the rate of 4 hit points per turn.
Using the Civ3Multitool to monitor the healing process, the problem clearly rests inside the specialized unit code for managing armies because when units get loaded into an army their hit points cease to function on an individual basis. Individual units within an army, transfer their hit points to the army total when they are loaded into the army. So an army of three elite archers has a total hit point stack of 15. When an army of 15 hit points has sustained 12 damage points it has three hit points remaining, but inspection of the three individual units within the army reveals that none of the units show any damage at all. The damage and healing ratses are entirely controlled at the army code level and that is the reason for the discrepency. Not sure what level of genius arrived at the 4 hit points per turn healing rate for armies fortified in a city with a barracks, but that rate was verified in every case.
I did not verify the functionality (or disfunctionality) of armies containing units with multiple movement points on an individual basis, but upon first inspection it would not seem that the armies have been fixed to use the individual units contained within the armies in a blitz mode.
I also tried to verify the zone of control functions by placing the armies near to attacking units in such a way that would force them to run past the armies. In some cases I had four or five armies set up up like a gauntlet corrider to force the enemy units to retreat down the corridor. In three seperate examples, I baited the end of the corridor with a settler, a worker, or the enemy capital town (technically their only town). In each case where there were four armies lined up in two parallel rows, I would have expected at least one of the armies full of archers to engage the retreating spearman and warriors that passed down the middle. I never observed any Zone of control engagements with any of the examples. In total, there were 9 different retreating units moving across 8 army zones of control each containing 3 archers for a total of between 72 and 206 possible zone of control engagements. So if the army is conferring a zone of control, I am failing to observe it even under fairly severe test conditions of the "gauntlet of death".
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:19
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quote: Originally posted by Grumbold
[quote]Personally I wish armies were as key to victory and as well implemented as they were in the Call to Power series. Unfortunately Firaxis thought differently. We just have to live with that. |
The CTP method is SO simple yet SO superior it makes my nuts ache to think how either inane or obstinate Firaxis was not to utilize something similar...
Venger
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