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Action
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R'lyeh
Dec 2000 time: 05:24
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So, I recently decided to get PTW and fire up Civ 3 again. I had originally quit in disgust before all the patches came out and had been playing Alpha Centauri again.
So anyway, I'm the Carthagians neighboring the Indians and I decide I will need to take them out. I have iron they don't. They have horses I dont.
I build roads right to the edge of their borders, and mass up a bunch of swordsmen and a few numidian mercenaries to defend strategic points and captured cities (2/3/1 carthagian special unit). All they have are a few archers, spearmen and horsemen. My troops were all vets, his were all regulars.
Should be easy right? Not with Civ 3's combat system.
Suffice it to say my attack failed miserably. Why?
One reg archer defending on plains beat two vet swordsmen.
One reg archer defending on woods beat two vet swordsmen.
A reg horsemen defending on grassland beat an elite swordsman.
A vet warrior defending on hills beat two vet swordsmen.
As well as a few swordsmen losing to spearmen, which is expected.
So anyway, my attack stalled, and as I was bringing up more guys using my large road system a few of their horsemen were able to attack my cities. Since their horsemen were only regulars and I have veteran numidian mercs (2/3/1) fortified in all my cities I'm not too worried.
Three times in a row a reg horseman beats a vet numidian merc fortified defending in a city.
At this point I close the program.
This wouldnt happen in Civ2 or SMAC.
This is just one of the reasons that while I've spent 95 dollars on Civ 3 products I've played them for about 1/10th as long as I played Civ 2 or SMAC.
Anyway, theres my rant, I'm sure you don't care.

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Minmaster
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So Cal
Nov 2001 time: 21:24
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i think the problems of combat might stem from the "random seed" thing. i played some games preserving random seed and as well as not preserving it. when it is preserved, i noticed that because of how combat results are predetermined, attacking with a highly superior unit is going to get killed if it was already predetermined that way. for example, i attack a spearman with a horseman while random seed is preserved, and if the horseman dies, i then reload and attack the spearman instead with a cavalry, then the cavalry will die too because of the random seed (must be attacking the same enemy unit). i notice that however, things eventually balance out a great deal with random seed preserved as i lose some outrageous combats that i shouldve won while i win some ridiculous combats that i had no business winning. so try turning off the preserve random seed option and i think you might not run into some of the weird combat results.
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tinyp3nis
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compensate this!!
May 2002 time: 07:24
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quote: Originally posted by Action
Suffice it to say my attack failed miserably. Why?
One reg archer defending on plains beat two vet swordsmen.
One reg archer defending on woods beat two vet swordsmen.
A reg horsemen defending on grassland beat an elite swordsman.
A vet warrior defending on hills beat two vet swordsmen.
As well as a few swordsmen losing to spearmen, which is expected.
So anyway, my attack stalled, and as I was bringing up more guys using my large road system a few of their horsemen were able to attack my cities. Since their horsemen were only regulars and I have veteran numidian mercs (2/3/1) fortified in all my cities I'm not too worried.
Three times in a row a reg horseman beats a vet numidian merc fortified defending in a city.
| Sounds really really bad luck, even with civ 3 combat system. Goes greatly against the odds. 
When me and my friend played one 1v1 to try out ptw, even losing with archer attacking vs warrior on grassland with warrior winning and losing no hp got us pissed, the time invested in the archer was total waste. Also make us notice how the multiplayer does not provide competive play.
Usually the combat goes the way it should, many times not, but never have I had such a bad luck streak you have... are you for real?
"Go increase the hp in the editor" Wouldn't the battles take ridilculously long, or you have to turn animation off? Never touched the smelly editor 
quote: i think the problems of combat might stem from the "random seed" thing. i played some games preserving random seed and as well as not preserving it. when it is preserved, i noticed that because of how combat results are predetermined, attacking with a highly superior unit is going to get killed if it was already predetermined that way. for example, i attack a spearman with a horseman while random seed is preserved, and if the horseman dies, i then reload and attack the spearman instead with a cavalry, then the cavalry will die too because of the random seed (must be attacking the same enemy unit). i notice that however, things eventually balance out a great deal with random seed preserved as i lose some outrageous combats that i shouldve won while i win some ridiculous combats that i had no business winning. so try turning off the preserve random seed option and i think you might not run into some of the weird combat results. | Not sure if this helps, since random seed is allways there, it just changes with every load if you don't preserve it, or so I have thought...
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Traelin
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Miami, FL, US
Nov 2001 time: 00:24
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quote: Originally posted by The Andy-Man
this is all bollox, the only time in Civ3 I EVER had a succesful military was in a war against the romans who still had spearmen and legions (i had tanks and more modern stuff).
Even then, a spearmen would do some decent damage to my tanks before I won. It was a joke. And don't say this thing about luck, its not luck. It happens ALL the time.
Now Civ2 had a combat engione that worked. It was, infact, perfect for turnbased strategy games. |
I honestly don't understand how you guys are having so much trouble with the Civ 3 combat model. Maybe it's because I build up huge militaries that I don't notice any problems. Maybe it's because you have bad luck. But, in the worst-case scenario in my games, my military deters anyone from attacking me. I guess when I have 400+ MIs and 300+ MAs every game, it's hard to notice bad rolls though. 
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Traelin
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Miami, FL, US
Nov 2001 time: 00:24
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quote: Originally posted by Action
The flippers should get a rebel unit for each population of the flipping city and fight the garrison. |
That's actually a pretty cool idea. Much more realistic than units just disappearing.
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Gen.Dragolen
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Gentlemen,
One of the better educated players Vulture (degree in Astrophysics) did an analysis of the RNG used for the game and came to the conclusion that the RNG was performing properly.
http://apolyton.net/forums/showthre...?threadid=60407
However, if the combat model is flawed to begin with, what does it matter ? I've been play-testing using increased hitpoints for the experienced units, and you can still loose an elite swordsman with 8 hp to a 2 hp archer in open ground. Granted with more hp, it happens much less frequently, and which is a good thing.
The problem is that for every beneficial change you make in the editor, it usually screws something else up in the game. Having made it much harder to kill veteran + units, it does slow down combat a touch, and it makes the need for upgrades all the more important. Unfortunately, I find that I am always short of gold needed to upgrade, let alone rush production in PtW games. It was never a problem in vanilla Civ3. So back to the editor and adjust the gold the bonus resources generate. It's an iterative process, just like learning combat.
And I do like the idea of having a city in revolt with the garrison having to fight it out with guerilla units to see who keeps the city. At least it would feel like your troops died with their boots on.
What I would like to see Firaxis use a more realistic combat model, by either making morale replace hp's or adding back firepower. Even going away from the a/(a+d)=%chance to do damage model to a difference model: a-d=X x 100% chance of winning a battle would be an improvement. This is the model they used with wargames using dice for the random element, so it should be workable for a game like Civ3.
In any case, it would also be nice to see Firaxis actually play test their game before they release it. I'm getting tired of being a Beta Tester for them and most other software products these days.
D.
Last edited by Gen.Dragolen on 09-12-2002 at 22:11
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