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brianshapiro
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Berkeley
Nov 2001 time: 21:27
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this has been my experience in game, both have the same attack but infantry has higher defense
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Fosse
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U.S.A.
Mar 2002 time: 23:27
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Also, cavalry retreat, meaning that it may seem like they do better because they aren't dying all of the time.
This actually slightly lessens their odds of beating an infantry, but makes up for that by staying alive longer.
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brianshapiro
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Berkeley
Nov 2001 time: 21:27
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nno ive experienced cavalry having a better chance of marking off damage from an infantry, same expierience level.
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Demerzel
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if it was real life then naturally cavalry would trounce infantry far easier than infantry would beat other infantry.
sadly certain units superiority over other units probably won't have been included in the game, so probably just the combination of factors mentioned by others above.
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Cruddy
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I wonder - is it because of the way Civ2 combat worked?
If you only had part of a movement point left to attack with, the attack was computed at a lower strength.
So an infantry moves down a road and uses up part of it's movement point, then attacks... while a cavalry still has a whole movement point left and so doesn't get the negative impact on its attack.
This is PURE speculation and I'm probably quite wrong. But it does seem to me that units with higher movement factors are better at attacking, attack strengths being equal.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:27
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quote: Statistically there is nothing to prove that units with the same attack cause diferent amounts of damage. However, do to the nature of the Civ3 combat system, it is much more likely to get skewered results from combat than in Civ2. The HP system is the problem as a max of 5 is just to little to present an accurate representation of the damage levels each unit has.
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Uhhh... if you know statistics, yoiu'll know that probabilistically speaking two evenly matched units offensively and defensively will, with a large sample, show no significant difference.
If people still insist, they we can have someone get the data and conduct a hypothesis test. A simple variance from the mean doesn't mean it's significant. As long as the range of the variance falls within 0, it is considerend insignificant. Given a certain level of significance.
In anycase, I'm a strong supporter of the probabalistic random number generator system userd in Civ3.
For starters, it evens the playing field, and introduces the concept of risk. No matter how advanced you are, you don't win every battle. Civ 3 is not a war game, and has no need for specific military commands like "Ambush" or "guerilla warfare" and thus, when an outdated unit take down a more advanced unitr, it is I believe a built in system of introducing this variability into battle.
People who want to get their tanks and win all the time against all units isn't playing the right game. The Russians in their tanks were slaughtered by what were essentially ragtag units in Afghanistan.
Last edited by dexters on 07-05-2003 at 09:40
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dexters
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Vancouver, Canada
Nov 2001 time: 05:27
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Last edited by dexters on 07-05-2003 at 11:23
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Cruddy
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Personally, I think all combat systems are a waste of my time. Painstakinlgly calculating odds and trying to get away with building minimum units to ensure victory... It's a pain.
I'd rather just order a set of AI generals to get out there and do their stuff. Ah, the joys of building. Of course, I'd still have to build the generals the tools to do the job - I just think warfare is a waste of my time when there is a dirty great processor there to do all the hard work for me.
Hoping for something radically different for Civ4, but not really expecting it will arrive.
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georges bonbon
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What's even more intriguing is - for me - that both units come out of a different age. Cavalry is the attacking unit against riflemen. As tanks are fighting against infantry. Etc...
So to be fair cavalry should not have superior odds over infantry.
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Murtin
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Sweden
Dec 2001 time: 06:27
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quote: Originally posted by dexters
I absolutely hate the Civ2 battle system. It's outdated and simplistic. A risk based probabilistic model is superior. If they can refine this in Civ 4, I'm all for it. But I'm pretty sure they won't go to the old system used in Civ2, which I suspect was used primarily for conveniance given the more limited computer power of the time.
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I must have missed something important about the Civ2 battle system. Up till now I was certain that Civ 1, 2, 3 used the very same battle system, except that in Civ2 there was the concept of firepower, and the fact that the number of hit points for a unit ranged from 10 to 40 whereas in Civ3 the range is 2 to 5. Have I been completely misinformed? Was Civ2 not using a random number generator?
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gunkulator
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It's a shame bombarment doesn't affect the whole stack because really there's no penalty in Civ3 for creating SODs.
CivIII combat strikes a balance between too many hps in CivII(10 - 40) and too few in CivI(1).
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Murtin
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Sweden
Dec 2001 time: 06:27
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quote: Originally posted by vmxa1
I like the idea, but would like the variation to be smaller. Then the outcome is not a given, but is fairly consistent. I did not care for CivII combat either, but the FP factor could have been used to smooth out the combat in CivIII in regards to out dated units. |
If the variation is what bothers you then it is actually more hitpoints you want. It will have that effect.
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Just for starters, CivII you fought one unit in the stack and if the unit lost, you lost the whole stack.
CivIII each unit gets its turn and goes against the best defender. |
Well, ok, that's a difference I forgot to mention. But what about the RNG? Isn't Civ2 combat (pseudo)probabilistic?
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