Agamemnus
Warlord
EDIT: Lots of errors here, including the wrong mechanism. See bottom for update.
The random number generator / relative strengths of units is messed up in CivIII.
HYPOTHESIS:
Currently, your Civ III random numbers for the battle seem to look like this (uncorroborated evidence):
R = [INT(RND * 60) ] * relative health of unit * 1.4 (percent increase)
R, an arbitrary variable for our random number, is a percenteage from 0% to 420%.
They are, however, unrealistic. A better random number looks like this:
R = INT(RND * 20)
R, an arbitrary variable for our random number, is a percenteage from 0 to 20%.
The difference, game terms, is that a battle will depend less on the random factor and more on relative strengths/hitpoints.
Let's make a battle round example, based on how the random number seems to fit. note: uncertain how rng is factored in, if anyone would offer clarification?
I will assume the following:
A) The relative health are also considered when an attack is made, and a random factor is increased correspondingly, multiplied by 1.4.. (Modern Armor with 1/5 hitpoint vs. Spearman with 5/5 would have a 7-fold decrease in random number extra decrease points, and spearman would have a 7-fold increase in extra defense points. Multiply by 1.4 for good measure.)
B) There are 2 random numbers, one for each side.
C) There are no negative increases when adding in the random factor.
D) The random factor is +-40% effective defense/offense strength.
Attacker = 10 attack, 1/5 HP
Defender = 3 defense (60% smaller D than A), 5/5 HP
R1 = [INT(RND * 60) ] * 1/5 * 1.4 (percent increase)
R2 = [INT(RND * 60) ] * 5 * 1.4 (percent increase)
Consider that we add R1 and R2 to the Attacker/Defender points during that round. Who wins?
Rounding our numbers, the range is anywhere from a 11-3 to a 10-13. So then, it is quite, quite possible for the Defender to win.
--------
Have you ever had something like a Modern Armor lose to a pikeman? I have! And it sucks.
Solution:
A) Re-institute FIREPOWER .
B) Change relative strengths of units. (such as Zouave's thread)
C) Reduce the random factor!
D) Delete what I said in A from the code, if it exists, and it seems to. (You never see a modern unit get damage from an ancient one unless it has significantly fewer hitpoints.
More Problems
1) Artillery bombardment. Large lose streaks (20 bombings/artillery poundings unsuccessful, for instance. Why? I don't know. Bad RNG. It shouldn't, *can't* occur like this. It seems that some enemy units are 'uber' and can't take any damage at all, even if you pound dozens of times on them.
2) More Attack/defense. It's fixed. If you don't lose a lot of hitpoints, or even none at all, and you should have, next time you attack/are attacked, you're bound to lose. Seems the RNG remembers it gave you too high of an random bonus, so it gives you a really low one next time.
Something else I wanted to say..

Oh ya, anyone know how the actual lying, cheating, deceiving RNG mechanism works?
EDIT: Firaxis, Please Give Us a slider for random number effect!

The random number generator / relative strengths of units is messed up in CivIII.
HYPOTHESIS:
Currently, your Civ III random numbers for the battle seem to look like this (uncorroborated evidence):
R = [INT(RND * 60) ] * relative health of unit * 1.4 (percent increase)
R, an arbitrary variable for our random number, is a percenteage from 0% to 420%.
They are, however, unrealistic. A better random number looks like this:
R = INT(RND * 20)
R, an arbitrary variable for our random number, is a percenteage from 0 to 20%.
The difference, game terms, is that a battle will depend less on the random factor and more on relative strengths/hitpoints.
Let's make a battle round example, based on how the random number seems to fit. note: uncertain how rng is factored in, if anyone would offer clarification?
I will assume the following:
A) The relative health are also considered when an attack is made, and a random factor is increased correspondingly, multiplied by 1.4.. (Modern Armor with 1/5 hitpoint vs. Spearman with 5/5 would have a 7-fold decrease in random number extra decrease points, and spearman would have a 7-fold increase in extra defense points. Multiply by 1.4 for good measure.)
B) There are 2 random numbers, one for each side.
C) There are no negative increases when adding in the random factor.
D) The random factor is +-40% effective defense/offense strength.
Attacker = 10 attack, 1/5 HP
Defender = 3 defense (60% smaller D than A), 5/5 HP
R1 = [INT(RND * 60) ] * 1/5 * 1.4 (percent increase)
R2 = [INT(RND * 60) ] * 5 * 1.4 (percent increase)
Consider that we add R1 and R2 to the Attacker/Defender points during that round. Who wins?
Rounding our numbers, the range is anywhere from a 11-3 to a 10-13. So then, it is quite, quite possible for the Defender to win.
--------
Have you ever had something like a Modern Armor lose to a pikeman? I have! And it sucks.

Solution:
A) Re-institute FIREPOWER .
B) Change relative strengths of units. (such as Zouave's thread)
C) Reduce the random factor!
D) Delete what I said in A from the code, if it exists, and it seems to. (You never see a modern unit get damage from an ancient one unless it has significantly fewer hitpoints.
More Problems
1) Artillery bombardment. Large lose streaks (20 bombings/artillery poundings unsuccessful, for instance. Why? I don't know. Bad RNG. It shouldn't, *can't* occur like this. It seems that some enemy units are 'uber' and can't take any damage at all, even if you pound dozens of times on them.
2) More Attack/defense. It's fixed. If you don't lose a lot of hitpoints, or even none at all, and you should have, next time you attack/are attacked, you're bound to lose. Seems the RNG remembers it gave you too high of an random bonus, so it gives you a really low one next time.
Something else I wanted to say..

Oh ya, anyone know how the actual lying, cheating, deceiving RNG mechanism works?

EDIT: Firaxis, Please Give Us a slider for random number effect!
