Recent content by Vorlin

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    Preview of Kentucky

    Jest 'cuz we ain't got no gud talkin' learnin' don't mean yuh shud make fun of us. :mad: Looking forward to the scenario, btw. :)
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    Absurd Winning

    Zachriel, I knew the toss was independent, I mentioned that in my post. But I like the reference you gave, it allows me to phrase this in a better way (I think). In the example I gave (flip 5 heads, figure the next one has a high chance of being tails), when you bet on tails it's not that you...
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    Absurd Winning

    What Cracker means is that on average you'll get average results (by definition). Thus, if you see a long string of extremes on one end, you can expect a similar string to show up tilted the other way. As he noted, over the long haul the results -are- average, they have to be unless the RNG is...
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    The Problem with the Civ 3 Combat System and How Can We Fix it?

    It might be interesting if future Civ games borrowed a bit from the RTS genre and introduced the rock-paper-scissors concept to its gameplay. Something like pikemen have double defensive strength vs. knights, that sort of thing. As it is, if you know what tech your opponent has you can pretty...
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    Overkill - why the AI is so bad

    Ah, in my last reply I misunderstood the reference. So to make my reply coherent, let me state that I was responding to the problem of the AI chasing a human-controlled unit that was deliberately fleeing in circles in order to keep the AI units tied up until help arrived. I lost the context of...
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    Absurd Winning

    The problem with the Civ3 combat system is that the number of hitpoints for each unit is way too low. When you only have a few rounds of combat it's very easy to get oddball results. To put it another way, it's easy to flip 'heads' on a coin three times in a row (12.5% chance), it's darn near...
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    Overkill - why the AI is so bad

    Stuff like that is hard to code, because it involves value: when is it worth it to do something? This is an area where humans are infinitely superior to computer code (at least for now). You could literally spend months just writing the AI code to determine whether a unit should retreat or...
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    The Problem with the Civ 3 Combat System and How Can We Fix it?

    The most common approach to this I've seen is where strategic encounters take you to a tactical combat map (like in Master of Magic). But does this really change the issue you brought up? In the end you still have units fighting other units, hitpoints, damage value, defense, terrain, etc. In...
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    Overkill - why the AI is so bad

    In response to some points made in the last few posts: Playing Civ3 creates a dynamic system (without being played it isn't even a linear system, it's static), if you don't understand this then you don't understand what dynamic means in this context. The easiest (i.e. non-rigourous) way I...
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    Overkill - why the AI is so bad

    To expand on the issue of how 'simple' things can be very difficult to program an AI to do, let me give an example from Age of Empires. In that game if you start attacking a building, the AI will send a villager to repair it. Anyone who's played the game can see the problem here: if the AI...
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    I got a quick question

    Other people have answered a couple of different interpretations of your question, so let me cover another in case this is what you wanted to know: If you have a resource bonus square in your territory, like horses or iron or whatever, in order for a city to have access to this resource to...
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    Overkill - why the AI is so bad

    Just to be fair to Firaxis, a lot of you are asking for an AI implementation in a game that can't even be done in labs around the country dedicated solely to AI coding. Fuzzy logic, assigning comparable values to disparate things, flexibility, adaptation, these aren't within the boundaries of...
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    Overkill - why the AI is so bad

    It definitely can be done, AOE and AOK both have AIs that understand the concept of a task force. The AI decides the size of the force, gathers or builds units until the force is complete, then sends it to attack. As you noted, this is more effective than the conga line of units that Civ3...
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    Overkill - why the AI is so bad

    I'm thinking what we are seeing here is a universal 'invasion' AI response. And in many situations it is the best one the AI can use. During any Civ-vs-Civ conflict you generally have a new target close to where the old target you just beat was located (another city, a defending unit...
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    How To Search For Articles On "One City Civ"?

    Oh man, I'm rolling now, because I was going to post a thread asking why no 'one city civ' threads were around. Thanks. *giggle*
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