Afforess
The White Wizard
No. It is not working fine. But although you don't know you gave me the needed hint what to do.Thank you.
But I must confess that your modified version makes less trouble. But here an example why ACO is wrong for your version too. Although the needed changes are very, very easy.
Lets say an infantryman (attacker) will fight against an old knight (defender). And lets say the knight has a 100% chance to withdraw. If you have a look at ACO there will be something like that: "Survival odds: 100.00% vs. 0.00%. And that is not true. The survival odds are 100.00% vs. 100.00%. And the victory chance is only 100% for the infantryman if you say that a defender withdraw is also a victory. For me it's not because the defender is still alive. Gone away but still alive. But that's philosophy. But it's proofed that ACO is wrong. But you are right that the calculation of the expected attacker damage is still right with your rewritten version. And that is fantastic.![]()
Okay, I see your point. However, calculating to see if the defender can withdraw requires quite an extensive loop, which could get expensive with a lot of units. I think the small lie to players is worth the performance hit. Unless you have a good way of doing it quickly, in which case, I'm interested.

No CTDs so far in 1.75a, which is great, b/c i used to get a ton of them
Just a couple minor issues so far -
- knight's stable doesn't become obsolete until vertical flight, but it looks like cavalry upgrades to tank now.
- sometimes the tech tree doesn't update colours after learning a new tech.
Also looks like a bunch of units and techs got trimmed out, but i think that's probably a good thing. Along with the civic changes, the rebalancing seems much better so far (one game in at least!).
Hmm, I'll look into those two. Glad you are enjoying it.
Thank you. 



