AI cheats with battle??

I think the system is fine as others have shown. That said, I wish they would make some modifications - make some types of units more effective against others, etc. I'd also like to see some terrain modifications. For example, A mobile unit on plains or grasslands should have some sort of advantage against slow moving units that would fare badly caught in the open.

I don't know if it really changes anything, but sometimes you can go make some other commands and then come back to battle and the RNG will have changed because you made some other decisions. At least, you won't be so irritated, because it will seem fresh. Can anyone confirm if this will do anything or is it all psychological?
 
citizen001 said:
it's all in the random dice roll calculation thing, as long as the defender has even 1 defense, and 1 hp, it has a chance of winning. that may explain the cruel losses you're suffering. firaxis could make it so that a unit of one age (ancient age) cannot defeat a unit of another age (modern age).
That wouldn't work. If you have even a small tech lead over another AI, and you just go ahead of them by one age, you'd steamroller him, and that wouldn't be fair.
 
rubixd said:
There should be an attribute called "armored"
and it prevents any unit built before the musketman from even damaging the armored unit.

Including humans? Armed with Molotov cocktails? :mischief:
 
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