AND2 and SVN Bug Reports - A New Dawn 2 ONLY

We, latin people, sometimes use a dead language to look smarter :D
 
A dozen defeats and reloads later, I beg to differ...

Have you ever been able to win? If you're not using "New random seed at reload", chances are that you'll never be able to win, no matter how much you try. And if you do use that option, you could lose the battle 100 times and then win the following 180 times; no way that the result of your battle is going to influence the next time you try the very same battle, it's basic statistics.
 
45°38'N-13°47'E;13728171 said:
Actually quiproquo is Latin and usually written qui pro quo. [emoji6]

I know that quid pro quo is Latin ("something for something"), but how you get from there to the French term for (what I believe is) a mistake in communication, I really can't say.
 
I always have new random seed at reload on, and while what you say about basic statistics is of course correct, at some point you do start to suspect something's not quite right. If 10 defeats isn't enough to suspect something's up, and 100 isn't either, is 1000?
 
I always have new random seed at reload on, and while what you say about basic statistics is of course correct, at some point you do start to suspect something's not quite right. If 10 defeats isn't enough to suspect something's up, and 100 isn't either, is 1000?
Randomness is sometimes cruel.
 
Throwing a 6 doesn't affect the odds of throwing another 6 next time, but that doesn't mean that the odds of throwing a dozen consecutive sixes aren't vanishingly small. Basic statistics says the odds of losing that battle a dozen times in succession are ~0.0001%. If you tell me how much smaller they have to get before they're considered indication that something might be wrong, I'll come back when I reach that number ;-)
 
So erm... I started a new game, and new random seed on reload was set to off... presumably same in the game i was talking about... oops. Noticed quite a few other options that had changed from my usual in the custom game screen, I guess they got lost due to earlier CtDs... or something...

Edit: that probably explains why my last few games all had about a million minor civs all preventing each other from getting much past the stone age. Trade tech with each other as much as you want, if none of you've got more than 3 crappy little cities, game's already over.
 
Hmm.. I've had a bit of a suspicion for a while that something isn't quite right with combat odds sooo...

In this saved game I got a stack of 3 elephants, one of which has superpowers thanks to my great general, and a spearman. Just to the north is a barbarian city defended by a single archer. I could easily capture it with the 2nd elephant, but if I use the 3rd, combat odds shows 68.26% chance of victory. A dozen defeats and reloads later, I beg to differ...

You do understand that the chance of a victory in a battle does not affect future outcomes. This means the odds of winning a battle 12 times, with each time being 68.26% chance of victory, is... 68.26%.

Statistics are widely misunderstood by nearly everyone.
 
The odds of rolling a six 12 times, with each time being 1 in 6, is... 1 in 6.

Nope. It's (1 in 6)^12 = 1 in 2,176,782,336.
 
I usually go with "the RNGod hates me".
 
Not so much a bug, more a game play fault.

When your making Culture in your cities, the AI Governor won't assign Artists in your specialist lists, they will assign merchants, scientists and Engineers. Then it will assign priests, diplomats etc, every thing BUT ARTISTS.

I could manually assign 1 Artist, but the city ends up starving or won't change allocation for the next URGENT build.

As I said, more a game play aesthetic fault, then a Bug, but leaning towards a bug.

Bugs me anyway.
 
In a row or seperated by a thousand years makes no difference. The odds are still multiplied. Basic statistics.

Also there are no relevant past events when calculating the odds of an event happening a dozen times in the future. How is this so hard to understand?
 
In a row or seperated by a thousand years makes no difference. The odds are still multiplied. Basic statistics.

Also there are no relevant past events when calculating the odds of an event happening a dozen times in the future. How is this so hard to understand?

I would suggest you just post savegame then if there's no obvious bugs, then just move on until you find new strange events and post savegame of that. Just a suggestion ;).
 
I would suggest you just post savegame

I did. Turned out new random seed on reload had somehow become disabled, so it's all moot anyway.

Point is, I don't really appreciate being talked-down to like I'm some kind of imbecile with no knowledge or understanding of the most basic mathematics that every half-educated 10 year old should know. Especially when the person doing the talking-down is the one who evidently doesn't understand basic statistics. You guys must be the most disappointed lottery players ever. After all, your chances of picking 6 winning numbers are exactly the same as those of picking just one, right?
 
@shipdit: I think you have really bad luck. I'll try to take a look at your savegame but I didn't ever found this kind of problem. Sure, the probability is multiplied at each occurence when you considers that globally.
 
Point is, I don't really appreciate being talked-down to like I'm some kind of imbecile with no knowledge or understanding of the most basic mathematics that every half-educated 10 year old should know. Especially when the person doing the talking-down is the one who evidently doesn't understand basic statistics. You guys must be the most disappointed lottery players ever.

I couldn't possibly imagine why on earth anyone would treat you poorly, with your incredible tact and tasteful language.

After all, your chances of picking 6 winning numbers are exactly the same as those of picking just one, right?

The odds of getting heads or tails is 50%, no matter how many times you flip a coin. The odds of getting heads 5 times in a row is 0.5^5. Please see the Gambler's fallacy.
 
The key point is "random seed got somehow disabled". It probably was all the time when you tried, unless you proved otherwise by winning that battle. I could bet that it happened when you switched to a new revision when I reintroduced Surround and Destroy, unless you use the launcher/updater, then it shouldn't happen.
 
I couldn't possibly imagine why on earth anyone would treat you poorly, with your incredible tact and tasteful language.

Read the relevant posts before passing judgement.

I only came here to post a couple of bug reports. I have no intention of discussing anything with the kind of delusional fools who can't handle being contradicted and immediately launch into an ego-driven orgy of denial and failed face-saving attempts. If I was up for that, I would have joined a conspiracy theorists' forum.

Next time you feel like talking to someone like they're an idiot, make sure it's not you yourself who's making idiotic statements. In the meantime, find some other beta tester to tolerate your arrogant attitude.
 
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