DemonMaster
A.K.A. Fenhorn
Is it this we arguing about, axemen vs. archers or swordsmen. Units from the same era. Perhaps I should leave this thread before it's to late.
Wow, Gee, you sure are right. Your warrior should NEVER lose to an archer attacking him! Your archers should also be invincable against enemy archers. I can't see any way possible that a 100 health axeman could ever lose to a 60 health axeman -- that is SO absurd.
These examples are so weak it's ridiculous, you can't win EVERY battle that the odds favor you, thats not how odds work. Just because the odds on your side does not make it garaunteed.
I thought your complaints were about modern units losing to ancient ones, not AXEMEN LOSING TO SWORDSMEN!!!! I can't believe how absurd your claims are. "The odds favored me heavily and I STILL lost" boo hoo. Get a clue...
True - and this testing can easily be done by anyone by using the World Builder.When I started this thread, my original implication was that the RNG was biased against the human. As someone said recently in the thread, that is unfair but not necessarily a bad thing. Someone pointed out early in the thread that they did some extensive testing that showed on average that the RNG was not biased.
I know that extensive statistical tests of this kind was performed on the CIV3 RNG, and they all confirmed that the RNG was pretty good. I don't remember any such tests with the CIV4 RNG, but it would surprise me if they use a worse RNG there. Not impossible though, as programming errors arent' exactly unheard of.I chose to let it drop at that point. I have messed with RNG's a little, but I am definitely not an expert. The RNG's can have other "problems" such as not being uniform, (don't know the word) numbers come in "clumps" (more than expected high or low values in groups), and others. In the other part of the actual original question, I was trying to see what RNG they used so that I could explore these possibilities, but evidently no one knows that came to the thread.
That is a pretty well-known fact, that the human brain thinks it sees patterns when there is only randomness. There is written lots of books on this topic. And it is not at all strange that such reports come in regularly, because that's just how the average brain works.Several other people also rightly pointed out that humans just remember the negative "news" much more easily. I have come to accept this as well. Strangely enough, a couple reports in the real news came out about the same effect around the same time.
I disagree that there is enough anecdotal evidence for drawing any conclution aboud streakiness or whatever RNG problem. It is a well-established fact (as mentioned above) that we see the random patterns in true randomness, and draw the wrong conclution from it.Still, I think there is enough anecdotal evidence that something is strange (such as one of the lesser "problems" of bad RNG's); however, it is no where near as significant as I thought at first, more on the level of a minor (but aggravating) annoyance. Not saying it doesn't aggravate me when my 5 elite CR3+ swordsmans get killed by a new wounded archer, but I will try to take the lumps as they come since everything seems at least close to fair.
hoopsnerd obviously misunderstood your post.Ah... come on!![]()
I made reference to a posting above in which someone said he never saw any streaks in the RNG's results.
As you can see by the hitpoints dealt per strike, the winning units in all four examples have been much weaker than the final loser, which did not change the fact that said streaks occurred.
hoopsnerd obviously misunderstood your post.
I fully agree that you gave good examples of streakiness, but as I wrote in the post just above, such streakiness is expected of a good RNG. The question is whether it happens more than expected in CIV4, which I have no reason to believe.
I think a good, and not too difficult test could be to build a scenario of 100 units of each side, and get them to attack each other. We already know that the number of victories is pretty close to expected in CIV4, but I don't think anyone has tested whether the number of victories where the winner is completely undamaged, is as expected.
Victories where the winner is undamaged is a good indication of streaks, and if this number is higher than expected, we have a good indication of too much streakiness. If the number is as expected, we have a good indication of a correct RNG.
I don't see why you feel you have to repeat it. I think most of us understand what you want. It is just that many of us think your ideas would make the game worse.Once again (why do I have to repeat this all the time? - and I am not addressing you personally),
...to which I vigorously disagree. Partly for game play reasons similar to those Psyringe writes - and partly due to realism reasons.ll what I am going for is that according to my point of view the combat system should be overhauled in such way that modern time units should suffer only minor damage when engaging ancient units.
It would make the CIV combat more detailed on a tactical level. Whether that is good or bad depends on whether you are most interested in tactical combat or overall strategic gameplay.Furthermore it would be advantagous, if concepts of morale, leadership, supply and weather would be in the game - meaning that they are noticable, that the player can adjust his tactics accordingly.
I've failed to understand what kind of randomness you want in CIV though.Finally, I am not against randomness at all.
I am against the way randomness currently works, that's all.
hoopsnerd obviously misunderstood your post.
Also, If I'm not completely mistaken, the actual code is exposed, so anyone with a certain programming experience can check that there is no "isHuman()" code in the battle computation.
I know that extensive statistical tests of this kind was performed on the CIV3 RNG, and they all confirmed that the RNG was pretty good. I don't remember any such tests with the CIV4 RNG, but it would surprise me if they use a worse RNG there. Not impossible though, as programming errors arent' exactly unheard of.
Theoretically you can destroy the USS Nimitz by poking it with a feather pillow, under the right conditions, but I for one deem it pointless to discuss such extreme circumstances. In ingame terms, I think there should be no way a unit of vastly inferior technology could ruin a tank at full health, because that's how it is in reality. No stirring yet highly theoretical tale that incorporates a number of additional conditions can change that. But wave after wave after wave ought to be able to.
Just another example of streakiness, which I find most annoying:![]()
Please have a close look the the first and the last line
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Actually, things like this make any attempt of managing your troops obsolete. Granted, it does not happen very often that these results occur, yet it happens. And these should not happen at all - even not rarely.
That's if the chance of winning a round is 50%. In the screenshot, from the damage-per-hit figures the strength ratio must have been at least 3.16:1, giving the warrior about a 24% winning chance per round, and .24^9 = .0000026 chance of winning 9 in a row, which is .00026%. This doesn't alter the sad fact that such streaks must and will occur.Streaks of 9 wins in a row,as depicted in a screenshot, should of course happen in Civ's combat system. They should happen with a chance of precisely 1 : 2^9, which equals 1 : 512, which equals about 0.2%. This means that when you have 512 battles with 9 rounds each, one of them is expected to result in a 9-win streak (and another one in a 9-loss streak).
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You're correct, I missed one step of the combat system there (adjusting the per-round win chance). Thanks for putting that right! Also, thanks for seeing the point that it doesn't really matter how improbable the event exactly is, because from one single data point it is impossible to determine whether streaks occur with the expected frequency, or more often, or less.That's if the chance of winning a round is 50%. In the screenshot, from the damage-per-hit figures the strength ratio must have been at least 3.16:1, giving the warrior about a 24% winning chance per round, and .24^9 = .0000026 chance of winning 9 in a row, which is .00026%. This doesn't alter the sad fact that such streaks must and will occur.
Also true, however in this case I consciously omitted the first three rounds of combat - since the original claim focused on an a supposed "streakiness" of the RNG, including the non-streaky bits of the given example didn't make much sense imho.Also, the example battle ran 12 rounds, not 9, and could have finished in 3.