Sorry, v44 is unfortunately far away still, it's not long ago that we released v43.I mean v44 is near and I can't wait for it...![]()
Sorry, v44 is unfortunately far away still, it's not long ago that we released v43.I mean v44 is near and I can't wait for it...![]()
This has always been an interesting proposition really. All the moreso WITH the deeper combat mod stuff and the recalculations between rounds, particularly with more of the combat mod applied such as increasing % mods per rnd and decreasing mods per round, power strikes, and other criticals, poisonings and so on playing a role. It could still be not so easy to judge outcomes - first strikes and stealth strikes could really twist what looks to be the initial assessments still. I think I'd still prefer rng included, but it would certainly make the deeper stuff and reading into how it influences fights mean more of a skill based complex system evaluation capability is all the more important, rather than just reading odds and thinking it should be totally accurate.Yes, I admit I'm prone to reload and change attack order when losing a 80+% battle. Which makes me piss at myself for "cheating" when I do, so all in all, I find more fun in less rng. Really personnal way to play I admit.
At this point, and I cannot really tell how far I will push it, only the basic damage rolls are affected. I praise the dedication of the modders here, I'll try to upload something when it's nice enough though.
So yes, withdraw is still odds-based (so "rng" so to say, on a given fight), same goes for other mechanics. That's also more tricky cause they are decided in one roll at one point (in BTS at least), not a sequence.
Btw I was surprised to see that a 98.60% odds attack (which I was actually losing without modmod, which kind of pissed me off for the nth time) actually ends up with still a 40-50% hp loss on the attacker, which does indeed correspond to what was expected in ALT losses preview. I can't remember how it was in BTS but my bet would be less hp loss for such an advantage.
EDIT : ofc it is totally possible depending on mechanics (even 100% could mean some heavy losses every time).
So yes, weakening much stronger units should work really well here actually, I suppose.
I already explained a bit but if you're interested, here how it works in more details:
Spoiler :Each roll being one in a sequence (ie one fight = one sequence), instead of being random 0 to 1 (actually * 1000, just easier to explain on 0-1), they go like this:
1/2, 1/4, 3/4, 1/8, 7/8, 3/8, 5/8, 1/16, 15/16, 7/16, 9/16, 3/16, 13/16, 5/16, 11/16, 1/32, 31/32, and so on (using binary counting which I was kind of proud to find as a "clever" way to generate that, getting older and such)
In C2C this applies to both attacker and defender actually (both rolls it seems).
So the more and smaller rounds, the more accurate, but all in all, you already get the expected outcome +/- some "small" unexpected hp loss due to "rounding".
The advantage of the method is that it is NOT a new combat mechanic (just rolls average sequence), and it can be applied to nearly every combat mod in civ4 without changing its own cool mechanics. You just get the average of the mechanic, each sequence. It only requires rounds per fight to be large enough so the "rounding" is small enough.
Would be a mistake to leave it on after full HP as it represents a unit on rest and relaxation mode completely. I do have an idea that there will be morale mods eventually that will make a player think they might want to let units go slacking just to reward them to increase morale as well which could have a double edged effect but useful if you can see the greater current need.It might be a particular case I'm facing, is it? Or even intended: player should think to remove it when reached full hp.
It does make sense indeed!Would be a mistake to leave it on after full HP as it represents a unit on rest and relaxation mode completely. I do have an idea that there will be morale mods eventually that will make a player think they might want to let units go slacking just to reward them to increase morale as well which could have a double edged effect but useful if you can see the greater current need.
Yeah there is no "good" way to play. Some are more popular, that's all.This has always been an interesting proposition really. All the moreso WITH the deeper combat mod stuff and the recalculations between rounds, particularly with more of the combat mod applied such as increasing % mods per rnd and decreasing mods per round, power strikes, and other criticals, poisonings and so on playing a role. It could still be not so easy to judge outcomes - first strikes and stealth strikes could really twist what looks to be the initial assessments still. I think I'd still prefer rng included, but it would certainly make the deeper stuff and reading into how it influences fights mean more of a skill based complex system evaluation capability is all the more important, rather than just reading odds and thinking it should be totally accurate.
Laying around loafing and not actually acting as if one was ever intending to go back to work, lol. There's an auto-heal that lets you use the benefits of this buildup but then ends it as soon as the unit is finished. When other units are grouped into the auto-heal, those that can establish a buildup to help others heal will also go on those until no longer useful for the stack as well.I didnt think about what it meant RP-wise I admit, self-aid study instead of combat study maybe?
This would blend in VERY interestingly with an option that doesn't SHOW the odds at all to the player. So it's not random BUT it takes the player making an assessment based on what they know about the unit details.Yeah there is no "good" way to play. Some are more popular, that's all.
Digression, personnal thoughts:
- clearly make it an option, not a default setting, I bet I'm the minority taste here.
- one is not forced (tempted though) to look at ALT odds. Just like you're not forced to reload or use WB, if one doesn't want to. Personnaly I do like to look instead of assessing odds myself, then understand why and try to get better odds next time (promotions, unit types, terrain, etc.). A bit more like simple chess and a bit less like a great general thinking. Both are perfectly fine.
- some strategy games goes way way further than civ4/c2c on the rng side. Crusader kings series mechanics for example has always amazed me as how it choses "storytelling" over expectable outcome in pretty much every mechanic of the games. I still like the games though, but I could like them better because of my tastes on the matter. Again, totally personal.
And it would get the players PISSED very quickly, lol. I get annoyed even WITH the shown odds (when I lose a 80% battle, ya know).Laying around loafing and not actually acting as if one was ever intending to go back to work, lol. There's an auto-heal that lets you use the benefits of this buildup but then ends it as soon as the unit is finished. When other units are grouped into the auto-heal, those that can establish a buildup to help others heal will also go on those until no longer useful for the stack as well.
This would blend in VERY interestingly with an option that doesn't SHOW the odds at all to the player. So it's not random BUT it takes the player making an assessment based on what they know about the unit details.
All a matter of taste I suppose.And it would get the players PISSED very quickly, lol. I get annoyed even WITH the shown odds (when I lose a 80% battle, ya know).
Well, I hate reloading, and I also tend to prefer quality over quantity most of the time, so losing any units is a pain in the ass for me - and this is what causes it in a stupid way.All a matter of taste I suppose.
I have as a rule for myself that I don’t look at the odds, and I blame myself when I lose![]()
Well, in my perspective it’s the player who causes it, not the rng (like I said it’s a matter of taste).Well, I hate reloading, and I also tend to prefer quality over quantity most of the time, so losing any units is a pain in the ass for me - and this is what causes it in a stupid way.
There are way too many factors affecting battles in C2C, which makes for a good GAME, but also for an annoying game PLAY, lol.
It wouldn't be for everyone for sure, but you'd start feeling pretty good about your ability to translate an understanding of rules to an assessment of victory potential after a while.And it would get the players PISSED very quickly, lol. I get annoyed even WITH the shown odds (when I lose a 80% battle, ya know).
I’d love an option to completely disable the shown odds.It wouldn't be for everyone for sure, but you'd start feeling pretty good about your ability to translate an understanding of rules to an assessment of victory potential after a while.
Yeah I was thinking it might be really quite fun with or without RNG in play. Will have to strongly consider this, possibly right away.I’d love an option to completely disable the shown odds.
Especially if I’d be able to see tvem afterwards in the combat log or event log to evaluate my assessment.
But ofc only as an option. Wouldn’t wanna force my playstyle on anyone who doesn’t appreciate it.