Random Seed

If you change your actions with the unit or turn previous to the one that is giving you trouble, it may have an effect.

One time I was pissed my knight died to an archer on a hill, so I re-loaded. When I came back the game asked me what to do with my galleon, which I had previously not given orders to that turn. I told it to go do something, went to my knight, and he beat the archer.

So I figure everytime you do something you get a different seed for your next act. I was curious and did that like 4 more times, my knight always died if I had him attack before I instructed the galleon, and always won when I had him attack afterward. Unfortunately I couldn't find a set of actions to keep both my knight and a caravel alive that turn. One or the other wouldn't win their battle.

And no, I don't know how to have the game randomize the seed other than this kind of thing. It seems it can't be adjusted as it could in civ3.
 
Randomization in computers is never really randomization. Here's the way in which it trully randomizes. The numbers (seeds) are produced at the very first instance of the randomization process. So in other words the seed is only randomized the first time. Every other number that appears has already been calculated ahead of time and can not be random. Unless of course you retell it to randomize. Which then it would populated the other numbers in line all over again. Why this might seam to be blah..blah..blah. Trully this is the way computers work with random numbers. So the question of randomizing the seed as it was said early really would require a new randomization string in the code of the turn portion of Civ4. I'm not a developer of Civ4, only they have the code and this should be passed to them. Maybe write them about this.

I only write this because the note above by Agraza that said he could not win at both, which doesn't seam right if the random seeds were set properly.

Tbear2520
 
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