This game, and it's "random # generator" are BS!

BlueBaron

Chieftain
Joined
Apr 16, 2002
Messages
5
I don't care what ANYONE says, this game is HORRIDLY lopsided in favor of the AI when it comes to battle.


I find it extremely frustrating to watch my veteran Infantry with full health (by himself), standing in a mountain square get owned by an enemy veteran cavalry (by himself) who's attacking from a hill square. I just watched my d@mn infantry go from 100% to dead, with no damage to the cavalry. Yet, if I do the EXACT same thing, my cavalry unit does 0 damage.

Very frustrating, and crappy on the design team's part. I know this has been whined about a thousand times . . . but I'm this --| |-- fricken close to uninstalling this game, and frisbeeing the CD right out the d@mn window.
 
I understand your pain. You can change the attributes of all the units in the editor. I have infantry with a defense of 30 so there is very little chance that a cavalry will win. It still happens but very rarely. My tanks have an attack of like forty-something. My musketmen are even at 8 on defense i think. And my riflemen are 12 on defense. You can change all the attributes if you really wanted. Then you wouldn't have that problem as often. Then you will just find new ones.:cool:
 
In which case they've still gotten their money from you, and that much less customer support. :rolleyes:
 
Originally posted by BlueBaron
I don't care what ANYONE says, this game is HORRIDLY lopsided in favor of the AI when it comes to battle.

I find it extremely frustrating to watch my veteran Infantry with full health (by himself), standing in a mountain square get owned by an enemy veteran cavalry (by himself) who's attacking from a hill square. I just watched my d@mn infantry go from 100% to dead, with no damage to the cavalry. Yet, if I do the EXACT same thing, my cavalry unit does 0 damage.
(Sarcasm on) I've got a die that is HORRIDLY lopsided. I have rolled in once, and the outcome was 1!!!:eek:
Everyone knows that the expected outcome of a die roll is 3.5, and my die rolled less than one third.:confused:
I wasted good money on that die, and will never use it again!
;)
Very frustrating, and crappy on the design team's part. I know this has been whined about a thousand times . . . but I'm this --| |-- fricken close to uninstalling this game, and frisbeeing the CD right out the d@mn window.
(Sarcasm off)
The battle results rely quite heavily on randomness. Some find that bad, while some find it good (including me). On a large scale game like this, a surprising battle outcome due to superior tactics or whatever reason (as there are numerous real world examples of) must be simulated by randomness. I also think that not being sure of the result of any single battle makes the game more intense and fun.
I have no problem understanding that you don't like it though, but I believe your claim that the battle results are loopsided in favour of the AI is false.

It seems to me that you are merely pissed off due to the general randomness of battles and a few unlucky losses, and not due to any real analysis showing that the results are skewed in favour of the AI. The former is a valid complain (although I disagree with it), but you shouldn't disguise it as the second.
 
NiceOne, do you REALLY think I'd get all worked up over one, two, three, or even four crappy outcomes? Give me a break. I've been at war now for roughly fifty years. Funny enough, even with all this "randomness", I can easily predict a severe arse whooping everytime I get ready to attack or defend against the enemy. How random is that? If you like, I can start keeping a database so you can see if your cutsie, sarcastic die analogy was really warranted.
 
Originally posted by BlueBaron
NiceOne, do you REALLY think I'd get all worked up over one, two, three, or even four crappy outcomes? Give me a break. I've been at war now for roughly fifty years. Funny enough, even with all this "randomness", I can easily predict a severe arse whooping everytime I get ready to attack or defend against the enemy. How random is that? If you like, I can start keeping a database so you can see if your cutsie, sarcastic die analogy was really warranted.
Yes, I'd like some numbers to back up claims that the battle outcomes are truly skewed, since my experience is that they seem random. It will be a lot of work though - you need to write down A/D values, all defense modifiers and the number of HP lost for each side.
 
Originally posted by BlueBaron
NiceOne, do you REALLY think I'd get all worked up over one, two, three, or even four crappy outcomes? Give me a break. I've been at war now for roughly fifty years. Funny enough, even with all this "randomness", I can easily predict a severe arse whooping everytime I get ready to attack or defend against the enemy. How random is that? If you like, I can start keeping a database so you can see if your cutsie, sarcastic die analogy was really warranted.

I hope you understand that you make a fool out of yourself. Cry if you want to, but don´t expect us to have any sympathy. It has been proven once and again that the AI does not cheat.

I too would like to see some actual statistical numbers to back up your whining.
 
I think you must download this patch I found in the download section for CIV 3, which aims at changing your stats to keep the randomness, but at the same time, allowing for some realistic results as well.
 
A few thought on the word 'lopsided':


I also feel the AI has the advatage. The RNG is 'stringy' - i.e. it produces wins and losses in rather long rows. So if you play with few HP / unit you might loose many units on a few unlucky rolls.

Now, this isn`t bad when you fight many fights with many units. I never had a bad feeling in Modern Times.

But let`s look at Ancient and Middle Ages. Often, my entire offensive stack (standard Map) consists of 10 or 12 Knights. If I loose 3 or 4 that`s what I expect. So I plan, as insurance, to resupply with 6. I`m save, ain`t I?

No, because if I now happen to be unlucky I might loose just 4 units more than expected - already a serious problem!
Now, to be on the safe side, I need to produce 4 Knights more than expected, and the enemy is stronger than expected since fewer units of his died.


How can I counter that effect? Do as the AI does! Don`t go for expensive, top of the line troops. Build lots of cheap one!



Why doesn`t this solution impress you (and me) much? because we are human, not AI, and we tend to plan on advantages, optimize things, just generally streamline everything. the AI doesn`t. Now if you go out and check how evolution works - the process that shaped us - you will find that streamlining and optimizing is a very big key to survival. It also usually works since 'natural RNGs' tend not only to produce random distribution over a long run, but also on surprisingly small samples.

So CivIII has a RNG that does produce randomness in the long run. But we try to play the game as if it did in short runs, as well. WE expect it to, and if it occasionally doesn`t we call that bad luck or good luck. But when it hardly ever does we tends to remember the 'incredibly' bad time we had a lot better than the 'incredible' good luck.

I had a time when my Warriors regulary beat fortified Spearmen. that stemmed from the 'long-run'-RNG, too. But it drops from memory a lot faster than the 6 tanks I lost against a single Rifleman yesterady.


So, the solution is to forget about short-term randomness. Triple the HP (or even multiply by 5), then you will probably be able to live with the results.
 
it surprise me that a.i. attack your defensive units on a hill because usually in my game they dont, but i had some frustating result too, especialy agaisnt an a.i. units prtecting a settler, i lost some veteran frigate agaisnt galley with a settler inside, i lost some swordman against a warrior defending a settler so a.i cheat i ll bet on that anytime.
 
Originally posted by Killer
A few thought on the word 'lopsided':

I also feel the AI has the advatage. The RNG is 'stringy' - i.e. it produces wins and losses in rather long rows. . . .

So, the solution is to forget about short-term randomness. Triple the HP (or even multiply by 5), then you will probably be able to live with the results.

I have not experienced any sort of stringiness that is not attributable to randomness, nor any post which convinced me of this phenomena. In a series of coin flips, there will be an arbitrarily long string of heads at some point. It is the "gamblers fallacy" which asserts incorrectly that because the last three tosses were heads, the next one should be tails.

The problem with tripling the hp is that it increases the cpu load resulting in longer lag times. Otherwise, it is a good suggestion as far as reducing "unexpected" results.

You are certainly right about how people remember events, though.
 
Originally posted by Tassadar
it surprise me that a.i. attack your defensive units on a hill because usually in my game they dont, but i had some frustating result too, especialy agaisnt an a.i. units prtecting a settler, i lost some veteran frigate agaisnt galley with a settler inside, i lost some swordman against a warrior defending a settler so a.i cheat i ll bet on that anytime.

Assuming no rivers, no fortifying and flat terrain:
reg. sword v. vet warrior 20% chance of losing or about 1/5
reg. sword v. reg warrior 13% chance of losing or about 1/8
vet. sword v. vet warrior 9% chance of losing or about 1/11
vet. sword v. reg warrior 5% chance of losing or about 1/20

These are all far from sure things. If your chance of dying in a plane crash was 1/100, you would probably make sure your will was in order. Sounds like you should plan better for the occassional bad roll rather than blame the "These dice are loaded!" game.
 
A random number generator that didn't give long strings of 'low' or 'high' numbers would 1.) not be 'random' and 2.) be boring.

If the number was consistently above then below the 'average', then over more than about 2 rounds of combat, the results would be very predictable. I think that this would make the game very boring.


On a related issue, the more rounds of combat you have, the more likely you are that the 'average' result is the 'average' of those expected. Therefore, you would expect a higher proportion of "screwy" results when you have conscript vs conscript, simply because there is a lower number of combat rounds. This is what Zachriel is hinting at with his trippling the hit-points idea.

Yes, it will tend to make it more predictable, but I, for one, think this would be boring.

Who wants to watch England v Norwich Primary Schools Third team when they can watch England v Holland?
 
Originally posted by ainwood


On a related issue, the more rounds of combat you have, the more likely you are that the 'average' result is the 'average' of those expected. Therefore, you would expect a higher proportion of "screwy" results when you have conscript vs conscript, simply because there is a lower number of combat rounds. This is what Zachriel is hinting at with his trippling the hit-points idea.

Yes, it will tend to make it more predictable, but I, for one, think this would be boring.


I agree wholeheartedly. I understand the frustration when combat results, especially when using large stacks of slightly superior units, go against the player. Especially when all the careful planning players like Killer put into their gameplay still fails to pay off.


But then I recall civ2, which had introduced hit points and "firepower" (eliminated in civ3) to reduce the totally chaotic and unrealistic results of single "die roll" combats that were the system in CIV 1. In civ 2, the discovery of gunpowder meant that you could build musketeers and be pretty much immune to attack by knights. Warfare in civ2 favoured a tech edge much more than numbers, so much so that if you had the tech edge you were in good shape even if the enemy had 5x as many units.

So now we have civ3, which still has hit points, so combat is (usually) determined by more than one die roll. However, the "firepower" concept is gone, so a musket does the same "damage" as a sword. This may or may not be realistic, I really don't know. It would seem obvious that a gun beats a sword every time, but then guns have to be reloaded and swords don't. Guns (especially the older ones) jam, or even explode in the shooters face.

The point is that civ3 includes a system that tries to balance the good and bad of both civ1 (wildly random, spearmen had a 1 in 18 chance of sinking a battleship, IIRC) and civ 2 (random but with preditable outcomes, big edge to more advanced units).

When Killer plans for an unlucky outcome (very wise!) and still loses the battle (i.e. the outcome was so bad it set him back several turns or worse, despite his contingencies), then we tend to think the system has failed to acknowledge his superior playing style. Indeed, what happens when you plan for the worst, but the very first knight kills the tough defender with no damage? There is no immediate payoff for having 10+ extra knights around - it's still up to the player to turn that into a significant advantage by sending those knights somewhere else where they can engage in another random contest.

Is this a problem? Not for me. I tend to plan like Killer does - have lots of extra attack units, Just In Case. But this won't translate into an advantage over a riskier strategy that gets lucky, in fact the cautious player has spent more to win than the risk taker. HOWEVER, the cautious style DOES pay off if you know how to turn the lucky breaks (which you never count on), into real advantages.

I like the civ3 combat system just fine, even though I tend to play cautiously. Why? Because it allows for an alternate stragtegy: high-risk, high payoff gambits. I'd love to see how the two strategies hold up in an MP session.

So Killer's suggestion (also I've seen other mods that basically steepen the bell curve, reducing the occurence of extreme outcomes) for upping HP is great if you want to increase the rewards for cautious, meticulous planning. Be warned, however, this system (IMHO) will reduce the variety of strategies available for waging war in civ3.
 
a few words to clarify:

1) the CivIII RNG often produces strings where 95% wins don`t happen for 8 or 9 HP. Often = far to often for normal randomness. I`m NOT talking about 50:50 things, sure you often get 8 times red or 8 times black at the roulette table. I`m talking about rather imporbable things, like seeing the same number 8 times in 10 rounds.

2) I do want improbable things to happen. And I do want all the strategies possible. This is why only I trippled the HP (and I`m thinking about going back to 2*) and did NOT steepen the curve! But there is one strategy that I want eliminated from long term play: Pure Dumb Random Luck. OK for battles occasionally, OK maybe for a short campaign, but that I can play an entire game without ever seriously plannig anything, simply let things run and then end up winning on Regent - THAT I want out.

3) I know the AI is programmed to do things while we learn to do things or better elt them be. The AI can`t assess risks, then decide. That`s why it never goes for my obsolete armies even if their removal would be of paramount strategic importance. But I want to play MP, and I see SP as training for MP. Thus I want the kind of predictability and planability in the game that would make it worthwhile to dig deep, think, plan, because otherwise the other smart gal or guy at the other end of the net will whup my ass. After all this is what makes the game fun. Otherwise I can play Solitaire.
 
Originally posted by ainwood
Plus, more hit-points would make for longer battles (in real time) - another thing to complain about! :lol:

yeah, you´re right, and then I had to turn off animation and now I sometimes do not see who dies... :lol:

something very funny is setting HP very high and then watch battles like tank vs Spearman. You`ll be surprised by the strings you see.

btw ainwodd, you`re very right about luck having to be a factor in MP, too, but right now it seems just too strong to me.
 
my veteran Infantry with full health (by himself), standing in a mountain square get owned by an enemy veteran cavalry

You think that's annoying?

Last night I watched my 12 hitpoint Infantry army get killed in a walled town by a single vet Cavalry ... I nearly cried. :cry:
 
Had an army of knights taken out by a single knight once. That was hard because I had attacked. (In fairness, the knight was in a size 7 city, but still.)

More than once I've been driven to actually talk to the game (and I'm not saying nice things.) I feel the AI gets a battle advantage in some circumstances. Saw a post about protecting their settlers and I couldn't agree more. Used three mounted warriors to take out two swordsmen (one on a hill) while losing no units. Another three, in the same turn, failed to kill a single swordsman (in forest) protecting a settler.

I've seen the statistical anomolies and feel they work both ways, but I think there are circumstances where the AI gets an added advantage.

Not that I disagree with it, by the way. The AI needs advantages to remain competitive and I'd rather curse at my computer once in a while than let the CD collect dust 'cause it's boring to win easily every time.
 
why should we have to change anything in the editor to make civ3 more enjoyable? CIV3 SHOULD HAVE BEEN ENJOYABLE RIGHT FROM THE START WITHOUT ME HAVING TO EDIT THE GAME TO MY LIKING. That is just a poor excuse on firaxis' part. They just wanted to rush the game in time for xmas sales and they justify this by saying, "see we gave you an editor so fix the game yourself if you want to have fun". That in and of itself is utter BS. Utter feldercarb!
 
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