Minmaster
Prince
yea so basically they don't understand about sacrificing seige units to soften up the defenders, thanks for the explanation. i think it would be better modifier is something like 300 instead of 100 then.
With regards to the attacking issue - units with collateral damage are not automatically selected to attack first.
How it works, roughly, is thusly:
Every unit within an attacking stack checks what its combat odds would be vs the best defender of the enemy.
If a unit can do collateral damage, its odds are modified by (100 + (iCollateralDamage x (# of defenders or iCollateralDamageMaxUnits)) / 5) / 100. iCollateralDamage appears to be 100 for all the default siege weapons. The iCollateralDamageMaxUnits varies from 6-8 (and it's always the lower of the two that is chosen). So effectively that formula is (100 + (100 x (# of defenders or iCollateralDamageMaxUnits)) / 5) / 100. So let's say that the defenders had 5 units in their stack (lower than any of the iCollateralDamageMaxUnits values). It would be (100 + (100 x 5) / 5) / 100, or (100 + 100) / 100, or 2. So the odds for a unit with collateral damage would by multiplied by 2.
Final step is to choose whatever unit has the highest (modified) odds of winning.
The last step is where the tricky part comes in. Let's make up some numbers for an example. Our stack is 1 Knight and 1 Catapult vs 5 Longbows (out in the open, so no bonuses), no promotions for anyone. So the Knight is str 10 vs str 6, the Catapult is str 5 vs str 6. I don't know the actual odds, and that's not really relevant, so let's assume the Knight has a 80% chance to win, and the Catapult has a 25% chance to win. Using the above formula, the modified odds for the Catapult would be 25 x 2, or 50%. But 50% is still below 80%. So instead of attacking with the Catapult, the AI would choose to attack with the Knight.
There are some other issues going on that can modify this to some degree, but I'm not going to go into that much detail - this is basically what's going on. This is very likely why you would see some units attack before siege weapons - because their chance of victory is much higher than the siege weapons' is.
Bh
With regards to the attacking issue - units with collateral damage are not automatically selected to attack first.
How it works, roughly, is thusly:
Every unit within an attacking stack checks what its combat odds would be vs the best defender of the enemy.
If a unit can do collateral damage, its odds are modified by (100 + (iCollateralDamage x (# of defenders or iCollateralDamageMaxUnits)) / 5) / 100. iCollateralDamage appears to be 100 for all the default siege weapons. The iCollateralDamageMaxUnits varies from 6-8 (and it's always the lower of the two that is chosen). So effectively that formula is (100 + (100 x (# of defenders or iCollateralDamageMaxUnits)) / 5) / 100. So let's say that the defenders had 5 units in their stack (lower than any of the iCollateralDamageMaxUnits values). It would be (100 + (100 x 5) / 5) / 100, or (100 + 100) / 100, or 2. So the odds for a unit with collateral damage would by multiplied by 2.
Final step is to choose whatever unit has the highest (modified) odds of winning.
The last step is where the tricky part comes in. Let's make up some numbers for an example. Our stack is 1 Knight and 1 Catapult vs 5 Longbows (out in the open, so no bonuses), no promotions for anyone. So the Knight is str 10 vs str 6, the Catapult is str 5 vs str 6. I don't know the actual odds, and that's not really relevant, so let's assume the Knight has a 80% chance to win, and the Catapult has a 25% chance to win. Using the above formula, the modified odds for the Catapult would be 25 x 2, or 50%. But 50% is still below 80%. So instead of attacking with the Catapult, the AI would choose to attack with the Knight.
There are some other issues going on that can modify this to some degree, but I'm not going to go into that much detail - this is basically what's going on. This is very likely why you would see some units attack before siege weapons - because their chance of victory is much higher than the siege weapons' is.
Bh
If there are collateral damage attackers, then first determine the chances of the best attacker. If these chances are 75+%, then just attack with this best attacker (one could argue about this chance). If there is no unit that has a 75+% chance of victory, then attack with the unit which will inflict most damage (which is likely a collateral damage attacker when facing a big stack).
By the way, Bhruic, if you're reading this: Is the formula that you mentioned earlier taking into account collateral damage promotions which significantly increase the damage output of such units? Is iCollateralDamage modified for such promotions? There are also units (tanks), that start with iCollateralDamage=0 but can get barrage promotions in order to get a significant amount of collateral damage.
I knew I should have gone into more detail.
That does happen. Well, close to it. An attacker is chosen using the system I listed. However, if the combat odds are below 68%, then it switches to the secondary selection system (aptly named "getBestGroupSacrifice").
That selection system seems more likely to choose a collateral damage unit. Although it's still not guarunteed to, because it still takes a lot of other factors into consideration as well (roughly, x current str, x collateral damage, / city defense, x withdrawal, / production cost, / experience).
Yes, it takes modified collateral damage into consideration.
Bh
I know that there exists code that makes the AI form stacks of units, but I'm wondering if this code sometimes fails to join several units on one tile into the same stack. It would be a shame if such a failure would cause these weird attacks that sometimes happen.
Did you read the changelog on the very first page of this thread?This unofficial patch does not address the issue that when you load a multiplayer game, the 'multiplayer dropped dialog' no longer appears. Is it supposed to address this issue?
awesome suggestion! hope it will be added in some patchis it possible to make a change, perhaps in the "supplementary fix" which allows the player to examine a city before deciding what to do for city conquests/gifts?
(may have been posted before but 89 pages and there's no good word to search for...)
Tikal you can fix this by saving again after the player has left.
Ie select continue playing. Continue to play for 1 more turn. Then save again. This time you are saving after the pop-up box. You should be allowed to continue playing from here with just 1 player.
I had the confusion too, but it just requires 2 saves 1 for playing with out the human's and one for with the human's.
I downloaded the patch, but now I can't see the amount of culture a building produces in the pop up.
It seems to me that automated workers should not be permitted to change mines to other improvements if that is the only location with that specific resource.
That's a bug that came with the official 3.13 patch, this unofficial patch here fixes it. First install the official patch, then apply the unofficial one, and it should be fine.