CIVPhilzilla
Reagan Republican
It has some flaws but thats what makes it interesting knowing nothing is for sure.
The TOW is a small addition to the game. It fills in a small gap, is nothing drastic. Totally reworking the game mechanics, essentially creating a completely different game, is not something an expansion pack should do.And the argument, that Civ3 is on the market since 2 or 3 years, doesn't count.. or you would have to erase the TOW infantry as well....
Originally posted by Gingerbread Man
The TOW is a small addition to the game. It fills in a small gap, is nothing drastic. Totally reworking the game mechanics, essentially creating a completely different game, is not something an expansion pack should do.
May I suggest that if you dont like the unpredictability factor, find a different game. Because a predictable game of civ is a boring one. "Wow, I'm guaranteed to win this war. Well, I know I'll win this game, no need to finish it." The great leaders of the world never knew what was coming next. Neither should we.
Originally posted by Commander Bello
Gingerbread Man,
I apologize, if this should sound bold, but I think that you either haven't read my statement carefully or you just want to keep the current system, only because it's the current system.
In my statement I was referring to weaknesses of the combat system. I also pointed out, that "strange/random/whatever" results are inherent to the use of the RNG.
What I tried was to show a way of how to improve that system with the currently available means. That wouldn't cause the need for any change in the inner mechanics of combat, since everything would be done by changing the variables.
Furthermore, as I see it, this change would allow to make use of some new features (the stealth attack) which are currently almost meaningless.
I would kindly ask you to read my article once again.
About your suggestion I should go for another game, since "I don't like the unpredictability"...
With that statement any suggestion to make changes in the game can be made obsolete. It's a killer argument. Not for the meaning or content of a given suggestion, but for the suggestion itself.
And, if I may put your attention upon the fact that never in history some godlike leader of a state/nation knew in advance: "Let me put x shields in building the ToE, or let me put y shields in the search for tech XYZ and I will have effect ABC."
This is very predictable. Since I read from your lines that you exactly don't like this, may I suggest you stop playing Civ3 at once?
Of course, the last suggestion is not meant seriously, but should show you how weak your argument for keeping a currently weak combat system sounds...
You really need to tell us the numerical results from you "study" of randomness. Otherwise it's just another player's observations.Originally posted by nihilistvoid
The elites get caught under the same sine wave scheme as everything else, so when it's on the low end of the wave the elite unit is going to die just the same as the conscript unless it's on the curve out of the trough. This has come from hours of reloading games in order to play out different tactics with a variety of different units all in the same turn. The roll frequency becomes all too obvious in this situation (though I realize most people dont play like this... but for us perfectionists who try to plan each move, it's frustrating as hell).
Yeah, sorry, the harshness on my part was unnecessary.Originally posted by Commander Bello
Gingerbread Man,
I apologize, if this should sound bold, but I think that you either haven't read my statement carefully or you just want to keep the current system, only because it's the current system.
In my statement I was referring to weaknesses of the combat system. I also pointed out, that "strange/random/whatever" results are inherent to the use of the RNG.
What I tried was to show a way of how to improve that system with the currently available means. That wouldn't cause the need for any change in the inner mechanics of combat, since everything would be done by changing the variables.
Furthermore, as I see it, this change would allow to make use of some new features (the stealth attack) which are currently almost meaningless.
I would kindly ask you to read my article once again.
About your suggestion I should go for another game, since "I don't like the unpredictability"...
With that statement any suggestion to make changes in the game can be made obsolete. It's a killer argument. Not for the meaning or content of a given suggestion, but for the suggestion itself.
And, if I may put your attention upon the fact that never in history some godlike leader of a state/nation knew in advance: "Let me put x shields in building the ToE, or let me put y shields in the search for tech XYZ and I will have effect ABC."
This is very predictable. Since I read from your lines that you exactly don't like this, may I suggest you stop playing Civ3 at once?
Of course, the last suggestion is not meant seriously, but should show you how weak your argument for keeping a currently weak combat system sounds...
Originally posted by wilbill
You really need to tell us the numerical results from you "study" of randomness. Otherwise it's just another player's observations.
Read up on randomness a little. There's no "sine wave" pattern to the streakiness. There are streaks of results inherent in a string of random numbers. If there are no streaks, the numbers aren't random. The streaks also appear randomly. They don't follow a pattern and aren't predictable. Since Civ 3's combat system first came under scrutiny, dozens of posters have set up experiments to prove that the games RNG isn't really random. So far nobody has shown this to be the case.
Try playing a dice game like craps or Yahtzee. You'll see the same kind of streakiness in the dice rolls as you see in the Civ 3 combat system.
Originally posted by nihilistvoid
... I might recommend a book or two in phenomenology.