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[freeciv-ai] Re: Approximate win_chance
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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: Approximate win_chance
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Fri, 19 Apr 2002 16:13:13 -0700 (PDT)

--- Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx> wrote:
> On Fri, 19 Apr 2002, Raahul Kumar wrote:
> 
> > --- Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx> wrote:
> > > What's the Civ III combat system BTW?
> > > 
> > > G.
> > 
> > A detailed link is posted below
> > 
> > http://apolyton.net/forums/showthread.php?postid=577756#post577756
> > 
> 
> Thanks!
> 
> > The short explanation
> > 
> > HP:
> > The only different in conscripts, standard, vetran and elite units is the
> > number of hit points they have. During battle each time the unit loses on a
> > battle roll they loose 1 hp. 
> > 
> > Conscript 2hp
> > Standard 3hp
> > Veteran 4hp
> > Elite 5hp 
> > 
> > Multiply all these numbers by 10 to get actual hps. They use hp bonuses
> instead
> 
> The discussion on Apolyton doesn't mention this multiplication by 10 !
> This multiplication would bring it much closer to Civ II system.
> The absence of such multiplication would speed up win_chance very 
> significantly!

That's true. But with only 5 rounds, the advantage will always go to the
winning streak. The chances of flukes with a 2hp unit taking out a 5 hp unit is
much greater than a 20 hp taking out a 50 hp. The reason I believe there is
such a multiplication is because of the Civ 2 files. If you have civ 2
installed, read their equivalent of rulesets. In there it mentions that hps are
multiplied by 10, so a 1 in the hp column means 10 hps. I believe the same is
true of Civ III.
Unfortunatley, I do not own it.

Important: Civ III combat is badly implemented. If you read the site, you know
the players wanted Civ 2 style, with firepower implemented. Too many cases of
batttleship vs phalanx being won by that phalanx.

> G.
> 

Aloha,
RK.

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-Lazarus Long, "Time Enough for Love"

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