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Stacked vs Single Unit Combat - The Battle Continues

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  • Originally posted by MrBaggins


    Thats got more to do with the fact that the AI can't deal with concentrated attacks. This is demonstrated by the fact, that if you play vs. a human, the system works as advertised.
    Havn't played CTP2 or CIV3 - but in both CIV2 and CTP your primary target should be the soft-belly of your enemy. The AI couldn't handle a deep attack.

    And a little more "I-know-because-I-have-seen-the-same". The humans make just the same mistake. I have lost more than one challengegame in the beginning of the CTP-ladder just becuase of that reason (underdefended cities in my center of my nation).
    First they ignore you. Then they laugh at you. Then they fight you. Then you win.

    Gandhi

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    • I prefer banana style:

      All units particioate in combat at the same time, but they fire not one by one but at the same time. But defence is separate for each unit.
      money sqrt evil;
      My literacy level are appalling.

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      • Originally posted by TheBirdMan

        I have lost more than one challengegame in the beginning of the CTP-ladder just becuase of that reason (underdefended cities in my center of my nation).
        I guess it was caused by those orbital drops you got in CTP ?

        Wouldn't be able to first-strike a target deep inside before you got airplanes at least... that's why I like ZOCs like those in Civ2.
        My words are backed with hard coconuts.

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        • Ohhh no.

          Those "human" bastards used plain cavs/cannons, often they lauched their main attack from sea....... But now I (nearly) never let a city (and not a coastal city) undefended.
          First they ignore you. Then they laugh at you. Then they fight you. Then you win.

          Gandhi

          Comment


          • It should be possible to unload units from an army.


            Armies are already powerful enough. With this they'd be insane.

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            • Originally posted by skywalker
              It should be possible to unload units from an army.
              Armies are already powerful enough. With this they'd be insane.
              Of course it should be possible for some specific units. Lauching a relative cheap missile "only_use_once_then_dead" from fx. a SAM or other vehicle against aircrafts, ships or landunits should be possible. The program would probably need to handle such missiles as "units" to be unloaded from another unit.
              First they ignore you. Then they laugh at you. Then they fight you. Then you win.

              Gandhi

              Comment


              • Originally posted by Merp
                Okily Dokily...

                Assuming that stacked combat holds the day, I would propose the following features:

                An optional tactical mini-game
                Whereby the same ruleset is employed whether you show the mini-game or not. ie it can be automatically resolved.

                No player input required or allowed once actual combat has commenced (not including setup)
                There are number of benefits from this.

                a) keeps the player from micromanaging *too* much , thus its simpler for the AI to compete.
                b) removes any benefit from having lightning reflexes
                c) allows the mini-game to remain optional

                Army-centric rather than Unit-centric
                This obviously applies to more areas than stacked vs. unstacked combat, but it relevant here. By this I mean that there are no unit stacks, only armies (which, I suppose, could be stacked in a limited fashion). The game Medieval: Total War is a good example of this.

                Armies have unit limits preventing more than a certain number competing in a battle. This says nothing about tile limits, thus preventing AI pathing problems. Army unit limits could be affected by the leader (see below), the units involved and the possession of tech advances.

                Note that when I use the term 'army' I am equally referring to naval or (possibly) civillian formations.

                Armies have a general / leader
                On its simplest level this affects morale and provides a rating for the quality of automated tactical decisions, a talent for commanding certain units, bonuses, etc. Once again Medieval: Total War provides a good example of this.

                On a broader scale generals or leaders can be produced from academies or other city improvements, gain experience from battle to battle and have a quantified loyalty to the current regime. IMO a great way of personalising otherwise generic formations.

                Battlefield Maneuvers should introduce variability
                Battlefield maneuvers would be generic changes to the way the battle is resolved.

                a) Battle field maneuvers should be defined extensibly (see combat AI, below) and apply to specific situations depending on the commanding general, the units involved, tech advances etc.
                b) are not necessarily shown in any great detail graphically
                c) are always defined in the battle setup or left to the general
                d) should be define a simple exclusive list of options with minimal user input. Example: Pin Down and Flank, Fighting Retreat, and Charge. Combinations - if desired, can be defined by modders (see combat AI, below). The point being that the player (or leader AI or rival AI) doesn't need to spend five minutes setting battle options that aren't understood.
                e) can effect the location that units are in at the end of the battle. e.g. a player can 'win' a fighting retreat and end up in the square behind him. A successful flank might leave the player behind the position of the enemy. This could be optional
                f) can have outcomes that are not completely win or defeat. Both armies could survive in some form.

                Combat AI is flexible and moddable
                Obviously AI is a broad topic not limited to the discussion at hand. I would however like to see the following relevant portions of an over-arching AI setup though.

                a) Combat (and all other) AI defined in user-editable rules in text files
                b) These rules can both provide both additional flexibility and choices (define a new 'flanking' maneuver, for example) and define automated AI and player behaviour (e.g. Retreat if only one frontal unit remains and if number of ranged units is over 1)

                Combat AI handling of this type would be good, so that players who have no wish to see the minigame could still ensure that 'under the hood' everything is still happening exactly as they want it to.

                The key objectives of this system

                1. Ensure that the minigame remains optional
                2. Introduce more depth and realism
                3. Reduce micromanagement - if desired
                4. Making sure AI is moddable, for both the lazy player and the AI.

                Thoughts?
                nice
                "I bet Ikarus eats his own spunk..."
                - BLACKENED from America's Army: Operations
                Kramerman - Creator and Author of The Epic Tale of Navalon in the Civ III Stories Forum

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                • Of course it should be possible for some specific units. Lauching a relative cheap missile "only_use_once_then_dead" from fx. a SAM or other vehicle against aircrafts, ships or landunits should be possible. The program would probably need to handle such missiles as "units" to be unloaded from another unit.


                  Huh? You wouldn't be ABLE to put something like a CM or a ship in an army. You stick ground troops in there. (I hope we all agree that naval combat is more realistic unstacked, right?)

                  Comment


                  • Originally posted by TheBirdMan
                    Ohhh no.

                    Those "human" bastards used plain cavs/cannons, often they lauched their main attack from sea....... But now I (nearly) never let a city (and not a coastal city) undefended.
                    Really? Sounds cool... IMO, coastal cities should either be defended by naval superiority or by the city itself. Hmm, I recall all ships could attack cities in CTP too, just to remove all defenders. That's not possible in Civ3, which is all nice and well, cause I see that as a flaw in CTP cause IMO ships should only be able to bombard when marines takes them out.

                    Long time since I played MP CTP now, but I do remember those huge stacks pushing through the my defenses. Hard to stop such a breakthrough when they are the most mobile, but that's realistic too. It's what the Germans did in WW2 and it's called blitzkrieg.
                    Last edited by ThePlagueRat; January 7, 2004, 09:07.
                    My words are backed with hard coconuts.

                    Comment


                    • Originally posted by skywalker
                      (I hope we all agree that naval combat is more realistic unstacked, right?)
                      I dont know about that. It all depends on how the system is implemented. I think it should be up to the player whether to stack or not, like it is in CTP.

                      I guess you have heard about open sea fleets or carrier groups. They stick toghether to survive. Typically, carriers w/ aircrafts and cruisers handle AA defenses, while destroyers watch for subs, and battleships provide bombardment against other ships. That's one type of a realistic stack.

                      And then you have wolfpacks which are stacked subs who might "dissapear" when they are in trouble, or someone might even use destroyers unstacked just to hunt for them. It would be a realistic naval combat, unlike the foolishness we saw in Civ3.

                      Oh! And subs should have the ability of a 'popup-attack' like they do in Axis and Allies, in which they choose which units to target. Or would that be too complex?
                      My words are backed with hard coconuts.

                      Comment


                      • Originally posted by skywalker
                        Huh? You wouldn't be ABLE to put something like a CM or a ship in an army. You stick ground troops in there. (I hope we all agree that naval combat is more realistic unstacked, right?)
                        I don't think that unstacked combat is necessarily more realistic. Think of it this way.

                        Say there are two ships which each deal 100 "points of damage" every minute. One ship has a hull which can sustain 1000 points of damage. The other can sustain 2000 points of damage.

                        You pit them against each other one on one and after ten minutes you are left with one sunk ship and one at half strength. If subsequently, another 1000 point hull ship attacks the victor, after another 10 minutes both ships are sunk. So two 1000 hull ships = 1 2000 hull ship. This is how civ works.

                        But in reality those two ships would attack simultaneously dealing a combine 200 points of damage per minute. At the end of 10 minutes the 2000 hull ship would be sunk, and either 1 of the 2 1000 hull ships would also be sunk and 1 unharmed, or both 1000 hull ships would be at half strength, or somewhere inbetween based on where the 2000 hull ship chose to concentrate its fire. But there is no way that both 1000 hull ships would be sunk. Civ currently has no way of modeling the difference in effectiveness of attacking simultaneously versus attacking one at a time.

                        This is the benefit of stacked combat. That it effectively models the overwhelming force multiplier. Which is not to say that a tactical mini-game is necessary to model that factor. I'm not in favor of a tactical minigame at all, and especially not for naval combat. But it does require some sort of "Naval Army".

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                        • I just had a somewhat heretical thought.

                          Does Civ4 really need a new combat system or should it rather have a new power projection and diplomatic system.

                          I'm thinking that many conflicts are resolved without all out war and there should be a way of pressuring other civs into concessions without war. There still needs to be a combat system but I wonder if direct combat should be a smaller part of the game. Wouldn't it be more realistic just to bribe the head of state of a smaller civ to run a client state (and have a chance of a revolution throwing up an unfriendly regime).

                          More gunboat diplomacy and less World War III ?
                          Never give an AI an even break.

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                          • AFAIK, Sid Meier did not design CIV as a wargame, and has purposefully tried to steer it away from becoming a wargame over the years. So your comment is right on target. The problem though, is that CIV games always seem to be decided by war, especially when playing other humans, and CIV sucks as a wargame.

                            As I see it, either the war element is removed or the combat system and warfare side of the game is improved. If they want my money again something big has to change.
                            We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
                            If any man be thirsty, let him come unto me and drink. Vampire 7:37
                            Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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                            • I totally agree with Cerebus and Spencer!
                              It would have been great to play a civ-game in the future where I won through some nasty diplomatic conducts. And where I did not have to fight a silly war if I had other cards on my hand.

                              I hate that "...have decided not to speak with you this time" message!
                              My words are backed with hard coconuts.

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                              • daydreaming:

                                to me, the best game would be a mix up of Civxx and xxx: Total War - the strategic part of Total War is rather boring, the tactical and diplomatic part is pure thrill - Civx is about the exact opposite...
                                Lernu la internacian lingvon!

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