Heh. I can't find yer durn dip/spy thread any way but by clicking on your link to it. Okay, I'm not all that bright with computer stuff, but I think your thread needs all the advertising it can get.
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quote:![]() Originally posted by La Fayette on 01-09-2001 11:04 AM Dips cannot choose. Then, if you wish to destroy city walls, the worst that can happen to you is coming to the city with one dip per turn and getting three or four messages telling you that the unit under building has been destroyed. My advice would be: send one dip to have a look and tell how many improvements there are in the city (let us say n), then come back with at least n+1 dips to make sure that the walls go down. ![]() |
quote:![]() Originally posted by SlowThinker on 01-09-2001 05:42 PM I claimed at point 11.2 of LINK: Info: Diplomats and Spies that it is not cumulative ![]() It may be cumulative this way: Chance against one dip = 0.8 (80%) Chance against 2 dips = 0.8*0.8 (64%) Chance against 3 dips = 0.8^3 (^ means power) etc [This message has been edited by SlowThinker (edited January 10, 2001).] ![]() |
quote:![]() <font size=1>Originally posted by Crustacian on 01-10-2001 05:43 AM</font> You say it is not cumulative, then you say it "MAY" be. ![]() |
quote:![]() <font size=1>Originally posted by Crustacian on 01-10-2001 05:43 AM</font> Obviously it is not cumulative in the reasonable guess sense of: 1 dip = 20%, therefore 5 dips = 100% un stealable. Since techs can still be stolen with even 6 dips inside this is not a correct conclusion. ![]() |
quote:![]() Originally posted by La Fayette on 01-12-2001 11:22 AM ST Of course I put the main results on your thread when the fight is over ![]() ![]() |
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