Not sure if this has been brought up before but there seems to be a lot of discussion about the 'random' element of combat. There is no such thing as a 'random' number. There are only methods of producing random numbers.
Taking a well talked about Civ3 example.
Egyptian Chariot loses to Greek Warrior
....
player reloads
....
Egyptian Chariot loses to Greek Warrior
....
player reloads
....
Egyptian Chariot loses to Greek Warrior
....
player reloads
player moves chariot 1 square or moves onto next turn
....
Egyptian Chariot trounces Greek Warrior
Whats most likely happening here is that there is some random element involved. Random numbers are usually generated using a seed number. Say you use 5 as the seed number. Everytime you do you will get the same sequence of random numbers. (This is assuming a simplistic random number generator).
This means that after every reload the number at the top of the random number stack is the same and therefore has the same effect on the outcome of battle. When the player moves the unit and another turn passes, other functions have used random numbers. Therefore the next time battle comes around there is a difference number at the top of the stack. ergo different outcomes.
Now what we can conclude is that either the random number generator is flawed, or that the random element is given too much sway in CIV3.
Maybe someone from Firaxis could comment?
Just my theory anyway.
Dave
Taking a well talked about Civ3 example.
Egyptian Chariot loses to Greek Warrior
....
player reloads
....
Egyptian Chariot loses to Greek Warrior
....
player reloads
....
Egyptian Chariot loses to Greek Warrior
....
player reloads
player moves chariot 1 square or moves onto next turn
....
Egyptian Chariot trounces Greek Warrior
Whats most likely happening here is that there is some random element involved. Random numbers are usually generated using a seed number. Say you use 5 as the seed number. Everytime you do you will get the same sequence of random numbers. (This is assuming a simplistic random number generator).
This means that after every reload the number at the top of the random number stack is the same and therefore has the same effect on the outcome of battle. When the player moves the unit and another turn passes, other functions have used random numbers. Therefore the next time battle comes around there is a difference number at the top of the stack. ergo different outcomes.
Now what we can conclude is that either the random number generator is flawed, or that the random element is given too much sway in CIV3.
Maybe someone from Firaxis could comment?
Just my theory anyway.
Dave
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