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http://www.xkcd.com/221/
also thanks for not answering the question and contributing nothing.
and thank you ancistrus ill check into that. i appreciate your constructive response.
Yes, those algorithms have flaws. The change you propose probably will worsen the situation though. Since we don't have access to the code we can't know for sure.
I recommend you to open a thread over at Paradoxplaza too, since you have a better chance of catching the eyes of a developer there. You might also get more well-grounded responses.
That's what you get for starting a thread based on a hunch. Handling criticism doesn't seem to be your strongest suit either. A perfect combination for disaster.
I can roll a physical dice 100 times and still get ♥♥♥♥ results, and there's no fault there but pure chance. No algorithrims to blame, no cheating Ai to be there. Just pure chance.
And the thing is...the algorithim used is the same for BOTH the ai and the player, so it doesn't matter if the algorithim is flawed it's still being applied equally and you're just having bad luck.
It's just as basic RNG script that simulates a d10. Nothing more, and nothing affects it anywhere in the game files aside for a line that allows you to change the size of the dice used in the calculation.
You're just having a run of bad-luck and too small of a sample size for the statistics to bare out.
Anyone noticed the "increased" amount of army retreats, instantly after you are move locked for support?
Anyone noticed the "increased" amount of enemy AI sieges that win at 14 or 28% just before you arrive?
Anyone noticed the sudden appearance of rebels in foreign countries that pop up directly in your armies travel route when sending them long distances?
What is the go with fort zone control at the moment? AI seems to ignore it more often than not?
i have noticed some of those things. the AI seems to be able to retreat after 1 day (which is historicaly accurate) yet i cant retreat after 3 days. i have not noticed the AIs sieges being being better/faster... but i have noticed the revolts that quickly happen when i occupy a provence.
i feel that 100 rolls is a decent sample even though statisticly 1,000 is the base sample size for credability. my point earlier (which i think you caught) was that out of 100 battles the AI had a +400 point advantage (cumulitive) on the rolls. this coupled with the negative modifiers that i usually exploit indicates a flaw in the RNG logic. which has always existed (but ♥♥♥♥ does happen so i havent been too upset about it) and it seems to have gotten worse after this latest patch.
also....
100 battles easily accounts for 1,000 rolls. which IS A DECENT SAMPLE SIZE. and again with a negative modifier placed upon the enemy (crossing a river to attack an entrenched army in the mountains) they shouldnt win every (read: majority of the) time. ALSO we both know that the RNG isnt a dice roll. and after 1,000 hours in game i would think anyone would notice that it is a bit off.
regarding my original question... does any know if pardox is addressing this issue or are they just saying "life sucks"
also. do the math. what are the cahnes that you will get a +400 point bonus out of rolling 2 dice 1,000 times? its pretty small
100 rolls at 2.5 (1-4) is 250 pts.100 rolls at 4-7(5.5) is 550 pts thats still only a differance of 300 points. which is well outside the range of a 440 pts advantage by a margin of over 30%.