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What is the re-playability like for the scenarios ?

 
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What is the re-playability like for the scenarios ? - 2/15/2014 12:03:33 PM   
Wolfe1759


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When I had the time and opponents to play SL/ASL there were a number of scenarios that I'd play again and again, Hill 621 springs to mind.

How are the scenarios in HoS?

Do you play them once or twice then, particularly against the AI feel you've "solved" them or do the vagaries of the dice, a desire to try out new strategies and/or a non-predictable AI make each play something new?

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RE: What is the re-playability like for the scenarios ? - 2/15/2014 1:01:51 PM   
aaatoysandmore

 

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From what I'm reading the ai wins so much you end up playing those same scenario's over quite a few times to advance to the next. I haven't heard if you can advance even if you lose??

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RE: What is the re-playability like for the scenarios ? - 2/15/2014 1:03:32 PM   
fentum

 

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I tried the first scenario of the German campaign four times before I won all objectives. Partly through developing a better strategy and partly through random events (the girl getting shot by the Russians, and heroes popping up).

Tried A Simple Task a couple of times with varying results due to different rolls. E.g. My mortar was killed in the very first impulse in my first game, but not in the second.

From what I can see so far, the unit placement is the same every time, but the dice rolls and events such as heroes can change the action quite a bit.

It would be even better if 'at start' positions could change too, but that would be the cherry on the icing on what is already a tasty cake.




< Message edited by fentum -- 2/15/2014 2:05:05 PM >

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RE: What is the re-playability like for the scenarios ? - 2/15/2014 1:15:28 PM   
vonRocko

 

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Hill 621! One of my favorites also. As far as replayability goes, you determine who goes first at the start of every turn.
So that can result in a different sort of game each time. Also rallying or not rallying can change the game. In other words,
what worked one game might not the second time because of not going first or a critical unit got shaken etc.
Although your units will be the same, it might not play out the same.
I hope this helps. Good Luck

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RE: What is the re-playability like for the scenarios ? - 2/15/2014 1:22:31 PM   
Barthheart


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Some of the standalone scenarios let you purchase your troops before the start and place them is various start areas.
This will make each playing very different.

Some of the campaign scenarios also let you place some of your starting troops.


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RE: What is the re-playability like for the scenarios ? - 2/15/2014 1:36:02 PM   
toddtreadway

 

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I think once the scenario editor is refined a bit more (which they plan to do, although it is usable now), there will be TONS of scenarios made (sorry to Avalon Hill/MMP, but good luck keeping all the old scenarios being ported).

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RE: What is the re-playability like for the scenarios ? - 2/15/2014 8:56:35 PM   
midgard30


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I hope so! From the few games that played, the game mechanic is great. I only played small scenarios so far, and I don't know yet how big are the others, but bigger maps and more units should result in more tactic choices and re-playability.

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RE: What is the re-playability like for the scenarios ? - 2/16/2014 5:41:48 AM   
JD Smith43


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I don't think the campaigns will have much playability. The scenarios, a bit more, but I'm counting on player-designed material to keep the game viable. Hopefully well see expansion packs with maps & counters coming out so we can expand to the ETO, PTO, even the Korean War.

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RE: What is the re-playability like for the scenarios ? - 2/16/2014 7:53:38 AM   
aaatoysandmore

 

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Hopefully a DLC module will have a random battle map generator.

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RE: What is the re-playability like for the scenarios ? - 2/16/2014 4:45:17 PM   
JD Smith43


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Yeah, a random generator would be excellent!

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RE: What is the re-playability like for the scenarios ? - 2/16/2014 5:05:05 PM   
Dorb


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Does the AI start in the same place with the same forces every time?

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RE: What is the re-playability like for the scenarios ? - 2/16/2014 10:42:19 PM   
Barthheart


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quote:

ORIGINAL: Dorb

Does the AI start in the same place with the same forces every time?


Yes, in most, but not all, scenarios.

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RE: What is the re-playability like for the scenarios ? - 3/8/2014 11:27:17 PM   
jonj01

 

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Keep in mind there are not many changes in the dice rolling. They use a weighted RNG..which basically says the dice rolls are somewhat scripted for a scenario. I personally, find this a big problem in the replayablity....

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 12:25:19 AM   
Wolfe1759


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quote:

ORIGINAL: jonj01

Keep in mind there are not many changes in the dice rolling. They use a weighted RNG..which basically says the dice rolls are somewhat scripted for a scenario. I personally, find this a big problem in the replayablity....



Firstly thanks for the responses.

This one puts me firmly back on the fence in regard to buying. If the dice rolls have to be "fixed" to make the scenarios challenging against the AI then why bother with the pretence of dice rolls

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 12:31:46 AM   
Barthheart


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quote:

ORIGINAL: Wolfe


quote:

ORIGINAL: jonj01

Keep in mind there are not many changes in the dice rolling. They use a weighted RNG..which basically says the dice rolls are somewhat scripted for a scenario. I personally, find this a big problem in the replayablity....



Firstly thanks for the responses.

This one puts me firmly back on the fence in regard to buying. If the dice rolls have to be "fixed" to make the scenarios challenging against the AI then why bother with the pretence of dice rolls


The dice rolls are not fixed for a scenario.

At the start of you playing a scenario, a random number seed is chosen for that playing. It will be the seed for that entire playing even if you save and continue the scenario later.

If you start to the same scenario again, a different random number seed will be chosen. The random numbers will be different.

Every playing of a scenario will have different random numbers.



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RE: What is the re-playability like for the scenarios ? - 3/9/2014 12:37:38 AM   
Wolfe1759


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OK I might have misunderstood.

To clarify, is there any difference in regard to dice rolling between the computer game and the board game ?

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 12:41:56 AM   
z1812


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[/quote]

The dice rolls are not fixed for a scenario.

At the start of you playing a scenario, a random number seed is chosen for that playing. It will be the seed for that entire playing even if you save and continue the scenario later.

If you start to the same scenario again, a different random number seed will be chosen. The random numbers will be different.

Every playing of a scenario will have different random numbers.


[/quote]

Why is this done? Why not let the dice roll as they may?

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 12:57:36 AM   
Barthheart


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quote:

ORIGINAL: Wolfe

OK I might have misunderstood.

To clarify, is there any difference in regard to dice rolling between the computer game and the board game ?


Not sure what you are asking? During a scenario play through the dice are rolled randomly just like as if you were playing the boardgame.

A special "seed" is saved with every save file so that if you load up a save and play exactly the same way the dice roll will be exactly the same.
If you start the scenario from scratch, the "seed" is different and therefore the rolls will all be different.


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RE: What is the re-playability like for the scenarios ? - 3/9/2014 12:58:47 AM   
Barthheart


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quote:

ORIGINAL: z1812


quote:



The dice rolls are not fixed for a scenario.

At the start of you playing a scenario, a random number seed is chosen for that playing. It will be the seed for that entire playing even if you save and continue the scenario later.

If you start to the same scenario again, a different random number seed will be chosen. The random numbers will be different.

Every playing of a scenario will have different random numbers.




Why is this done? Why not let the dice roll as they may?



It was done for multiplayer and I guess it was just easier to do it the same for all scenarios.. I don't know that, Tom would have to answer it...

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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RE: What is the re-playability like for the scenarios ? - 3/9/2014 1:31:25 AM   
z1812


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quote:

ORIGINAL: Barthheart


quote:

ORIGINAL: z1812


quote:



The dice rolls are not fixed for a scenario.

At the start of you playing a scenario, a random number seed is chosen for that playing. It will be the seed for that entire playing even if you save and continue the scenario later.

If you start to the same scenario again, a different random number seed will be chosen. The random numbers will be different.

Every playing of a scenario will have different random numbers.




Why is this done? Why not let the dice roll as they may?



It was done for multiplayer and I guess it was just easier to do it the same for all scenarios.. I don't know that, Tom would have to answer it...


That sounds very odd. Especially for multiplayer. I don't like to think there is anything between me and the other player but a proper, unaltered, dice roll.

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 1:36:57 AM   
z1812


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In the actual Board game, is a dice rolled for each scenario to determine a seed number.

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 1:54:46 AM   
midgard30


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In some games, the seed system is used to avoid a player from reloading a previous saved game because he wasn't happy with the dice rolled result. If he reloads a previous turn and do about the same moves and dice rolling, chances will be high that will get the same results (good or bad).

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 2:03:22 AM   
Wolfe1759


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Again I might be misunderstanding but I think the seed is a "pre-rolled" list of numbers (unseen by either player or I assume the AI) utilised one at a time when die results are needed, which would be no different in practice to rolling the virtual dice as the need arises. This used to be the solution (with a third party umpire or a lot of back checking of published stock and shares trade numbers) to play-by-mail (i.e. you put a letter in the post box) systems. Probably instituted here to prevent turn spamming cheats in multiplayer games. Then again I don't even own the game so I might be completely wrong.

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 2:22:43 AM   
Gizuria


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quote:

Why is this done? Why not let the dice roll as they may?


It's to prevent people from re-loading and trying the same attack over and over again until you roll high enough to get a result that is 'satisfactory'. With the pre-generated seed, you'll always roll that '3' when you re-roll your attack. Of course, if, you are inclined to cheat in this fashion, you can do something else first to use that '3' and then do the attack with the next result in the seed. maybe it will be a '12' or maybe even a '2'. But the seed remains the same.

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 3:40:15 AM   
jonj01

 

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quote:

ORIGINAL: Fascist Dog

quote:

Why is this done? Why not let the dice roll as they may?


It's to prevent people from re-loading and trying the same attack over and over again until you roll high enough to get a result that is 'satisfactory'. With the pre-generated seed, you'll always roll that '3' when you re-roll your attack. Of course, if, you are inclined to cheat in this fashion, you can do something else first to use that '3' and then do the attack with the next result in the seed. maybe it will be a '12' or maybe even a '2'. But the seed remains the same.

No, I believe the seed is attached to unit and action....I wanted to see how this works, so I reran an impulse several times...throwing in all sorts of extra actions requiring rolls...but despite what you throw in the middle...if unit A rolls a 1 for damage check on impulse A....hes gonna roll that again and again. Interesting system...but personally I find very very flawed...RNGs are called that because they are indeed random.

Its not a matter of 'cheating'...its a matter of predetermination....I personally find it the absolute weakest part of an otherwise very very very good system.

As for this system stopping cheating on a mutliplayer game...people who will cheat in a multiplayer game will find a way to cheat.
VASL for online ASL has developed all sorts of cheaters, one of the biggest ones is software that allows you to roll whatever you want in a multiplayer game.

Really when it comes to multiplayer games...if you suspect someone is cheating..then dont play with them again. I find this a much simpler solution than predetermining the dice rolls in a single player game.

< Message edited by jonj01 -- 3/9/2014 4:47:01 AM >

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 7:21:56 AM   
aaatoysandmore

 

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Well, the way I see it you are getting random dice rolls just a number of them on one sheet of paper and then for every die roll in the game you consult that sheet of paper to the next die roll on it and it was a random number that is just recorded to that sheet of paper (to prevent cheating) that you use that whole scenario when you have a die roll. They are random, just used in sequence of random. I see no problem with that. Sure the game rolls are predetermined even though they are random but you don't know what those numbers are going to be....so random everytime. Just as if you had rolled it on the board itself.

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RE: What is the re-playability like for the scenarios ? - 3/9/2014 2:28:19 PM   
z1812


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quote:

ORIGINAL: jonj01

Its not a matter of 'cheating'...its a matter of predetermination....I personally find it the absolute weakest part of an otherwise very very very good system.

Really when it comes to multiplayer games...if you suspect someone is cheating..then dont play with them again. I find this a much simpler solution than predetermining the dice rolls in a single player game.


I am not sure if the "dice fixing" aspect of the game has been proven. However Jonj01's testing seems to indicate that.

I would say, leave the dice rolls alone or make it optional. I don't want anyone cheating, but most of all I don't want the game engine cheating.

Hopefully Tom or Mark will be along to comment.

< Message edited by z1812 -- 3/9/2014 3:28:57 PM >

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RE: What is the re-playability like for the scenarios ? - 3/10/2014 6:58:12 PM   
Tom Proudfoot


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Short answer: the rolls are just as random as any other game.

Long answer/treatise: We have to go into some technical stuff. Unless computers have a specific chip (and PCs don't), they don't really have a way to get random numbers. To get around this, people have made pseudo-random functions, which are complicated mathematical messes which give you back a different number from 0-1 each time you check them. But the first time you run your program and check it you get, say, 0.213278, the second time 0.458175, and these are the same numbers each time -- if you start at number #1 on this virtual 'list'. It's not really a list in the sense that these numbers are all written down somewhere but it is a list in that they COULD be written down somewhere if you went through them one by one and wrote them down.

Having the same numbers each time is usually pretty awful for games, so what we do is tell the computer to not start at #1 each time. You could do this by using the current time, or the mouse position, or how long it takes somebody to click 'start', or any number of ways. This is called the 'seed'. And if the same seed (say 57732) gets plugged into the random function, you get the same number back each time (say, 0.429472).

So far so good, right?

Now, what happens if you are playing somebody in multiplayer, and you want the combat to come out the same on both computers? You have two choices - you can run it all on one computer and then send over the results - which means that the other player is going to have to wait for you to finish everything and then get some kind of command to replay it on their screen - or, to make the game a little more lively, we can exploit this random number seed thing by sending over the command to START all the combat stuff along with what seed we used to do it. Then the other player plugs that seed in and their random numbers are going to be the same as the other player and they then get the same results at about the same time instead of having to wait for a while.

Because of this seed being used for multiplayer games, we're always keeping careful track of it. It seemed like it would be useful, therefore, to save it in the save file, so that when somebody reports a bug and sends a file, when I load up their save it will load up the current seed they were on and then the game would do the exact same thing for me that it does for them. And this has been, and continues to be, incredibly useful for fixing bugs.

But what it does mean is that when YOU load a save it picks up at the same spot each time. However, each time you do something that asks for a random number, your spot on this virtual list of numbers is shifted. If you save it right before shooting a shot with a vehicle, and then shoot and, say miss, and then reload it will be the same die roll. But if you, say, Pass instead and try again on the next impulse it will probably be different because the AI is running through a bunch of random numbers when it does its thing.

I do have to, as an aside, wonder how fun it is to be constantly saving and reloading results that you are not happy with. I basically never do this, in any game. There's no shame in lowering the difficulty. But that's a different philosophy, I guess.

Anyway, to sum up, there is no actual list of numbers that the computer is consulting to make its choices, or that come out the same for each game. You could think of the random numbers as being on a 'virtual list', I suppose, given how they are generated (and I hope my explanation of that whole process makes sense) but every computer game does this because computers suxs at random, yo. But nobody knows what numbers are going to come out are so they are basically just as random as real dice unless you subscribe to some kind of destiny prophecy or something.

Lastly, your real dice are probably worn down on one edge and not as random as you think. I have a d20 from ~1983 that rolls 17s about 40% of the time.

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RE: What is the re-playability like for the scenarios ? - 3/10/2014 7:25:47 PM   
midgard30


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Thanks for this long but instructive explanation.

quote:

Lastly, your real dice are probably worn down on one edge and not as random as you think. I have a d20 from ~1983 that rolls 17s about 40% of the time.


Me too I have an ace of spade in my sleeve.

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RE: What is the re-playability like for the scenarios ? - 3/10/2014 7:29:10 PM   
z1812


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Tom, thank you for the comprehensive explanation...........I think.

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