Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

I have always wondered why this was not applied to AI games as well!!!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> I have always wondered why this was not applied to AI games as well!!! Page: [1]
Login
Message << Older Topic   Newer Topic >>
I have always wondered why this was not applied to AI g... - 3/18/2003 10:33:10 AM   
iceboy

 

Posts: 97
Joined: 8/27/2002
From: USA
Status: offline
Patch 2.30-
27) It should no longer be possible for a player in a PBEM game to reload a save and create a different execution phase result. The execution phase should always resolve the same way.

This is great!!!! But also...

What a great way to prevent the common human symtom of save and reload for better results against the ai! I wish all games had this not only for multiplayer but for human vs ai games as well. No more temptation!!! ;)

I always hate it when I forget to click a button or something and then have to reload and do it over and the turn results are always different. I just want them to be the same!!!
Post #: 1
- 3/18/2003 10:59:27 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
but when you click that button, you change the variables

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to iceboy)
Post #: 2
- 3/18/2003 11:18:27 AM   
iceboy

 

Posts: 97
Joined: 8/27/2002
From: USA
Status: offline
[QUOTE]Originally posted by Admiral DadMan
[B]but when you click that button, you change the variables [/B][/QUOTE]

i can understand if it changes combat if i click something that affects the combat itself. but if i forget to put some planes on search at truk forever away not affecting anything why should that change the results of an air combat way down south around townsville? (say losing 10 fighters instead of 2)

(in reply to iceboy)
Post #: 3
- 3/18/2003 11:21:34 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
Just wanted to hear you say it... :)

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to iceboy)
Post #: 4
- 3/18/2003 11:28:04 AM   
iceboy

 

Posts: 97
Joined: 8/27/2002
From: USA
Status: offline
[QUOTE]Originally posted by Admiral DadMan
[B]Just wanted to hear you say it... :) [/B][/QUOTE]


huh???

(in reply to iceboy)
Post #: 5
- 3/18/2003 9:26:37 PM   
Yamamoto

 

Posts: 743
Joined: 11/21/2001
From: Miami, Fl. U.S.A.
Status: offline
[QUOTE]Originally posted by iceboy
[B]i can understand if it changes combat if i click something that affects the combat itself. but if i forget to put some planes on search at truk forever away not affecting anything why should that change the results of an air combat way down south around townsville? (say losing 10 fighters instead of 2) [/B][/QUOTE]

It’s because all the random numbers are generated and lined up ready to be used for the turn (I think). If you are now flying search missions that weren’t being flown before they will gram the random numbers that were going to be used for the combat the next phase. When you get to the combat phase it will now use the next set of numbers in the queue. If you just did something like change the altitude of the search planes, which had already be scheduled to fly for the turn, I don’t think it would make a difference in the turn’s results.

Yamamoto

(in reply to iceboy)
Post #: 6
- 3/18/2003 11:46:33 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
Computers generate patterns of numbers based on a seed value.

As long as that seed number is used, the sequence of numbers with always be exactly the same.

By doing something that requires a random number to be requested, you change the your place in the pattern (sequence) and alter the outcome because the next number in the sequence gets used instead of this number. If you did this each time, you would get identical results of this new (shifted by one) sequence.

I would assume the patch adds some checks and balances to the system, ensuring that the step of doing something to cause a number to be requested (changing the sequence) has been blocked.

It is safe to assume that the seed is stored in the save file, which is why it makes it possible to replay exactly the same results time and time again.

(in reply to iceboy)
Post #: 7
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> I have always wondered why this was not applied to AI games as well!!! Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

5.094