Results 1 to 30 of 44

Thread: Idea: Intelligent Autocalc

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Idea: Intelligent Autocalc

    Umm, can we modify anything at all related to auto calc? Or is this all just wishful thinking? What file do we have to modify?

  2. #2
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Idea: Intelligent Autocalc

    Quote Originally Posted by dsyrow1
    Umm, can we modify anything at all related to auto calc? Or is this all just wishful thinking? What file do we have to modify?
    AFAIK, it is hardcoded. And it is not something we have any definitions for from CA to my knowledge. I'm just throwing it out as a concept. Sometimes things like this take root, sometimes not. Not many of us seem satisfied with autocalc, and we all seem to dislike what it does in the campaign game. This is what makes rebel armies so annoying...it is forcing us to waste time in an unfun lopsided battle. Same thing happens when facing other small AI stacks.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  3. #3

    Default Re: Idea: Intelligent Autocalc

    I've never understood Audo-calc dynamics in RTW. Even when outnumbering the enemy 800 to 100 I may only get a 2-1 strength advantage. I've had entire armies destroyed and routed on auto-calc because the defenders were one unit of uber-Cretian Archers, and another unit of uber peasents. I think the whole thing would benefit from a reality check.

    I don't know how something like that would be implimented but it does seem there needs to be more consideration given to the various factors that effect who wins a battle. The sea-battles, which must use auto-calc suffer from similar problems. I only really use the auto-calc feature when my strength ratio is better than 10:1, otherwise I'm asking to not just lose alot of men but to lose the battle, no matter what my numeric superiority is. If anything it's the concept of "relative strength of armies" that ruins the ability for auto-calc to work properly. You could have 10,000 men, but if the enemy's 300 men are "rated" as having a 2:1 strength advantage you'll lose if you don't play the battle yourself.

    So I agree the entire system needs to be revamped, taking more variables into account, and not necessarilly basing the whole outcome of a battle on a perception of "quality" of the armies.
    "Religion is a thing which the king cannot command, because no man can be compelled to believe against his will..."

  4. #4
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Idea: Intelligent Autocalc

    So you basically want to record "log" files. The thing is, to calculate results you have to store them all in one single file and then you have to produce some actual code to deal with it, although that would be probably doen in a script kinda format.

    The thing is, the players victories depend greatly on the players army composition, so unless you have a record of all units available on the battlefield your results wont be that accurate anyway. I mean, if you are fighting Numidia with an all hoplite army, chances are you are going to lose even of you have the advanage of numbers. So a pretty detailed composition of the army would be needed, and including some 200 units would be quite a bit of work...

    But if you can dedicate it enough time I think ot would be a nice feature.
    Good Luck
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  5. #5
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Idea: Intelligent Autocalc

    Not quite recording a log file. More a scoring of the log file and only saving characteristics that emerge from the scoring. More detail than won-loss, but far less than a battle log. The only thing that would be saved are whatever factors would be fed into the autocalc engine. Ideally, I see this as adding only a few lines to a save file. Or optionally, it could be done as a seperate small text file, with different factors and abbreviated logs for each difficulty level, that way it could span across campaigns. Otherwise, you have to repopulate the factors whenever a new campaign begins.

    It is something a developer would have to do since it is hardcoced (or some folks working with the developer could do a fair bit of grunt level testing to tune it.) Most importantly, it is going to require substantial playtesting in conjunction with coding. With a little tuning it should be possible to "model" typical human battle performance...even among different humans and on different levels.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  6. #6
    Senior Member Senior Member Oaty's Avatar
    Join Date
    May 2003
    Location
    Indianapolis
    Posts
    2,863

    Default Re: Idea: Intelligent Autocalc

    While on the subject of autoresolve I think the A.I. gets punihed too. What I've noticed is A.I. against A.I. is both side get slowly dwindled down. At least it seems that way but I play with fog of war on so my observations are limited.

    The attacker loses close to the same casualties as the defender

    I hate those rebel battles too along with small A.I. stacks. The easy way to make this more enjoyable is the more you outnumber them the more likely they will auto disband without a fight. As far as the small A.I. stacks maybe give them a good chance to retreat to the nearest city. As that is what most small garrisons would do retreat to a stronger army or fortification and hope they don't get caught by the enemy army.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  7. #7
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Idea: Intelligent Autocalc

    I should also add that since the player is likely to run a high net positive in his/her autocalc scoring, these factors would NOT apply to naval combat or any thing else that can only be autoresolved.

    The idea is merely to make autocalc a more natural extension of the campaign, where players can fight battles because they want to, rather than being compelled to for every battle no matter how trivial.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  8. #8
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Idea: Intelligent Autocalc

    Quote Originally Posted by Red Harvest
    Not quite recording a log file. More a scoring of the log file and only saving characteristics that emerge from the scoring. More detail than won-loss, but far less than a battle log. The only thing that would be saved are whatever factors would be fed into the autocalc engine. Ideally, I see this as adding only a few lines to a save file. Or optionally, it could be done as a seperate small text file, with different factors and abbreviated logs for each difficulty level, that way it could span across campaigns. Otherwise, you have to repopulate the factors whenever a new campaign begins.

    It is something a developer would have to do since it is hardcoced (or some folks working with the developer could do a fair bit of grunt level testing to tune it.) Most importantly, it is going to require substantial playtesting in conjunction with coding. With a little tuning it should be possible to "model" typical human battle performance...even among different humans and on different levels.

    Yep, thats what I thought, you probably cant make the game access some files other than the ones its using now unless you write actual code. And you technically arent allowed to do that. Thats why I suggested a script... But if the variables need to be stored then a script is probably not going to do the job.
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO