March 9, 2000, 16:32
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#1
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King
Local Time: 01:39
Local Date: October 31, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
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Anyone else noticed this?
How come the combat odds for Psi combat are so far out? In my last game, I was regularly winning battles where the odds were 7 to 23 against me, and 2 to 3 odds are certain victories. On the other hand, my chopper unit died at odds of about 23 to 13.
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March 9, 2000, 17:02
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#2
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Guest
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I have noticed that (at least in SMACX) the Planet rating bonus doesn't seem to be calculated into the odds. Several times before I noticed this, I would be slaughtering mindworms when odds were 3/2 and I had Green on, then the next turn I would be massacared at the same odds after switching to FM. This may account for at least dome of what you were seeing.
Also, I'm not sure if the difference for different reactors is correctly calculated for PSI combat. If it is not, then a 2/3 could easily be won with a Fusion Reactor unit, while a 1/1 might be lost by a fission reactor unit. I do remember someone posting that psi combat always treats units involved as if the had 10 hits, but I've never seen anything to indicate that this is true in gaming.
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Yours Truly
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March 9, 2000, 17:50
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#3
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King
Local Time: 20:39
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Ruins of Jasonia Palace
Posts: 1,731
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*sigh* I'm the only one that knows this answer.
The new reactors, in fact, do not aid in PSI combat, since it is on a 10 point system. This is fact.
HOWEVER, the game 'overlooks' this when calculating odds. Fusion infantry against mind worm (with same morale) is really 3:2, but the game thinks it is 6:2 when calculating odds.
Aside from the odds, PSI combat works how it should.
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March 9, 2000, 19:21
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#4
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King
Local Time: 20:39
Local Date: October 30, 2010
Join Date: Mar 2000
Location: Toledo Ohio
Posts: 1,074
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I've noticed, in PSI combat, that after the initial damage is taken by a unit with a fussion reactor its hit points drop dramatically from 20 to about 8 which, to me, shows that the program "corrects" itself after damage is dealt. I have noticed that the odds are usually off when my faction is operating under green economics aswell and if the defender/attacker has a fussion reactor or better.
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March 10, 2000, 05:36
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#5
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Prince
Local Time: 01:39
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Los Anheles, California, Good Ole U S of A
Posts: 517
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And another thing--I've noticed that whenever it says the odds are even, like 1 to 1, or 7 to 7 (and why doesn't it turn "7 to 7" into "1 to 1"?), you better not attack or you'll lose every time. For some reason, even odds mean there's no chance. It seems to me it should mean it's 50/50, but experience tells me otherwise.
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March 10, 2000, 12:38
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#6
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Prince
Local Time: 20:39
Local Date: October 30, 2010
Join Date: Jan 2000
Location: Quebec, Canada
Posts: 656
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Yes, and especially when attacking a FUNGAL TOWER - do not dare to destroy any unless the odds are at least 2:1 for you or wait for fusion reactor. The +50% tower defense seems to be exponentialy more powerful than indicated.
That famous Psi odds bug must be corrected within the next v3 patch.
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The art of mastering:"la Maîtrise des caprices du subconscient avant tout".
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March 10, 2000, 23:01
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#7
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Emperor
Local Time: 21:39
Local Date: October 30, 2010
Join Date: Sep 1999
Posts: 3,361
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I don't look at the odds for precisely these reasons: I know what units get which bonuses just by looking at them and the surrounding terrain; that's enough for me.
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March 11, 2000, 20:35
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#8
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King
Local Time: 20:39
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Ruins of Jasonia Palace
Posts: 1,731
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Master Marcus, if you would have read my above post, you would know that fusion reaction do not increase your odds of victory. Instead of taking 3 points of damage per "loss" in the fight, you will take 6.
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March 12, 2000, 11:02
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#9
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Prince
Local Time: 18:39
Local Date: October 30, 2010
Join Date: Dec 1999
Location: Glendale, AZ USA
Posts: 797
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I always have great fun with Fungal towers. If they're in a zone i want to expand to, I just send a former or two out to the area and start substituting all that nice fungus for forest.. until one of my scout units can get around to removing the nasty obstruction to my growth plans. I needed to remove that fungus anyway, and the baby towers are easy to take out.
On the other hand, if its not a place I really want to expand to, I'll leave them in place, even later in the game add fungus around them use them as 'free' defensive military units on my borders. Of course they don't do much after air drops anyway..sigh
Tig
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March 12, 2000, 20:50
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#10
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Prince
Local Time: 20:39
Local Date: October 30, 2010
Join Date: Jan 2000
Location: Quebec, Canada
Posts: 656
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quote:

Originally posted by Jasonian on 03-11-2000 07:35 PM
Master Marcus, if you would have read my above post, you would know that fusion reaction do not increase your odds of victory. Instead of taking 3 points of damage per "loss" in the fight, you will take 6.
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Nonetheless, an average morale R:2 unit will eradicate a Tower - the +10 power is that much needed even if rapidly consumed. In some of my previous games, I tried 3 and even 4 R:1 units before tearing down a Tower: the lower your morale, the more exponential damage you'll take before weakening it. That's why I don't bother at the first stage of the game; now I let the Towers intact until I have R:2 air units.
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