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unmerged(137907)

Lead Designer -Nitro Games
Mar 21, 2009
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Just to check: People who have had "unlikely" results, did your ships a) have full hit points b) enough ammo?

Auto resolve takes hit points and ammo into account as well, which could explain some of the unexpected results.

If you have strange outcomes, please post to this thread stating what ships and if they we're not in peak condition/have ammo.

Thanks!
 
Sep 23, 2009
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I've had a few weird outcomes. I think I was using 5 Gallions and a level 0 Captain. The level 3 or 4 Captain I had hired originally had just retired and the new Captain wasn't worth a crap. I was up against 3-4 smaller ships. The smaller ships took a small beating and my fleet was toast. My ships were all at or near peak condition and ammo. I think the bad outcome was due to the replacement Captain and may not have been an anomoly.

I think more than anything, this event highlights the need for better replacement Captains. The game mentions the new Captain being selected by his peers. How about making it so that the new Captain is of one less level than the old? It makes more sense for the "right hand man" to take over. "The Captain, upon retirement selected his long time X-O, XXXX to replace him as Captain. The fleet will benefit from his experience." I certainly wouldn't elevate a deck hand to Captain, but that's what's going on here.
 
Sep 17, 2009
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If this is the wrong thread for this post, I apologize. I seem to have a problem with the "navigator perk." I finally get a good captain with this perk, but after a year and a half he dies of some illiness and is replaced with a captain with no perks. You work hard to earn the perks then they are taken away after a short time. After that I cannot seem to get this perk again, even after numerous attempts at changing captains in my home port. Railrunner130 comment has effected me also and I lost a small fleet. My ships are always up to snuff, I make sure of that. Probably why I never seem to have much money.
 

unmerged(137907)

Lead Designer -Nitro Games
Mar 21, 2009
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5 Frigates with no marines and combat xp of 0 stars vs. 3 xebecs with full marines and combat xp of 5 stars


This gives the frigates about 85% chance of winning. If the xebecs would not have any marines and 0 combat xp, then the frigates would have more than 100% chance to win. Autoresolve takes everything into account and I think it is this that gives out results that players see as broken. Even though they are not.

To remedy this, we'll be adding power bar to pre-battle screen, so you can see your odds and also give ships of the losing side a chance to escape from the battle.
 

Cohnman5

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Just to check: People who have had "unlikely" results, did your ships a) have full hit points b) enough ammo?

Auto resolve takes hit points and ammo into account as well, which could explain some of the unexpected results.

If you have strange outcomes, please post to this thread stating what ships and if they we're not in peak condition/have ammo.

Thanks!
I think the entire auto resolve needs to be fixed. A Captain should gain experience in auto resolve, so should the crew. An improvement in the next patch would make auto resolve in East India similar to Empire/Rome Total War. This makes a game more enjoyable and even more addictive. Great game all around. Keep up the good work.:rolleyes:
 

unmerged(155883)

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In my worst auto-resolve outcome, I had a frigate with the maximum number of marines, and four east indiamen. All five ships had max hit points and ammo. My fleet captain was probably at level 0 or 1, and most likely had no combat experience. In those early days I was just trying to learn the game and wasn't doing any combat, so probably none of the ships had any combat experience. The opposing fleet was three cutters. I lost the entire fleet, and as I recall did a little damage but sank not so much as a single cutter. The game was at patch level 1.06.

Tom Dacon
 

unmerged(2609)

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Apr 3, 2001
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5 Frigates with no marines and combat xp of 0 stars vs. 3 xebecs with full marines and combat xp of 5 stars


This gives the frigates about 85% chance of winning. If the xebecs would not have any marines and 0 combat xp, then the frigates would have more than 100% chance to win. Autoresolve takes everything into account and I think it is this that gives out results that players see as broken. Even though they are not.

To remedy this, we'll be adding power bar to pre-battle screen, so you can see your odds and also give ships of the losing side a chance to escape from the battle.

Fair combat is important if you are trying to hold people's attention. The AI should be coded to play as best it can on the tactical screen, and ideally the un-shown battles should be played according to the same rules.

If you guys are trying to simulate the outcomes of those tactical battles by computing a win/loss ratio and rolling a dice, this will always be unsatisfying, especially given the sort of company your game is keeping with the rest of the Paradox games, which feature simple combat, but more importantly fair combat. With the other Paradox titles you get the impression that the computation happening behind the scenes is the same that is happening in battles involving your own units. This is not 100% true but close enough.

It would be one thing if naval combat was not so significant in this game, but there doesn't seem to be a lot of real depth to the game (it plays like a well-designed 1.0, which it is), so that part of the game is important. If using the tactical system is an exploit in favor of the player, that takes a huge amount of fun out of the game.

If you are going to make a combat outcome function and have the program use that in AI vs AI battles and in "auto-resolve" battles when the player chooses to use it, you may as well rip tactical mode out and throw it in the trash, and force everything to auto-resolve all the time.

It would be sad for people to perceive that 50% of this game is an enormous exploit.
 

glen55

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Why is auto-resolve punitive?

I'm sorry, I know this isn't quite the question you asked, but it's related.

Why is there:

zero experience when you auto-resolve
no loot when you auto-resolve

Even leaving out the complaints of unexpectedly bad results that sparked this thread, this tells me that the designers want to punish players for auto-resolving.

OK, of course I understand that a lot of work went into the Akella-style tactical naval battles, and you want to make sure that people experience it, but can't you tempt people to do it with carrots (e.g., mission rewards) instead of beating them with sticks if they don't?

From reading the forum, I see a lot of people look at this as a trading game with some Patrician-type flavor and don't want to put a lot of time into tactical combat. I'm kind of like that myself. For a strategic game that takes a long time to complete, being forced into numerous lengthy tactical combats can be a deal-killer even for people who are looking for a game with combat flavor, not to mention the trading/econ gamers. Rome Total War takes that into account by trying to keep the battles short. (Empire TW doesn't quite pull that off, and I think as a result it won't quite have the staying power of RTW.)

The punitive aspects of auto-resolve just rub me the wrong way. Let us play the way we want to.
 

azedalis

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Another thing about auto resolve....If your attacking a port with no fort....how can it destroy any of your attacking ships??? I can see marine and crew losses but a ship would always keep a skeleton crew and should be able to repell boarders from land...If nothing else they would set sail and prevent boarders from attacking a ship from land. I dont see any reason why ships would be lossed in any port capture if there is no fort.

I would like to set auto-resolve for my desired outcome...try to flee...try to capture shps...try to sink the ships...use a certain type of ammo first....that sort o thing...maybe ships try o flee if any of the 3 areas are at a certain % like hull, sails or crew. Another thing is maybe we want their cargo...whatewver it is.
 
Last edited:

Damascus

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Playing DC, just had five frigates with no cargo, experience (stars) off the board with a captain with every possible attribute filled, all with military (not trading) skills. Auto-resolved with a fleet consisting of two galleons and three xebecs and lost all my ships. None of the enemy's ships were sunk.
 
Last edited:

Forster

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5 Frigates with no marines and combat xp of 0 stars vs. 3 xebecs with full marines and combat xp of 5 stars


This gives the frigates about 85% chance of winning. If the xebecs would not have any marines and 0 combat xp, then the frigates would have more than 100% chance to win. Autoresolve takes everything into account and I think it is this that gives out results that players see as broken. Even though they are not.

To remedy this, we'll be adding power bar to pre-battle screen, so you can see your odds and also give ships of the losing side a chance to escape from the battle.

No offense, but 5 frigates represents 200 guns, marines or no marines, the Xebecs should even be able to get near them. All 5 firing at one ship would put 100 of those guns on the target. A couple of round ought to put it out of its misery. To lose, the frigates would have to have been totally incompetent, and that doesn't seem likely.