NeutralDrow said:Even then, it wasn't an optimal result, since it didn't work until I parked the soldier next to the alien (right in danger range), and made the shot literally an auto-hit. Since the last dozen had missed despite being anywhere from 75% to 99% chance of hit, I assumed it was impossible to actually game.BloatedGuppy said:The random seed is fixed (although there's a second wave option to make it re-generate in EU/EW), but that doesn't mean you can't game it. As you discovered by moving your soldier until a shot DID hit. Stubborn players can groundhog day a turn for as long as it takes to get optimal results.NeutralDrow said:That actually works? The one time I tried save scumming in Xcom, it was because my soldier missed a 75% chance to-hit with a shotgun, and his target was about to kill and reanimate a civilian...but every time I reloaded, he kept missing the shot, even when moving closer to a 99% chance. Only on the twelfth attempt, when I moved him to literally point-blank impossible-to-miss range did the shot actually hit.
I just assumed Xcom had some kind of feature where it saved the result of a roll, or something, to prevent scumming.
Its basically your game already has all the dice roll results in a list that gets worked down for every action you or the aliens take that has chance involved, and its not moving your dudes on the map that counts, its having your other people do things that use up all the bad dice rolls on your list.
So you hit a spot in your seed where your dice basically rolled a bunch of 1's and you had to go through those 1's before you could hit a natural 20.