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[spoilers] Point and Laugh. Lurker's Thread

Thoth Wrote:Hrmm. Mist's desire to split his and Mardoc's research seems a bit, um, smoke. I see no benefit to it at all.

Me neither, as pointed out in thread getting the techs at T20 and T30 is better than both at T30.
Travelling on a mote of dust, suspended in a sunbeam.
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Has this mod somehow changed the hut/barrow results? I'm starting to lose count, but I think they've already catched 6 techs from them. Maybe the probability to pop techs should be lowered, even if it hasn't been touched. On the other hand I probably should have removed some of the huts and other explorable features from the map.
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plako Wrote:Has this mod somehow changed the hut/barrow results? I'm strting to lose count, but I think they've already catched 6 techs from them. Maybe the probability to pop techs should be lowered, even if it hasn't been touched. On the other hand I probably should have removed some of the huts and other explorable features from the map.

I don't think so, but am beginning to suspect so. Dunno how to test for it.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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How does the code account for whether or not a scout-class unit popped the hut?

I can think of three possible ways:

(1) Roll pRNG for outcome, check result, check if unit = scout and if result = excluded re-roll

(2) Have all excluded results at the beginning (or end) of the pRNG range, roll pRNG, check if unit = scout and if true use an adjusted scale for the non-excluded results (i.e., map the allowed results over the full number range without changing the relative probabilities)

(3) Have all excluded results at the beginning (or end) of the pRNG range, roll pRNG, check if unit = scout and if true add an amount to the roll that guarantees the adjusted roll falls outside the excluded range.

(1) sounds simplest to code, (2) guarantees a result in a single pass, and (3) is the wrong way to do it as it skews the relative probabilities. I don't see how changing the code to require dungeon/lair exploration to require multiple turns could clash with any of these.

There is an urban legend that you couldn't get Big Bad results in the first x turns of the game, but I think the results from the games on this board indicate that not to be true. Did you try to fix that? I can imagine the possibility of that fix inadvertently skewing the hut results.
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McClure Wrote:How does the code account for whether or not a scout-class unit popped the hut?

I can think of three possible ways:

(1) Roll pRNG for outcome, check result, check if unit = scout and if result = excluded re-roll

(2) Have all excluded results at the beginning (or end) of the pRNG range, roll pRNG, check if unit = scout and if true use an adjusted scale for the non-excluded results (i.e., map the allowed results over the full number range without changing the relative probabilities)

(3) Have all excluded results at the beginning (or end) of the pRNG range, roll pRNG, check if unit = scout and if true add an amount to the roll that guarantees the adjusted roll falls outside the excluded range.

(1) sounds simplest to code, (2) guarantees a result in a single pass, and (3) is the wrong way to do it as it skews the relative probabilities. I don't see how changing the code to require dungeon/lair exploration to require multiple turns could clash with any of these.

There is an urban legend that you couldn't get Big Bad results in the first x turns of the game, but I think the results from the games on this board indicate that not to be true. Did you try to fix that? I can imagine the possibility of that fix inadvertently skewing the hut results.

No, didn't touch that. There is a "grace" period built into the game, but all it does is prevent one of the big-bad options (eg. you roll bigbad, but the table is a little different, but still really nasty) for the first X turns. Other nasty stuff is still a go go.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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I don't think there's been an adequate sample size to usefully discuss this issue.
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I agree that the sample size is likely not large enough.

Does anyone else get the feeling that Mardoc/Mist are going to win by something similar to a landslide? (or maybe a rockslide :P )
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So who'll attack first? And will it be the winning blow?
Travelling on a mote of dust, suspended in a sunbeam.
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TO WAR!!!!
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Gaspar Wrote:That's about the only good thing I can say about his decisions at the moment.

Piss off :neenernee wink.

Darrell
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