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Explorations with the Tweaker

So, looking at some history in this thread, I tossed the MoM random generator as input to diehard (a random number tester). Predictably, it failed bigtime. However, the distribution when generating numbers between 1 and 10 is not terrible.
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Asfex Wrote:Does anybody know? The general unit description: whats difference: unit ability:flying ,movement type:flying.

Flight can take 4 forms (or a combination):
1. Movement type
2. Ability flight
3. Spell flight (unit enchantment)
4. Artifact flight

Each is shown in a different way.
I believe they are all supposed to function the same, but there are subtle discrepancies.
I do not think those are intentional, but just programming features (read: mistakes).

I haven't checked them all out, but typical differences are or could be:
- movement type that is shown on overland screen
- movement type that is shown in combat
- movement type that is shown when you build the unit (in particular pathfinding is wrong here)
- amount of movement that you get on top of your base move

Actually, I think that movement type alone is not enough to make the unit properly flying, but I'd have to check to make sure.
Just as flight itself is not enough to show the corresponding movement type.
--I like ILSe
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Anthony Wrote:So, looking at some history in this thread, I tossed the MoM random generator as input to diehard (a random number tester). Predictably, it failed bigtime. However, the distribution when generating numbers between 1 and 10 is not terrible.

Do you have more details on how "it failed bigtime"?

I'm aware that it's slightly off, but I think not enough to be noticeable in game play.
--I like ILSe
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I like Serena Wrote:Do you have more details on how "it failed bigtime"?
As in, many many significant figures away from a true random result.
I like Serena Wrote:I'm aware that it's slightly off, but I think not enough to be noticeable in game play.
It probably isn't, the requirements for video games aren't very challenging. Running it for 1 million 10d attacks, I get the following (vs the expected):
0: 27459 (28248)
1: 118449 (121061)
2: 230012 (233474)
3: 266216 (266828)
4: 202473 (200120)
5: 105706 (102919)
6: 38496 (36757)
7: 9470 (9002)
8: 1564 (1448)
9: 150 (138)
10: 5 (6)
That's off, often by a statistically significant margin, but not in a way that's all that important.
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I like Serena Wrote:Flight can take 4 forms (or a combination):
1. Movement type
2. Ability flight
3. Spell flight (unit enchantment)
4. Artifact flight

Each is shown in a different way.
I believe they are all supposed to function the same, but there are subtle discrepancies.
I do not think those are intentional, but just programming features (read: mistakes).
Ok,the only known difference between movement type and ability by me is: the movement type block unit to be target of non-ranged and fly attack, and ability check for melee damage at the melee phase. May be there is a way to make unit fly in combat,but foot overland? Or able attack fly unit by foot units? So,its not flying ability, but 'able to hit flyers'?whats better?
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Actually, I missed one:
5. Chaos channels demon wings

Flying allows:
1. unhindered movement across any terrain
2. ability to cross and fight on water squares
3. ignore city walls, although defending units will still get a defense bonus
4. increased movement rate
5. increased scouting range
6. loss of the use of pathfinding and regular roads, although you can be ballooned.
7. protection from cracks call
8. protection from ground units that do not have the ability to hit flyers.
9. susceptible to loss of flight due to webbing.

I'm not so sure all of these are treated the same with the different forms of flying.
--I like ILSe
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I like Serena Wrote:6. loss of the use of pathfinding and roads.
Except magic roads. And if you're grouped with a non-flying unit you can use both pathfinding and roads.
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Anthony Wrote:Except magic roads. And if you're grouped with a non-flying unit you can use both pathfinding and roads.

Edited. wink
--I like ILSe
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I like the term 'ballooned'.
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