Pling, is it determined who goes first in the turn order? Or is that to be randomized too? If so, let's do that now.
I have to run.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
PBEM47 Technical Thread
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Pling, is it determined who goes first in the turn order? Or is that to be randomized too? If so, let's do that now.
I have to run.
(December 22nd, 2012, 05:57)novice Wrote: Pling, is it determined who goes first in the turn order? Or is that to be randomized too? If so, let's do that now. My understanding was that Seven & mackoti were to go at the end of the turn order, for the mild handicap that gives. So that means Serdoa gets to go first.
...wounding her only makes her more dangerous!
![]() It's More Fun to be Jack of All Trades than Master of One.
You are to pick first.
It will be a normal snake pick, and the full order is: mackoti novice Serdoa SevenSpirits Gaspar Gaspar SevenSpirits Serdoa novice mackoti.
...wounding her only makes her more dangerous!
![]() It's More Fun to be Jack of All Trades than Master of One.
Ok, for those interested, I found the distance maintenance calculation formula. It is:
(25 x Distance x (CityPop + 7) / 10 ) * Worldsize * Handicap / MaxPlotDistance The distance is calculated by counting the tiles from the nearest government center (capital, versailles, forbidden palace) to the city. Diagonals count 1.5, rounded down. CityPop is the number of population in the city. Worldsize is a modifier for the size of the world (small 0.7, standard 0.8, Large 0.9), handicap for the difficulty (noble 0.75, prince 0.85, monarch 0.9). And thats all easy to figure out. Now MaxPlotDistance should be the width and lenght of the map, each divided by two IF the map wraps in that direction. And then again half the smaller of the two (to account for diagonals counting 1.5). Unfortunately the number that gives is incorrect. I tested if for a 40x32 toroidal map and according to the calculation it should be (40/2) + ((32/2)/2). That gives 28. But to actually get the distance maintenance shown in game I have to calculate it with 24 instead. I don't know why. I first thought it might be that it divides the smaller again by 2 (but why?) or that it actually only divides the width and lenght (giving 20+16=36) and then divides that by 3 and multiplies with 2. But again, for what reason? So yeah, I hit a brick wall. If someone is able (and willing) to look into the actual code and tell me what the game actually calculates to get the MaxPlotDistance I would be very grateful. |