Search found 46 matches

by ced_ne
February 6th, 2009, 10:23 am
Forum: Coder’s Corner
Topic: pseudo-random generator + improvement idea
Replies: 47
Views: 17432

Re: pseudo-random generator + improvement idea

@ Glass Pearl Player: Sorry to disagree, but I have used exactly the Wesnoth's RNG code during my test (over 1.000.000 of time), and in the test I displayed here, it was exactly an unit with 4 strike at 70% chance to hit. So no, there isn't more chance to miss all the 4 strikes, in my test, it happe...
by ced_ne
February 2nd, 2009, 10:42 am
Forum: Coder’s Corner
Topic: pseudo-random generator + improvement idea
Replies: 47
Views: 17432

Re: pseudo-random generator + improvement idea

So assuming the 17th bit has a longer period than the 2nd one, it may indeed hide the issue. The longer the period is, the better it is ;) If the period is longer, there is more randomness. True randomness have no period (infinite period if you prefer). I have written a little program to test the R...
by ced_ne
January 31st, 2009, 8:05 pm
Forum: Coder’s Corner
Topic: pseudo-random generator + improvement idea
Replies: 47
Views: 17432

Re: pseudo-random generator + improvement idea

So I wonder why conceptor of Lehmer pseudo-random generator actually recommand to not use directly modulo to scale numbers... :roll: Few years ago, I have made some test to simulate a 4d6 (4 dices of 6 faces), using 1+rand()%6, 1+(rand()>>8)%6, 1+(rand()>>16)%6. By the way 1+rand()%6 was the worst. ...
by ced_ne
January 31st, 2009, 2:58 pm
Forum: Coder’s Corner
Topic: pseudo-random generator + improvement idea
Replies: 47
Views: 17432

Re: pseudo-random generator + improvement idea

Are you sure it really happens more? The "statistics" part of the save files is there for a reason, so that you can check that it is not just your feeling. Unfortunately checking wesnoth statistic doesn't help. Imagine I attack with 2 units that have 50% chance to hit and 4 attacks. In the first ca...
by ced_ne
January 31st, 2009, 12:15 pm
Forum: Coder’s Corner
Topic: pseudo-random generator + improvement idea
Replies: 47
Views: 17432

pseudo-random generator + improvement idea

Hi! I know you don't like random generator thread, however, my purpose is not only complaining again it: I found why it is not really good random, and I have some idea about how to improve it. So please, don't lock it too early... But now, let's start to complain ;) Like many people, I have experien...
by ced_ne
May 15th, 2008, 3:21 pm
Forum: Ideas
Topic: New trait for dwarves : fast-gunner
Replies: 19
Views: 3260

Re: New trait for dwarves : fast-gunner

BTW they shoot first, THEN reload.
Nobody come into battle with an empty musket, then load it in the heat of battle ;)

About technologies, dwarves always have better technology than human. So I'm sure they could have good gun, like musket.
by ced_ne
May 14th, 2008, 2:19 pm
Forum: Ideas
Topic: New trait for dwarves : fast-gunner
Replies: 19
Views: 3260

Re: New trait for dwarves : fast-gunner

Oups, I forgot to mention this would apply only to the ranged attack... So a nearly dead dwarf with "fast-gunner" trait will be simply killed with a melee attack. And IMO it has always been a bad idea to finish those dwarves with a ranged attack, with or without that trait :) And for the balance iss...
by ced_ne
May 14th, 2008, 1:14 pm
Forum: Ideas
Topic: New trait for dwarves : fast-gunner
Replies: 19
Views: 3260

New trait for dwarves : fast-gunner

Hi ! It's been a long time that I think about it... Give firststrike to all the dwarvish thunderer tree. Why ? Because shooting something with a gun is more fast than using a bow, and more fast than casting a spell. But finally, I think it would be nicer if this wasn't an ability that all dwarvish t...
by ced_ne
May 14th, 2008, 12:16 pm
Forum: WML Workshop
Topic: Trouble with map made with 1.3.x on 1.4.x version
Replies: 5
Views: 907

Re: Trouble with map made with 1.3.x on 1.4.x version

Thanks a lot, but I have already fixed it for all my map.
But I'll think about it for the next time I update wesnoth ;)
by ced_ne
May 13th, 2008, 10:38 am
Forum: WML Workshop
Topic: Trouble with map made with 1.3.x on 1.4.x version
Replies: 5
Views: 907

Re: Trouble with map made with 1.3.x on 1.4.x version

Hi ! Sorry, it's not related to word wrap... Anyway, I have found a way to fix it : open the map with wesnoth_editor, and resize the map with +2 width and height, and an offset of -1 for x and y. For example, I have got a map with a size of 40x40 in the former 1.3.x, but in 1.4.x its size is 38x38 w...
by ced_ne
May 13th, 2008, 7:34 am
Forum: WML Workshop
Topic: Trouble with map made with 1.3.x on 1.4.x version
Replies: 5
Views: 907

Trouble with map made with 1.3.x on 1.4.x version

Hi ! Long time I haven't play wesnoth and work on my campaign ! I have got a little trouble with all my map... I have made them with the editor from the svn 1.3.2 version, and now, I have downloaded the last stable release (1.4.2) and all my map don't work anymore... First when I have tried to launc...
by ced_ne
October 8th, 2007, 11:14 am
Forum: WML Workshop
Topic: number of movement can't be under 4 hex ???
Replies: 4
Views: 1082

okey, thanks ;)
by ced_ne
October 4th, 2007, 5:30 pm
Forum: Ideas
Topic: allowing changing recall_cost in a [side] tag
Replies: 5
Views: 954

It's possible to set a recall event so the player will be refunded...
yes but at least 20 gold piece is needed
by ced_ne
October 1st, 2007, 2:49 am
Forum: Ideas
Topic: allowing changing recall_cost in a [side] tag
Replies: 5
Views: 954

Yes, in my case, some scenario follow immediatly another, and it is more logical (and more playable) that for this scenarii, recall would be totally free... I can do a massive auto-recall in WML, but the player don't nedd some kind of unit... Another problem : what if one scenario allow a unit to re...
by ced_ne
September 30th, 2007, 4:40 am
Forum: Ideas
Topic: allowing changing recall_cost in a [side] tag
Replies: 5
Views: 954

allowing changing recall_cost in a [side] tag

It would be nice, if we can overide the attribut "recall_cost" in the game.cfg (in the [game_config] tag), especially in a [side] tag...
Some attribut are already there like "village_income"... what about extending it to "recall_cost" ?