Search found 8 matches
- November 11th, 2017, 5:51 pm
- Forum: Users’ Forum
- Topic: Non-random Wesnoth : applying the mean effect
- Replies: 10
- Views: 4511
Re: Non-random Wesnoth : applying the mean effect
True, but considering that's expected in average, it doesn't change the balance. Though I agree it changes gameplay drastically, since it becomes possible to calculate what is going to happen exactly. I don't know how that mod works, but poisoning should be reduced by the probability of the event so...
- November 11th, 2017, 4:43 pm
- Forum: Users’ Forum
- Topic: Non-random Wesnoth : applying the mean effect
- Replies: 10
- Views: 4511
Re: Non-random Wesnoth : applying the mean effect
While I agree that it changes the gameplay significantly, I don't see how it could change balance... unless of course (I should have thought of that) average damage/effect is rounded to the nearest integer or up/down, since being up to half a point over or below average is huge. Imho, there are two ...
- November 11th, 2017, 3:41 am
- Forum: Users’ Forum
- Topic: Non-random Wesnoth : applying the mean effect
- Replies: 10
- Views: 4511
Re: Non-random Wesnoth : applying the mean effect
Oh OK, nice.
I suppose this closes the problem once and for all ! Well, at least as long as this mod maintains compatibility with the stable versions...
I suppose this closes the problem once and for all ! Well, at least as long as this mod maintains compatibility with the stable versions...
- November 10th, 2017, 11:45 pm
- Forum: Users’ Forum
- Topic: Non-random Wesnoth : applying the mean effect
- Replies: 10
- Views: 4511
Non-random Wesnoth : applying the mean effect
First to make things clear, I love randomness, am very happy with how it's implemented in Wesnoth and would hate what I'm going to suggest. I noticed some complains from people who hate randomness, sometimes using dubious arguments such as "randomness destroys competition". These arguments...
- November 9th, 2017, 7:40 am
- Forum: Users’ Forum
- Topic: Selecting attack during enemy's turn
- Replies: 31
- Views: 8119
Re: Selecting attack during enemy's turn
The OP mentioned that he wanted the least damage counterattack, so that another unit of his choosing would get the kill and associated XP. Sacrificing a pawn can get you a queen... No counterattack looks like the adequate option in this case. Concerning a Block counterattack, I know it potentially h...
- November 9th, 2017, 3:16 am
- Forum: Users’ Forum
- Topic: Selecting attack during enemy's turn
- Replies: 31
- Views: 8119
Re: Selecting attack during enemy's turn
Correct me if I'm wrong, doesn't being able to choose one default counterattack break the rules ? There should be one default counterattack per attack category, i.e. melee and ranged, considering a ranged attack can't be countered by a melee one and vice versa. And may I suggest the ability to choos...
- November 8th, 2017, 4:55 am
- Forum: Users’ Forum
- Topic: The Random number generator
- Replies: 13
- Views: 5924
Re: The Random number generator
Okay, thanks for this very documented reply. In my experience PRNGs are a hot topic on games generally due to people falsely thinking they know enough from having taken a quarter or two of Stats to be able to show some sort of error or bias; usually with only a half-dozen or so data points. Yes I kn...
- November 7th, 2017, 10:35 pm
- Forum: Users’ Forum
- Topic: The Random number generator
- Replies: 13
- Views: 5924
Re: The Random number generator
The random number generator is Mersenne Twister MT19937. and not biased other than by things like terrain, weapon, time-of-day, etc. Interesting... I guess you didn't implement it yourself but rather use it from a standard library. Do you know what the initial conditions are, i.e. how it's initiali...