A mod to make Wesnoth's RNG a little less frustrating

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Byron
Posts: 34
Joined: May 23rd, 2013, 7:41 am
Location: West Virginia

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by Byron » October 6th, 2018, 7:07 pm

There is no such thing as a modified random number generator. The whole point of your argument is that you don't actually like the randomness of randomness. Maybe if you squint your eyes, & talk to yourself, the sun will come up in the west.

Tad_Carlucci
Developer
Posts: 393
Joined: April 24th, 2016, 4:18 pm

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by Tad_Carlucci » October 6th, 2018, 8:49 pm

"Pick a number between 1 and 100."
"1"
"That's not random!"
"Prove it."
I forked real life and now I'm getting merge conflicts.

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sergey
Posts: 338
Joined: January 9th, 2015, 9:25 pm

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by sergey » April 11th, 2019, 1:45 am

I know that Dave was not interested in feedback from people who has looked into code of the mod. But since there is almost no feedback on this mod.. I have looked into the code and played several scenarios with that mod as well. I believe that many of the players who don't like the default Wesnoth RNG will like this mod. In order to get more feedback from such players, the UI may simplified. Currently there are 2 checkboxes that needs to be selected ("Use experimental PRNG combat" in preferences and "Save random seed" in the camaign selection menu), which is not user friendly.

I opened a github issue to improve the UI for enabling experimental PRNG combat #4021.
Author of SP scenario Dragon Fight and SP campaign Captured by a Nightmare

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