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

General feedback and discussion of the game.

Moderator: Forum Moderators

Byron
Posts: 44
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 »

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
Inactive Developer
Posts: 503
Joined: April 24th, 2016, 4:18 pm

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

Post by Tad_Carlucci »

"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.
User avatar
sergey
Posts: 475
Joined: January 9th, 2015, 9:25 pm

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

Post by sergey »

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.
Created The Rise of Wesnoth (alternative mechanics) version of the mainline campaign.
Post Reply