Search found 19 matches

by Gidoza
January 16th, 2020, 5:19 pm
Forum: Ideas
Topic: Another Statistical Measure
Replies: 11
Views: 1674

Re: Another Statistical Measure

2. If a unit is generally expected to die (say 90%) and does, then a record of that expectation and fulfillment is made. I think you should record any chance of death (0.0001% or lower but not 0) as your data won’t show the difference (of luck? / skill?) if you kill a unit at lower percentage (even...
by Gidoza
January 14th, 2020, 9:21 pm
Forum: Ideas
Topic: Another Statistical Measure
Replies: 11
Views: 1674

Re: Another Statistical Measure

The point is, at some point, someone is going to see something happen calculate the odds of that happening as 1-in-10-million, and proceed to claim that it proves something is fishy with "luck" (aka the RNG) when, instead, it proves such long-shot occurances can happen and this actually disproves o...
by Gidoza
January 13th, 2020, 5:00 pm
Forum: Ideas
Topic: Another Statistical Measure
Replies: 11
Views: 1674

Re: Another Statistical Measure

Sounds to me like an awful lot of work to test the RNG. Most likely the desire is to disprove the claims it is. Such an effort seems fruitless, and may even backfire. I'm not opposed to some UMC trying, but it should not go into mainline. I'm not sure I understand your point. Whereas in Chess the m...
by Gidoza
January 12th, 2020, 5:44 pm
Forum: Ideas
Topic: Another Statistical Measure
Replies: 11
Views: 1674

Another Statistical Measure

Hi, I've been thinking about the statistical measure in Wesnoth that displays actual damage VS expected damage overall (taken and delivered). Generally, this is a good measure - however if it were used for a real statistical study of some kind (not being SUPER serious on that, but emphasizing the po...
by Gidoza
July 7th, 2017, 1:23 am
Forum: Users’ Forum
Topic: Are humans overfeatured?
Replies: 28
Views: 8763

Re: Are humans overfeatured?

My basic (if blunt) response to this topic is: who cares? Why does it matter if something is over or under-represented? The point is to have a good strategy game - and we do. It's also supposed to be fantasy-themed - and it is. Emphasizing notions external to the intentions of the game design makes ...
by Gidoza
July 7th, 2017, 1:17 am
Forum: Users’ Forum
Topic: A Thought On The Stats Tab
Replies: 2
Views: 910

A Thought On The Stats Tab

A thought occurred to me after two games (one which I won, one which I didn't) where there was some lop-sided luck in both instances that a slight expansion of the damage ratio part of the statistics tab could be useful. Currently, the tab records the daily ratio of total damage to expected damage, ...
by Gidoza
May 2nd, 2017, 2:17 pm
Forum: Strategies & Tips
Topic: Hulavuta's Drake Strategy Guide
Replies: 15
Views: 6858

Re: Hulavuta's Drake Strategy Guide

My issue with this guide is in the first sentence, "All kids like dragons." Yes, I do like dragons - which is why I hate drakes. Drakes in any meaningful fantasy setting are NOT dragons (though are related), might account for one uniquely cool unit, and certainly cannot amount to a Lawful culture. T...
by Gidoza
April 26th, 2017, 6:03 pm
Forum: Coder’s Corner
Topic: Removing Races
Replies: 4
Views: 2195

Re: Removing Races

Ravana wrote:Modification would need to use Lua. Easier way is modifying your era, except=.
Ok this is a start. But where do I put this...?
by Gidoza
April 26th, 2017, 12:45 am
Forum: Coder’s Corner
Topic: Removing Races
Replies: 4
Views: 2195

Removing Races

Hello there! I wasn't sure where would be best to post this, so I chose this place...please forgive if it is misplaced... My question is pretty simple (but I'm aware the solution may not be): Is there a way in Multiplayer to remove a particular race from the Random picks? (e.g. Drakes) That's it - I...
by Gidoza
November 3rd, 2015, 6:48 pm
Forum: Users’ Forum
Topic: Wesnoth Soundtrack
Replies: 8
Views: 3574

Re: Wesnoth Soundtrack

Hm, is there no way to play these in iTunes, or somewhere I could download them as mp3s?
by Gidoza
August 30th, 2015, 10:13 pm
Forum: Ideas
Topic: [mainline] Permit village gold to be set to 0
Replies: 8
Views: 2682

Re: [mainline] Permit village gold to be set to 0

I understand why you say that this system would encourage early banking, but this would not be the case. Villages would still support units, and thus cancel out the cost of anything one builds - it would still be far more advantageous to take territory and expand with one-to-one village-to-units tha...
by Gidoza
April 30th, 2015, 5:10 pm
Forum: Ideas
Topic: [mainline] Permit village gold to be set to 0
Replies: 8
Views: 2682

Re: [mainline] Permit village gold to be set to 0

Since Ravana already pointed out you can make a modification easily, I suspect you might be already at that, but if it helps... One of my mods ("Handicap Mod", included in "Wat's Mods") do this if I understand your point correctly, and it allows for further settings (village gold/support, fog and s...
by Gidoza
April 30th, 2015, 5:04 pm
Forum: Ideas
Topic: [mainline] Add Aragwaith to mainline
Replies: 69
Views: 12495

Re: [mainline] Add Aragwaith to mainline

Note that Noy said "mythology/storytelling" and you are saying "religion". These are not the same thing! Classical Western Fantasy is based on Christian/pre-Christian Western mythology/storytelling, but you don't feel that Christianity is being rammed down your throat by it, are you? So, why in the...
by Gidoza
April 30th, 2015, 12:01 pm
Forum: Ideas
Topic: [mainline] Permit village gold to be set to 0
Replies: 8
Views: 2682

Re: [mainline] Permit village gold to be set to 0

You can set village gold to any value in scenario wml. If you mean multiplayer then it could be implemented as [modification] and [modify_side]. I am not saying that this will never be available in GUI directly, but even if accepted, you cant use it anytime soon. Yes I mean multiplayer - what do yo...
by Gidoza
April 30th, 2015, 2:02 am
Forum: Ideas
Topic: [mainline] Permit village gold to be set to 0
Replies: 8
Views: 2682

[mainline] Permit village gold to be set to 0

I have two reasons for this. A. No particularly reason not to - village support can be set to 0; why force income on villages? B. The structure of a standard game is somewhat counter-intuitive and doesn't make for interesting play in my opinion, because it favors the player already leading. Obviousl...