Search found 25 matches

by MagnetoRN
December 14th, 2016, 11:59 am
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Re: Split from [is AI cheating?]

Well, considering that each combat would use 6-8 results in average (3 or 4 attacks of each opponent), I would say that pretty regularly the RNG delivers a quite huge almost perfect sequence of numbers above 50% (and sometimes even 60% and 70%). I really don't know how random is that, since I didn't...
by MagnetoRN
December 13th, 2016, 8:42 pm
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Re: Split from [is AI cheating?]

In some campaigns enemy leaders have a better dodge chance when it isn't part of the win condition to kill them. For example I had once a game where i couldn't hit the enemy leader more than once with a red mage, desipte save/loading about 20 times. It is sometimes coded in to prevent the player fr...
by MagnetoRN
December 13th, 2016, 8:37 pm
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Re: Split from [is AI cheating?]

Hi MagnetoRN, the four cases in wich you have three misses and a hit are HMMM, MHMM, MMHM, MMMH. The probability of each of those is 0.2^3 * 0.8, so the total probability of 1 hit out of 4 is four times that. I'm not sure exactly what the deterministic mode does, but I get from that the description...
by MagnetoRN
December 13th, 2016, 8:20 pm
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Re: Split from [is AI cheating?]

Ravana wrote:Then there would still be 2 cases, that 0.8 is first or last.
The percentage is not meant to be the same for all attacks? Because if it's not, it is absolutely pointless.
by MagnetoRN
December 13th, 2016, 8:12 pm
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Re: Split from [is AI cheating?]

Even hit only once and missing the other three is 1 chance in 125 actually I think it's about 1 in ~39. One think I'm not sure about is if RNG on save-loads are fully independent, or are they somehow pre-determined based on game variables? I know there is this 'deterministic mode' in 1.13 which sho...
by MagnetoRN
December 13th, 2016, 7:40 pm
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Re: Split from [is AI cheating?]

"favourable RNG" Yep, that's exactly the concept of cheating. Anyway, I never said that I want the game easier. I alerady win with more than 10 turns advantage and rarely losing even 1 rookie unit per mission. It doesn't have to do with that, but with the game showing false percentage numbers befor...
by MagnetoRN
December 13th, 2016, 10:14 am
Forum: Users’ Forum
Topic: Split from [is AI cheating?]
Replies: 25
Views: 4331

Split from [is AI cheating?]

my brother (windows gaming addict) stopped playing Halo on his winXP to play Wasnoth on my Linux install :D well, here's the thing: he's been bi***ing about the luck of the computer player's units, claiming that the game cheats ...well, i have to say that the computer's units really are lucky basta...
by MagnetoRN
December 12th, 2016, 10:00 am
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

I once tested a unit for my self, who could recruit units by right click (similar to the Era of Magic addon). Even though he had low hp, only a 5-1 attack and the Ai couldn't use his ability the computer always spammed this unit because of its low costs. Even human players might use it just his its...
by MagnetoRN
December 12th, 2016, 9:56 am
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

Just to throw out your illusions: being able to recruit without having your leader at the castle will affect the balance. As you wanted, it allows your leader to fight (or use other abilities like healing/leadership) much farther away from the castle – but the effect of that will vary by faction an...
by MagnetoRN
December 12th, 2016, 9:42 am
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

It should work on the tablet but you need to intsall The Balance Mod as well as The Balance Mod Campaign to make it work for campaigns. Tell me what you think when you have played it. I have made it so that the ai in campaigns doesn't recruit this unit at all for now. Man, I've played some missions...
by MagnetoRN
December 9th, 2016, 11:29 pm
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

I like your idea! What i was thinking is that you could buy as many recruiters as you want (so that when you take other castles with your hero you could buy more recruiters there). The only problem with the mod is that the ai get carried away and buy three or four recruiters (in multiplayer) and th...
by MagnetoRN
December 9th, 2016, 1:01 pm
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

Hi, i have pretty much finished the mod now!!! I was just wondering how much (about) you think the recruiter should cost? (what about his hitpoints?) Awesome! Since the point is to get your hero on the field as fast as possible, and the Recruiter must be almost useless in battle, it shouldn't be co...
by MagnetoRN
December 8th, 2016, 1:38 pm
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

Re: player owned keeps you can define an custom overlay tile in addon, and wml that makes unit entering tile of that type gain canrecruit=yes, and then lose ability to recruit upon leaving tile of that type, then make an script that places it on each keep tile of mp-map at gamestart. Obviously you'...
by MagnetoRN
December 8th, 2016, 6:00 am
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

No that won't be a problem!
SERIOUSLY? WOW!! Now I'm all excited about it!! I can't wait to play with the Hero leading the troops!
by MagnetoRN
December 8th, 2016, 4:25 am
Forum: Ideas
Topic: Recruitment
Replies: 39
Views: 5609

Re: Recruitment

I really like this idea! It appears to solve all the difficulties! Great! Would it still be a problem when the Recruiter is killed? Maybe it is possible to set this particular unit to just dissapear when it reaches 0 hp (I don't know how the program recognizes a death and if that can be circumvente...