LessLuck Era

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zookeeper
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LessLuck Era

Post by zookeeper »

This is a new simple era aimed at the people who have issues with the standard RNG. You can find it on the 1.6 add-on server.

How it works is extremely simple:
In the LessLuck Era, your side receives an invisible 10% increase to chance to hit whenever a unit of yours misses, and a -10% decrease whenever a unit of yours hits. However, these modifiers cannot increase your chance to hit over 90% or decrease it lower than 10%. They are also never automatically reset, but instead persist across attacks and turns.

This decreases the odds of a long streak of hits and misses. For example, regularly you'd have a 2.7% chance of missing all three magical strikes of a mage, whereas in the LessLuck Era this chance is lowered to 0.6%. Similarly, the chance of hitting an enemy unit with 60% defense four times in a row is dropped from 2.6% to 0.2%.
If you're one of those people who get annoyed at the true randomness of Wesnoth, please try it out and see whether it makes things any better for you.

EDIT: Oh well, I was pointed out that actually the chances to hit will begin to shift towards 50%. I guess I'll have to considerably change the way the modifier works.
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turin
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Re: LessLuck Era

Post by turin »

zookeeper wrote:EDIT: Oh well, I was pointed out that actually the chances to hit will begin to shift towards 50%. I guess I'll have to considerably change the way the modifier works.
I'm not good enough at statistics to run the math on it, but my mathematical intuition (which is usually pretty good) makes me wonder if something like the following might work?
+X% to CTH for every miss
-(10-X)% to CTH for every hit
(where X is that attack's chance to hit divided by 10)

So, miss with a 70% CTH, your modifier goes up 7%, hit with a 70% CTH, your modifier goes down 3%.

This would probably be fairly simple to code the WML for, though I'm not sure about that either.
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silene
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Re: LessLuck Era

Post by silene »

turin wrote:+X% to CTH for every miss
-(10-X)% to CTH for every hit
(where X is that attack's chance to hit divided by 10)
Right. More generally, a pair of modifiers introduces no bias, when the following equality holds

Code: Select all

(1-cth) * delta_miss = cth * delta_hit
Nubie
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Re: LessLuck Era

Post by Nubie »

I'm not quite sure how all of this works in Wesnoth...can you still play on the main server? How do people know you're using a mod etc...


But my suggstion would be to simply change the defensive tile bonuses to indeed defensive tile bonuses instead of miss-chance-bonuses.

They would work exacly as they do now, except less damage instead of less hits.
Also increase the damage units do a bit then so that it isn't to slow and add maybe a few spells that do Blind (increase miss chance from 0->50%?)


That's all :)


Actually I quite like your idea to. It would definelty bring some new stuff to the table. But I don't think it should be invisible.
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Lizard
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Re: LessLuck Era

Post by Lizard »

Nubie wrote:I'm not quite sure how all of this works in Wesnoth...can you still play on the main server? How do people know you're using a mod etc...
Sure. It is an era, when you use it only people with the same era can join you game. Just as if you used the Era of Strife/Era of Myth/any other era.
Nubie wrote:But my suggstion would be to simply change the defensive tile bonuses to indeed defensive tile bonuses instead of miss-chance-bonuses.

They would work exacly as they do now, except less damage instead of less hits.
Also increase the damage units do a bit then so that it isn't to slow and add maybe a few spells that do Blind (increase miss chance from 0->50%?)


That's all :)


Actually I quite like your idea to. It would definelty bring some new stuff to the table. But I don't think it should be invisible.
I don't exactly know what zookeeper intended with this era, but I doubt he want to change the whole system.
IIRC, there is/was an era that did what you want only without Blind. (some two or three brain cells tell me, I don't know anything about it)
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Mabuse
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Re: LessLuck Era

Post by Mabuse »

Nubie wrote: But my suggstion would be to simply change the defensive tile bonuses to indeed defensive tile bonuses instead of miss-chance-bonuses.

They would work exacly as they do now, except less damage instead of less hits.
Also increase the damage units do a bit then so that it isn't to slow and add maybe a few spells that do Blind (increase miss chance from 0->50%?)

That's all :)
Nubie, that can be already done. CBAD.
I also included this in my SX (as an option that can be triggered) hoping it would speed up cambat calculations.

i dont know if you know sx, but in sx the stats of units can get very high - however, this (noluck option) would be only activated in late game (very late game) when strikes of players are around 20 to 30. with so many strikes RNG whould equalize itself anyway (you really barely notice it, if at all) - so a function that simply deal average damage, would have way less impact than in early game.

in early game (and so in every normal way of wesnoth) it would be simply too deterministic and way less fun.

however, as said CBAD, and there is the link (to the original system, created by PAUXLO, my system is almost exactly the same, except it takes care of every weapon special (known to me) of every of the big eras that effect CTH (and my factor is not 0.4 (if chance to hit is 40% for example), instead its 0.405 (because of the rounding (mentioned later in the thread), and also because the numbers are wrongly displayed (0.4 shown as 0.39 etc)), ah well, and i also got rid of the messages that are siplayed if a unit is noluckyfied:

http://www.wesnoth.org/forum/viewtopic. ... k&start=15


so no need to cry, you can simply make an era (take original ery file fore example, rename it and add the data)

im so kind and post my version of noluck here (arranged to work with a normal game of wesnoth, will not effect additionally added units)

it can be only activated by player one, by right clicking on one of his units
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Mabuse
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Re: LessLuck Era

Post by Mabuse »

btw, note that the post advance event is for units that get an additional weapon, which would be otherwise not unluckyfied

it has the bad sideeffect that on all other weapons of the unit which didnt change, the new special is displayed twice. this is just cosmetical annyoance though, doesnt change anything about gameplay.


a slight DISPLAY glitch:
in the combat screen, if you tale a closer look at the damage modifiers you will notice that in case of any non-special affected atatcks (magical for example) the defenders terrain modifier is DISPLAYED as the same of the attacker. however, the correct number is used for the calculation, simply check it for yourself.


EDIT: the good thing is while posting and checking the code for use in normal eras, i found a bug in my version ... :D (is already fixed in the post above)



EDIT2:

Ah well, here's another event which i cut out initially as i posted coz i thought it may be useless for normal game -

but as soon units gets just spawned (out of nothing) and not recruited, they would be of course not unluckyfied - since they are not recruited, nor were on the map when the noluck ws triggered - this spawning can take place theoretically anytime during anyones turn -

i made a sighted-event for that. it works as intended (approved = was often used already, without bad side effects or problems). spawned units without no-luck special get unluckyfied (its important to check wether they are already unluckyfied else the specials stack up - see post_advance-event note).

the example i post will filter for the sides 6,7,8,9, if you wanna use it you may adapt this filter to your needs (filter for all sides that may spawn units).

Code: Select all

[event]
name=sighted
first_time_only=no

[filter]
x=$x1
y=$y1
side=6,7,8,9
            [not]
                [filter_wml]
                    [modifications]
                        [object]
                            name="noluck"
                       [/object]
                    [/modifications]
                [/filter_wml]
            [/not]
[/filter]

[if]
{SXCON gamespeed equals 1}
[then]
        {UNLUCKIFY_UNIT unit}
[/then]
[/if]

[/event]
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5dPZ
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Re: LessLuck Era

Post by 5dPZ »

Here's what I propose long time ago

http://www.wesnoth.org/forum/viewtopic.php?f=12&t=23945

It's similar to your idea, but terran modifier is much more important in my version than yours thus would make the game more like what we have in the normal "chancy" mode. This should also prevent the 50% chance problem you have.
hiro hito
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Re: LessLuck Era

Post by hiro hito »

I don't know if it's due to this era or the last release (1.6), but the game is very slow.

I can almost see each frame of the animation. I mostly play the 3p/6p survival on local game and AI's turns can take 5 seconds (without recruit or moves)... it's almost 5x slower than it use to be...
I notice that the game is also slow with the default era, but less than with this new era.

I play Wesnoth in the same way that I use to play. Mac OS X.
I don't know if I post in the good thread, but as I haven't play since few months and that I just try the lessLuck era, I post it here...


Concerning the era itself, I don't play enough with to have an opinion about it... As I have taken time to complain about RNG on the forum, in order to be serious about what I had to say, I would like to do the same for this thread.

I just emphase and congrat the developpers team for this ( huge :wink: ) effort they make to give us a try with a new fight system. I encourage all players to test this era and to give their opinion about it. We have all waited for it since a long time! Maybe it won't be perfect at the first try, but it really deserves to being test and improve (if it need it)... Also, it would be interesting to see some replays, especially with confirmed players, of LessLuck era Match...
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Tet
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Re: LessLuck Era

Post by Tet »

I think this is an awesome idea.

I did fancy a no luck strategy trainer version. That means a unit having a hit with damage 10 at 50% makes 5 points sure. So basically both numbers just have to be multiplied. Rounding might be an issue. So maybe better no rounding and extra digits. I would like this as an add-on which could be used at the campaigns as well.
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hiro hito
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Re: LessLuck Era

Post by hiro hito »

I don't know how to read the "taken" stats... or it's a bug?
LessLuck era, Wesnoth 1.6, Mac OSX.


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Re: LessLuck Era

Post by Lizard »

Taken 411 / 2147830
I doubt it is supposed to work.
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hiro hito
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Re: LessLuck Era

Post by hiro hito »

Thank you for fixing the taken stats value!

Fighting animations aren't still as fluid as they are in default era...
It 's more significant on main server than on local game... Although, they are also slow on local game....

Mac OS 10.4.11, Wesnoth 1.6.1
"Of course His Majesty is a pacifist. When I told him that to initiate war was a mistake, he agreed.Thus, gradually, he began to lead toward war."-Emperor Shòwa (Enlightened Peace)'s chief cabinet secretary
jmegner
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Re: LessLuck Era

Post by jmegner »

I have a bug to report.

OS: Ubuntu 9.04
Wesnoth version: 1.6

Steps to reproduce:
  • I start Wesnoth
  • I go to multiplayer -> local game
  • game settings
    • era: less luck
    • map: hamlets
    • players: both local players as loyalists with lieutenant leaders
    • other settings: standard
  • I start the game
  • I have player1 recruit a cavalryman and end his turn
  • I have player2 do nothing and end his turn
  • I have player1 move his cavalryman one space south
  • Game crashes with "Segmentation Fault" message on the terminal
A lot of those steps are don't care - the specifics of map, factions, units, and leaders don't matter. In fact, sometimes moving the leader the first turn is enough.

Is there any other info you need?
ArmOrAttAk
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Re: LessLuck Era

Post by ArmOrAttAk »

I don't know about this idea. Seems likely to be gamed ie. saving a heavy hitter cavalry for instance to use when your % gets high. Or using it to level a near dead unit which you would otherwise send off to heal, or intentionally missing with throwaway units. Also the way to turn it on, does everybody get the message? can it be turned off?

I had two days of horrible luck which caused me to quit playing again. Last time I quit for 6 months for the same reason. Making no mistakes and losing to people that do willy nilly whatever getting good dice gets old fast.

My idea to limit luck is to multiply attacks and hitpoints of every unit by 10.
Everything will be exactly the same except with so many attacks the numbers are bound to level off much faster.
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