Search found 46 matches
- February 6th, 2009, 10:23 am
- Forum: Coder’s Corner
- Topic: pseudo-random generator + improvement idea
- Replies: 47
- Views: 24688
Re: pseudo-random generator + improvement idea
@ Glass Pearl Player: Sorry to disagree, but I have used exactly the Wesnoth's RNG code during my test (over 1.000.000 of time), and in the test I displayed here, it was exactly an unit with 4 strike at 70% chance to hit. So no, there isn't more chance to miss all the 4 strikes, in my test, it happe...
- February 2nd, 2009, 10:42 am
- Forum: Coder’s Corner
- Topic: pseudo-random generator + improvement idea
- Replies: 47
- Views: 24688
Re: pseudo-random generator + improvement idea
So assuming the 17th bit has a longer period than the 2nd one, it may indeed hide the issue. The longer the period is, the better it is ;) If the period is longer, there is more randomness. True randomness have no period (infinite period if you prefer). I have written a little program to test the R...
- January 31st, 2009, 8:05 pm
- Forum: Coder’s Corner
- Topic: pseudo-random generator + improvement idea
- Replies: 47
- Views: 24688
Re: pseudo-random generator + improvement idea
So I wonder why conceptor of Lehmer pseudo-random generator actually recommand to not use directly modulo to scale numbers... :roll: Few years ago, I have made some test to simulate a 4d6 (4 dices of 6 faces), using 1+rand()%6, 1+(rand()>>8)%6, 1+(rand()>>16)%6. By the way 1+rand()%6 was the worst. ...
- January 31st, 2009, 2:58 pm
- Forum: Coder’s Corner
- Topic: pseudo-random generator + improvement idea
- Replies: 47
- Views: 24688
Re: pseudo-random generator + improvement idea
Are you sure it really happens more? The "statistics" part of the save files is there for a reason, so that you can check that it is not just your feeling. Unfortunately checking wesnoth statistic doesn't help. Imagine I attack with 2 units that have 50% chance to hit and 4 attacks. In th...
- January 31st, 2009, 12:15 pm
- Forum: Coder’s Corner
- Topic: pseudo-random generator + improvement idea
- Replies: 47
- Views: 24688
pseudo-random generator + improvement idea
Hi! I know you don't like random generator thread, however, my purpose is not only complaining again it: I found why it is not really good random, and I have some idea about how to improve it. So please, don't lock it too early... But now, let's start to complain ;) Like many people, I have experien...
- May 15th, 2008, 3:21 pm
- Forum: Ideas
- Topic: New trait for dwarves : fast-gunner
- Replies: 19
- Views: 5642
Re: New trait for dwarves : fast-gunner
BTW they shoot first, THEN reload.
Nobody come into battle with an empty musket, then load it in the heat of battle
About technologies, dwarves always have better technology than human. So I'm sure they could have good gun, like musket.
Nobody come into battle with an empty musket, then load it in the heat of battle
About technologies, dwarves always have better technology than human. So I'm sure they could have good gun, like musket.
- May 14th, 2008, 2:19 pm
- Forum: Ideas
- Topic: New trait for dwarves : fast-gunner
- Replies: 19
- Views: 5642
Re: New trait for dwarves : fast-gunner
Oups, I forgot to mention this would apply only to the ranged attack... So a nearly dead dwarf with "fast-gunner" trait will be simply killed with a melee attack. And IMO it has always been a bad idea to finish those dwarves with a ranged attack, with or without that trait :) And for the b...
- May 14th, 2008, 1:14 pm
- Forum: Ideas
- Topic: New trait for dwarves : fast-gunner
- Replies: 19
- Views: 5642
New trait for dwarves : fast-gunner
Hi ! It's been a long time that I think about it... Give firststrike to all the dwarvish thunderer tree. Why ? Because shooting something with a gun is more fast than using a bow, and more fast than casting a spell. But finally, I think it would be nicer if this wasn't an ability that all dwarvish t...
- May 14th, 2008, 12:16 pm
- Forum: WML Workshop
- Topic: Trouble with map made with 1.3.x on 1.4.x version
- Replies: 5
- Views: 1700
Re: Trouble with map made with 1.3.x on 1.4.x version
Thanks a lot, but I have already fixed it for all my map.
But I'll think about it for the next time I update wesnoth
But I'll think about it for the next time I update wesnoth
- May 13th, 2008, 10:38 am
- Forum: WML Workshop
- Topic: Trouble with map made with 1.3.x on 1.4.x version
- Replies: 5
- Views: 1700
Re: Trouble with map made with 1.3.x on 1.4.x version
Hi ! Sorry, it's not related to word wrap... Anyway, I have found a way to fix it : open the map with wesnoth_editor, and resize the map with +2 width and height, and an offset of -1 for x and y. For example, I have got a map with a size of 40x40 in the former 1.3.x, but in 1.4.x its size is 38x38 w...
- May 13th, 2008, 7:34 am
- Forum: WML Workshop
- Topic: Trouble with map made with 1.3.x on 1.4.x version
- Replies: 5
- Views: 1700
Trouble with map made with 1.3.x on 1.4.x version
Hi ! Long time I haven't play wesnoth and work on my campaign ! I have got a little trouble with all my map... I have made them with the editor from the svn 1.3.2 version, and now, I have downloaded the last stable release (1.4.2) and all my map don't work anymore... First when I have tried to launc...
- October 8th, 2007, 11:14 am
- Forum: WML Workshop
- Topic: number of movement can't be under 4 hex ???
- Replies: 4
- Views: 1628
- October 4th, 2007, 5:30 pm
- Forum: Ideas
- Topic: allowing changing recall_cost in a [side] tag
- Replies: 5
- Views: 1401
- October 1st, 2007, 2:49 am
- Forum: Ideas
- Topic: allowing changing recall_cost in a [side] tag
- Replies: 5
- Views: 1401
Yes, in my case, some scenario follow immediatly another, and it is more logical (and more playable) that for this scenarii, recall would be totally free... I can do a massive auto-recall in WML, but the player don't nedd some kind of unit... Another problem : what if one scenario allow a unit to re...
- September 30th, 2007, 4:40 am
- Forum: Ideas
- Topic: allowing changing recall_cost in a [side] tag
- Replies: 5
- Views: 1401
allowing changing recall_cost in a [side] tag
It would be nice, if we can overide the attribut "recall_cost" in the game.cfg (in the [game_config] tag), especially in a [side] tag...
Some attribut are already there like "village_income"... what about extending it to "recall_cost" ?
Some attribut are already there like "village_income"... what about extending it to "recall_cost" ?