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#1 |
Knight
Join Date: Jan 2009
Posts: 910
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Fascinating Crawl Code and Docs Wiki
I just stumbled on this page today. Great technical analysis (with appropriate graphs). It's the kind of thing that Scatha and I do behind the scenes for Sil. It is great to see this kind of depth on a public discussion document.
There are also some nice details from their system, such as working out how axes will function -- should they hit enemies in all adjacent squares? or seven of them (centred on the direction you moved)? or five? I'd never thought of having this as anything but 1 or 8. They also consider making the main direction a normal attack, but giving penalties to the others. I wonder how many other nice systems and important points are scattered elsewhere on the site. |
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#2 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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I have done quite a bit of similar analysis (i remember making graphs when Magnate and Eddie had competing blows formulas). However, I do use Monte-Carlo statistics to track changes to allocations. It's the only way I was able to gain enough confidence that the ego rescaling for 3.5 was reasonable. I don't think I graphed them, I just cataloged the numbers and tweaked until they approached the old values.
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#3 | |
Angband Devteam member
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Quote:
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#4 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
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#5 |
Angband Devteam member
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It would certainly make a change from writing speeches for the flipping Prime Minister :-)
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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