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Old September 1, 2020, 21:51   #11
sffp
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Old September 2, 2020, 07:39   #12
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Quote:
Originally Posted by luneya View Post
Making the game detect whether selling is on when generating creeping coins monsters would require a huge change (expensive both in coding labor and in the processing load of running the game) for little benefit.
I fixed that for my variant: it's one line of code.
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Old September 2, 2020, 11:05   #13
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I implemented commit 0476cd0 today and it made things far worse. Now when you dive around 500ft you see 150 coins worth of silver and 150 coins worth of mithril, and you know immediately that the former is real and the latter is a mimic. I'll revert that change, because the original system was much better.
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Old September 2, 2020, 12:35   #14
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Quote:
Originally Posted by PowerWyrm View Post
I implemented commit 0476cd0 today and it made things far worse. Now when you dive around 500ft you see 150 coins worth of silver and 150 coins worth of mithril, and you know immediately that the former is real and the latter is a mimic. I'll revert that change, because the original system was much better.
OK, I believe you, I've done the same.
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Old September 2, 2020, 13:00   #15
PowerWyrm
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Originally Posted by Nick View Post
The thing is that creeping coins are generated by picking the monster, and then giving it an amount of gold appropriate for the level, in the specified currency. But when random (unmimicked) money is generated, the amount is decided based on the level as before, and then the currency is chosen based on the value. So if you generate creeping copper coins at level 50, they'll get a level-50-sized amount, but in copper instead of in opals or something.
Yes that is exactly the problem. To fix this properly, the type of coin should be set first and value deducted from the type. This means keeping a max value per level but removing the min value, so you can still get copper piles at high level).
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Old September 2, 2020, 15:05   #16
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Cool

Why not
  1. Generate monsters
  2. Oh hey this is a creeping coin of type X
  3. Choose a value constrained by the range that a pile of type X would contain
  4. Creeping values will be indistinguishable from inert values

I'm actually going to do some tweaks to Blackguard today. I could see if I can get this coin thing right where my betters have failed.
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Old September 3, 2020, 08:27   #17
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Quote:
Originally Posted by DavidMedley View Post
Why not
  1. Generate monsters
  2. Oh hey this is a creeping coin of type X
  3. Choose a value constrained by the range that a pile of type X would contain
  4. Creeping values will be indistinguishable from inert values

I'm actually going to do some tweaks to Blackguard today. I could see if I can get this coin thing right where my betters have failed.
Because any copper at 2500ft would be a sure mimic since at that depth the minmax value for gold drop would fatally generate mithril or adamantite. The only way to fix this is to remove the min value so you can still get a pile of 10 gold (copper) instead of always 500-1000 gold.
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Old September 3, 2020, 10:32   #18
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Quote:
Originally Posted by PowerWyrm View Post
Because any copper at 2500ft would be a sure mimic since at that depth the minmax value for gold drop would fatally generate mithril or adamantite. The only way to fix this is to remove the min value so you can still get a pile of 10 gold (copper) instead of always 500-1000 gold.
I can see two approaches to this

1. Accept that creeping coins are special, and if you try to generate (say) creeping copper coins at too low a level for copper piles the go pick another monster (ideally another type of creeping coin)
2. Turn it around so that when something that can be mimicked is generated (coins, potions, chests, scrolls) then do a check to see if it's a mimic and if it is make it the appropriate type. That's a bit more work but would give a good framework for adding other mimic types in V or variants
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Old September 3, 2020, 12:45   #19
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Quote:
Originally Posted by PowerWyrm View Post
Because any copper at 2500ft would be a sure mimic since at that depth the minmax value for gold drop would fatally generate mithril or adamantite. The only way to fix this is to remove the min value so you can still get a pile of 10 gold (copper) instead of always 500-1000 gold.
Ah I didn't realize there is a min value. IIRC there's no max, right? 1 in 100 times the amount gets multiplied by 10 and then repeat until you miss.
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Old September 3, 2020, 22:25   #20
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Does it matter if a hopelessly OOD copper coins mimic fails to be convincing? I mean, a player will ignore it either way...
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