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#11 |
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Prophet
Join Date: Dec 2009
Posts: 4,762
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I move that Dean's explanation of how names work be added to the documentation at the top of the file.
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#12 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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That's very cool, and also what Derakon said.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#13 | |
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Apprentice
Join Date: Oct 2010
Posts: 59
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I'm a little confused by this, and will probably have to re-read it a few times.
What shocks me is that none of the suggested names are from my list. I took out all the Tolkein names and replaced them with mine. Are you saying it's using my list to figure out how those names are constructed and creating a new one with similar probable combinations? Interesting if true. Quote:
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#14 |
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Prophet
Join Date: Dec 2009
Posts: 4,762
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Correct. If it simply pulled names directly from the list, then there'd be a much smaller name pool and you'd inevitably run into repeats. Zangband's random artifacts used to work like this, and I remember finding two random artifact armors named "Bubble" in the same vault once.
In short, there's no way to force the game to use certain names without changing how names are selected, which requires modifying the source code. |
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#15 | |
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Apprentice
Join Date: Oct 2010
Posts: 59
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Quote:
might get better results without the spoofed names, using their original online names, but will still have strange non-sensical randomized combinations. however, this is not much of a problem, since I doubt he or anyone else will use the randomizer rather than create their own names. |
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#16 | |
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Angband Devteam member
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Quote:
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