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Random Magic Paths - is it truly random?
Hi!
So...I'm in my first real game. I have played a bunch of test beds, and sims to get familiar with the combat system, and what to research when. I have been concentrating on Vanheim for now, and I have noticed that the random magic picks don't seem to be that random. Each game is different, though. In one testbed/game, I may be flush with earth3, blood1 and earth3, Death1 Drawfs, and never get Fire or Astral. In the next game, I don't get any Blood or Death, but get earth3, air1 and earth4. I'm talking about a fairly good sample, of 14+ dwarf mages. While it isn't a huge sample, IMO it shows a pattern of non randomness. Above and beyond this, the Sages that I recruit seem to follow the same sort of nonrandom distribution that the Dwarfs share per game. Is this a known bug? or is it just me. :-) |
Re: Random Magic Paths - is it truly random?
There are three types of random picks: Elemental, Sorcery, and totally random. Otherwise chances should be equal.
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Re: Random Magic Paths - is it truly random?
Random paths are as random as they came, at least in the examples you give. Only the following characteristics can alter the distribution of random paths:
- Some units have Sorcery (Nature, Astral, Death, Blood) randoms, others have Elemental randoms, while most randoms are full randoms. A few units have both randoms (the Celestial Master among them, if memory serves). - A few units do not have two randoms, but instead a random +2 level in the same path. This random could also be Sorcery, Elemental or a full random. Atlantis has a mage with this pattern: 3 water, and 2 randoms in the same path. - Murphy's Law, obviously. If you need a fire random badly, you will never get that random. Ever. Your neighbours, of course, will have their hands full of Garnet Amazons, sages with a pick in fire, and things of the like. Should you attempt to "convert" their mages, you will end up taking their non-fire mages away. |
Re: Random Magic Paths - is it truly random?
Well, it is an obvious fact that over half of all PC games have poor random number generators. I'm sure this is just another example of that.
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Re: Random Magic Paths - is it truly random?
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To find a fault in most current pseudo-RNG (usually they have one fault or another) one needs to do quite a bit of research, which doesn't look possible by observing game's behaviour, because it would take too much time to collect meaningful statistics. |
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The use of the term pseudo-random is pointless; there is no randomness in our universe. None. It is similar to when people argue that everything humans do is also natural because we are natural; the term becomes meaningless by its own definition. By 'poor' I simply mean they simulate statistical results with less accuracy than one would expect. Perhaps I should say: 'less accuracy than I would expect', since you seem to be argumentative. Perhaps that was not meant as a flame against my intelligence, but it sure sounded like it. |
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