
October 7th, 2003, 09:43 AM
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Lieutenant Colonel
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Join Date: Apr 2003
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Re: routing uberweirdness
Quote:
Originally posted by segfault:
thanks for the reply!
well i think this 'feature' is not that bad then. it keeps things in balance, after all.
another strange thing i've noticed once (it has nothing to do with routing, but is weird nonetheless): my pretender (i think it was the wyrm) participated in the arena death match. the Messages told me that i've won. yeah. but when i viewed the final battle, i saw that my pretender actually was killed! i never knew that to die is to win. but well. i guess i still have much to learn...
the enemy used some kind of hitpoint-sucking-attack. his hitpoints grew all the time, while mine shrunk to zero. i don't know if this was the key to my victory... perhaps my hit points were poisonous, and by sucking them out, my enemy got poisoned as well. muahaha!
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This has to do the with random number generator. With a given seed number, it is supposed to generate all the time the same numbers, but it can happen (very rarely) that something goes amiss, and the numbers will varies.
So your report (which is the true) says that he won, but when you replay the battle the random number generator screw somewhere a number generation, and deviate from reality, thus an outcome which is not the image of what really happened during hosting.
More generally, you should know that games which allow you to replay battles dont stores all parameters of each game object each round, or each time they change states. They only store the initial parameters, and a seed number. Then they generate the outcome based on this number. This explain why :
- replay dont take much space, even on very long and big battles.
- you rarely have the option to goes backward in a replay, as the tac engine cant retro-deduce what are the positions of round N-1 by examinating round N, and dont have any data to reload.
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