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October 7th, 2003, 10:27 AM
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Lieutenant Colonel
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Re: routing uberweirdness
Quote:
Originally posted by izaqyos:
That explains why I saw slightly different results when I replayed a battle many times.
probably they use a linear PRNG and save the seed as you said. Strange thing is that the PRNG is deterministic and given the seed is supposed to give the exact same numbers. unless they "spiced" it up with some really random info.
edit.
PRNG = Pseudo Random Number Generetar
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one of their problem is that the PRNG should be cross platform and works on many kind of machines. I think problems mostly arise when you view a turn generated on another machine /system, as it would appears rather strange that a given machine generate differents results with the same arithmetic operation (strange but not impossible!)
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 7th, 2003, 12:17 PM
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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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As pocus said it could be a problem with the rng. Another possibility is that the opposite cobatant died of the wyrms poison after the battle, if both finalist dies I am not sure what happens. Did you still posess the wyrm after the arena or where you forced to recall him?
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October 8th, 2003, 01:54 AM
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BANNED USER
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Re: routing uberweirdness
I met with this replay bug as well...I hope that it will be fixed in Dominions II.
[If there will be replay at all.  ]
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October 7th, 2003, 02:23 PM
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Re: routing uberweirdness
Quote:
Originally posted by johan osterman:
As pocus said it could be a problem with the rng. Another possibility is that the opposite cobatant died of the wyrms poison after the battle, if both finalist dies I am not sure what happens. Did you still posess the wyrm after the arena or where you forced to recall him?
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as far as i remember, i did not have to recall the wyrm. but i don't know if he got some battle afflictions. it's been a while...
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October 7th, 2003, 03:55 PM
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Lieutenant Colonel
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Re: routing uberweirdness
you should also know that (in doms I at least) some effects are applied until your unit pass the saving throw, and wont stop when battle end. For example if you can happen to win a battle with several of your mages poisoned and alive (at end of battle), and have them all dead in reality, because they never succeeded in stopping the poison loss.
Same thing for the spell which corrupt an unit, and let them loose one hp a round (dont remember the name, but I'm sure Nerfix will correct me). You can be sure to have your unit lost, even if the battle end with the unit still alive (not saving throw here, unit doomed).
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