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March 12th, 2008, 09:11 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: many things determined by #id
Yeah, I've got more than three in a relatively short test as well.
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March 12th, 2008, 11:36 AM
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Corporal
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Join Date: Feb 2008
Posts: 150
Thanks: 0
Thanked 10 Times in 9 Posts
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Re: many things determined by #id
can be, the point was rather to discuss whether things are too much influenced by their arbitrary but fixed order (via id) or if this is not an issue at all.
I tried to give an example with the events. As it looks, there can be more than 3 but what I'm talking about is realistic proportions.
What I meant was more like if the code goes over all provinces in their order and checks if there is an event (based on scales) and checks if there were already enough/too many events for that nation and ignores the other provinces. I, at least had the impression that it works like that, more or less.
This was in 3.10, maybe it's changed with the scales spreading changes?
Anyways, thanks for the replies
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March 12th, 2008, 11:49 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: many things determined by #id
I don't understand what you mean by the events being determined by province id#. Please take a look at the saved game through the link in my post above.
There are 6 events, and the province number order is random with respect to event order. The six events do not occur in the six lowest numbered provinces. I don't think I've ever seen that happen.
Provinces held: #13 to #228, with some skipped.
Events occurred in these provinces in this order: 156, 145, 136, 144, 228, 131
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March 12th, 2008, 12:20 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: many things determined by #id
The most worrying thing is the idea that army movement might be determined by ID numbers. This could lead to MP exploits. It's already annoying that the AI can stop you from advancing by attacking with some 20 chaff units against your 1000 dude horde of elites.
If this is happening because the commander of the 20 chaff was built later than the commander of the 1000 elites, then that's a BIG problem.
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March 12th, 2008, 08:54 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: many things determined by #id
I thought movement success was random, with larger armies more likely to succeed. I have had little to no success in stopping large armies with small numbers of attackers.
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March 13th, 2008, 07:18 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
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Re: many things determined by #id
I haven't had much success when /trying/ to do it, but the AI in SP does it all the time and I can never seem to catch a non-stealthy much smaller raiding army hopping around my provinces using a bigger more powerful chasing force.
The main issue is that it is possible at all for a 20 strong handful of chaff to stop a huge powerful army in their tracks. I've actually had my army sat starving in a province for several turns because the damn AI chaff waves (of about 20 people) keep them stuck there.
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