jizzbomb
Squire
posted 07-23-15 07:12 PM CT (US)
I've created a scenario which will spawn between 30 different units "randomly". Im currently using a rolling set of triggers that loops through the 30 units and creates which ever unit the trigger happens to be creating at the time. I don't thinks this cuts it, so I want to change it to use the transport ship trick to make it genuinely random. My question is, am I better off using 2 transport ships, one with 8 tiles available around it and one with 4 tiles around it (8×4=32). Or 3 transports 2 with 4 tiles available and 1 with 2 tiles available (4×4×2=32)? From what ive noticed testing this the transport with 8 tiles, The tiles diagonal to the ship dont seem to be landed on as much as the tiles adjacent.
But it would use fewer triggers. Any thoughts?
jizzbomb
Squire
posted 07-24-15 04:35 AM
CT (US)
3 / 26
Yeah sorry, I forgot to mention I am not using the HD version so that wont work for me. Thanks anyway. I'll use 4x4x2. The extra 2 tiles will just regarrison and unload. Cheers guys.
jizzbomb
Squire
posted 07-24-15 06:08 AM
CT (US)
5 / 26
I will use a transport with 4 shallows tiles surrounding thats basically the same as the ram idea, yeah?
I also dont like the chance condition on HD seems clunky and you still have to make work-around to get it to work.
With the hawk I believe it has to be in the very center of the map to get a proper result because the tend to fly towards the center.
jizzbomb
Squire
posted 07-24-15 06:02 PM
CT (US)
7 / 26
Ill see what sort of delay there is and go from there. Thanks for the help.
jizzbomb
Squire
posted 07-25-15 07:21 PM
CT (US)
11 / 26
For it to work you would have to do some math and have a lower chance on the first trigger increasing with each trigger because the chance of each trigger firing decreases exponentially.
jizzbomb
Squire
posted 07-30-15 05:33 PM
CT (US)
15 / 26
Your method is fine in my opinion but you have to tweak the numbers. The first has 20% chance of firing out of 5 outcome which is fine. Second has 20% out of 4 outcomes, so it should be 25%. Next should be 33%, then 50%, and the last trigger should have no chance condition at all. I could be wrong here, but thats the way I would do it. I dont actually have HD installed so I cant test this.
jizzbomb
Squire
posted 07-30-15 06:07 PM
CT (US)
17 / 26
Divide the remaining outcomes by 100 inclusive. Should do the trick.
jizzbomb
Squire
posted 07-30-15 07:21 PM
CT (US)
19 / 26
Just out of curosity a chance 100 condition will fire immediately everytime?
jizzbomb
Squire
posted 07-31-15 00:25 AM
CT (US)
21 / 26
Does it support decimals?
jizzbomb
Squire
posted 07-31-15 08:41 AM
CT (US)
23 / 26
I feel your fustration. Its like they've looked through these forums and others and thought "yes, lets make a teleport condition" "lets make a random condition" "that will win the designers over". Sadly its as half-assed at the rest of the "reboot". A game that has as strong as community as aoc can not be "bought off" with a couple of cheap tricks that weve managed to work out after 15 years, and do it better than their 5 minutes of coding.