Game is using pseudo-randomness but forget to warn us about it?

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Game is using pseudo-randomness but forget to warn us about it?

Post by demiare »

ORIGINAL: Vic

Ah right... yeah actually the leader relation modifier (-20 / +20 range) is implemented in a special way. It loads the dice for the actual 1d100 roll.
This means that a Relation 100 leader who gets +20 will roll 20% of the cases 100 and never below 21.

Can you explain a bit further what we have now?
As I'm understand game roll d100, mod with with relation modifier while keeping resulting value between 1 and 100. Then apply skill&goverment bonuses.
But here is an important question about strategem tooltip. We can have two different situations:
A) In tooltip we see all bonuses, including +/- for relationship. So it's purely correct one, except positive or negative relationship bonus affect min & max possible value.
B) Relationship bonus isn't included in tooltip at all.

My guess that we have "B" situation and this could explain everything I'm receiving from save/load tries. So please, clarify it. [&o]
Daltesh
Posts: 6
Joined: Wed Jun 10, 2020 5:35 pm

RE: Game is using pseudo-randomness but forget to warn us about it?

Post by Daltesh »

I think that forcing ironman on casual players would be a bad idea. Bugs and save game corruption are real concerns.

There also seems to be some misunderstanding here about psuedorandom number generators. They typically work off a seed provided by the system clock, so the operator adds a random element to it. This is an issue if you have many thousands of people trying to get different random numbers at the same time, but for one human playing a singleplayer game (who isn't intentionally altering their system clock), a pseudorandom number generator is essentially as random as a physical die.
diamondspider
Posts: 141
Joined: Fri May 15, 2020 1:54 am

RE: Game is using pseudo-randomness but forget to warn us about it?

Post by diamondspider »

This has nothing to do with pseudo-randomness. It has to do with that the "roll" that is shown vs. the target value does not state that the leader making it can give it an additional plus or minus 20. This is a 40 delta which, on rolls that are often in the 100 range, is HUGE.

The upshot is to pay your leaders very well. There are many reasons it is important to keep basically all of your leaders near 100 relation. If it falls clear to 50, they complain and cause more and more problems, give minuses to important rolls, and provide less benefit to orgs. These are key mechanics in this game, not side-cases that have little impact.
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