Koshea69 Posted October 16, 2012 Share Posted October 16, 2012 I'm probably in the small minority of people who aren't looking for more randomness in the game but less. I look at a strategy game more like chess so would really like to find a way to diminish the effects of the random number generation on the way the game plays. Not get rid of it entirely, but if a soldier misses a 95% chance to hit, I want that to be something you really remember about that soldier not "Well, that's just X-Com", on the flip side a soldier making a 2% chance shot crit kill would be remembered as a legend in his time. I think you could do that by having the game generate 11 random numbers from 1-10, add them all together and subtract 10. (11d10-10) so to speak. That would generate a number from 1-100 but it would give a far greater probability of coming up with a number closer to the average than a number closer to the extremes. Granted were not talking about a percentage chance anymore but if we can generate the numbers that way it will make the game feel much more strategic and much less random, while still having a chance at being random but it a much more memorable way. With seeding, I'm not sure how many times the computer generates random numbers every time it saves but I assume it's a lot, and for every random number it generates this would add 10 more plus math so it might be a processor killer but it doesn't seem to be the case.Crits don't need to work on this system, just the hits Would really love to see something like this, hoping to play this game from a much more strategic viewpoint. Is this something we can make happen, or someone can point me in the direction of where to make it happen myself? Link to comment Share on other sites More sharing options...
dreadylein Posted October 16, 2012 Share Posted October 16, 2012 the processing power wouldnt be a iussue, the modding himself would be easy too, but as long as we arent able to recompress the upk files we cant do much Link to comment Share on other sites More sharing options...
SeanNorm Posted October 16, 2012 Share Posted October 16, 2012 This sounds extremely interesting, I'm a 'Noob' when it comes to modding but I really hope someone see's this and attempts to try it out :D Link to comment Share on other sites More sharing options...
Daemonjax Posted October 17, 2012 Share Posted October 17, 2012 (edited) Yeah, I could see how a normalized RNG mod for this game would be popular. For example, in Path of Exile, the dodge stat is a random chance to dodge an attack... and it's normalized. So, if you have an exactly 50% chance to dodge, you'll never dodge twice in a row or not dodge twice in a row. Or something like that :D Look into however they did it, because it's done correctly in that game. Basically, the "dice" remembers past results to ensure you NEVER have streaks of good or bad luck. So, it's not random at all, but whatever. Most people don't want random. They see a shot for 50%, they take it, miss, and say to themselves: "Ok, I'll hit next time." It would be a challenge to make it work with the anti-savescumming feature, and also it would have to run some kind of statistical analysis of X # of past results since the chance to hit changes a lot from target to target. You may build it and realize it sucks for this type of game, but whatever. Just tune the X in "X # of past results" until it feels random enough. Instead of normalizing, then it would be more like anti-streaking measure. Like, if X was 8, then you could have a streak of good or bad luck for 8 rolls, but after that your luck would change for the better/worse. Wouldn't be luck, though, of course. heh Edited October 17, 2012 by Daemonjax Link to comment Share on other sites More sharing options...
Beknatok Posted October 17, 2012 Share Posted October 17, 2012 Looking at the raw game scripts, references to Rand() are all over the place. I'm willing to speculate that if anyone is going to be successful in accomplishing the goal of rewriting RAND(), you'll need to get into the "Core" engine... possibly the core Unreal engine (vs what the devs built to extend it). I believe this, because RAND() is shown as a dependency of the other UPK scripts (as expected), labelled with a "Core" reference. http://forums.nexusmods.com/index.php?/topic/809355-beyond-defaultgamecoreini-analyzing-the-game-scripts/ Link to comment Share on other sites More sharing options...
dreadylein Posted October 17, 2012 Share Posted October 17, 2012 Changening Rand directly could lead to confusing results i guess, guess it would be better to mod the desired functions which use it Link to comment Share on other sites More sharing options...
Daemonjax Posted October 17, 2012 Share Posted October 17, 2012 (edited) Looking at the raw game scripts, references to Rand() are all over the place. I'm willing to speculate that if anyone is going to be successful in accomplishing the goal of rewriting RAND(), you'll need to get into the "Core" engine... possibly the core Unreal engine (vs what the devs built to extend it). I believe this, because RAND() is shown as a dependency of the other UPK scripts (as expected), labelled with a "Core" reference. http://forums.nexusmods.com/index.php?/topic/809355-beyond-defaultgamecoreini-analyzing-the-game-scripts/ I wouldn't rewrite Rand(), I'd just intercept the results before it got used. Then, determine If the roll sucked too much or was too good based on past results. Then, either carry on or reroll another random number. ;) If X past results were stored with the savegame, then the anti-savescumming feature would still work (which is hidden behind Rand() somewhere). EDIT: What dreadylein said. heh Edited October 17, 2012 by Daemonjax Link to comment Share on other sites More sharing options...
Beknatok Posted October 17, 2012 Share Posted October 17, 2012 Changening Rand directly could lead to confusing results i guess, guess it would be better to mod the desired functions which use it I wouldn't rewrite Rand(), I'd just intercept the results before it got used. Then, determine If the roll sucked too much or was too good based on past results. Then, either carry on or reroll another random number. ;) If X past results were stored with the savegame, then the anti-savescumming feature would still work (which is hidden behind Rand() somewhere). I agree with both of you. However, the OP/subject of this thread is asking about modifying RAND() itself. Hence my focused answer. Link to comment Share on other sites More sharing options...
Daemonjax Posted October 17, 2012 Share Posted October 17, 2012 Yay, we all agree :D Link to comment Share on other sites More sharing options...
Kaerar Posted October 17, 2012 Share Posted October 17, 2012 I just read a thread about the RNG of the Random Number Generator and it's a pretty strange beast to say the least. However it looks to be working pretty well and very randomly. Only problem I see is that a global seed is used, whereas if it used seeds for the individual entities ingame it would give just as random yet more consistent results. Ah well the power of hindsight ;) Link to comment Share on other sites More sharing options...
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