Archived from groups: rec.games.roguelike.nethack (More info?)
I've been thinking about this some time. At least five minutes by now.
What about having more than one bones file per level?
Names of bones files should then be appended a number:
bonM0.T01
bonM0.T02
bonM0.T03
....
bonM0.TFF
This might make a change in the loading probability necessary:
Instead of plain 1-in-3 chance the chance could be changed to
number_of_bones-in-number_of_bones_plus_2
That way, you'd still have the 33% chance for one bones file (as it is now)
but with more bones files, the probability would increase:
2 bones: 50%
3 bones: 60%
4 bones: 66%
5 bones: 71%
6 bones: 75%
I'm just not sure if a random file should be chosen or if the oldest one
should be loaded.
> That way, you'd still have the 33% chance for one
> bones file (as it is now) but with more bones files,
> the probability would increase: 2 bones: 50% [...]
Personally I'd rather keep the probability of encountering bones, and
*after* that decision is made choose which of the existing bones files
to use. Bones are fun, but they might be less fun (and more
unbalancing) if they came up more frequently.
> [stuff about bonM0.T* files]
My eye tends to interpret "bonM0.T" as "bon mot" (French for
"witticism" ), so I was obscurely surprised to discover that those
files don't have anything to do with fortune cookie messages.
Archived from groups: rec.games.roguelike.nethack (More info?)
Benjamin Schieder wrote:
> I've been thinking about this some time. At least five minutes by now.
> What about having more than one bones file per level?
> Names of bones files should then be appended a number:
>
> bonM0.T01
> bonM0.T02
> bonM0.T03
> ...
> bonM0.TFF
I really like this idea, it'd make both public games and Hearse usage,
both increasingly important elements of the Nethack universe, a bit
more interesting.
> This might make a change in the loading probability necessary:
> Instead of plain 1-in-3 chance the chance could be changed to
> number_of_bones-in-number_of_bones_plus_2
>
> That way, you'd still have the 33% chance for one bones file (as it is now)
> but with more bones files, the probability would increase:
> 2 bones: 50%
> 3 bones: 60%
> 4 bones: 66%
> 5 bones: 71%
> 6 bones: 75%
I'd leave that number the same, but make the chances of leaving bones
slightly less the more of them there are, with a modest boost to
chances for no bones.
> I'm just not sure if a random file should be chosen or if the oldest one
> should be loaded.
I think it needs to be random. Less certain, and increases the chance
of ancient bones surviving for some time.
Archived from groups: rec.games.roguelike.nethack (More info?)
Benjamin Schieder wrote on 27 Jun 2005 11:06:51 GMT:
> What about having more than one bones file per level?
I like this idea...
--
"Sometimes I stand by the door and look into the darkness. Then I
am reminded how dearly I cherish my boredom, and what a precious
commodity is so much misery." -- Jack Vance
Archived from groups: rec.games.roguelike.nethack (More info?)
>> [ increasing bones encounter chances the more bones there are ]
>
> I'd leave that number the same, but make the chances of leaving bones
> slightly less the more of them there are, with a modest boost to
> chances for no bones.
Sounds good to me.
The current formula is: 1-(1/(1+(DL/4))), meaning that the probability of
a bones _not_ being created is:
4: 0.5
5: 0.555555555555556
6: 0.6
7: 0.636363636363636
....
41: 0.911111111111111
42: 0.91304347826087
43: 0.914893617021277
44: 0.916666666666667
45: 0.918367346938776
I think adding the number of bones divided by two would fit so that the
probability goes down every other bones file:
>> I'm just not sure if a random file should be chosen or if the oldest one
>> should be loaded.
>
> I think it needs to be random. Less certain, and increases the chance
> of ancient bones surviving for some time.
Heh, imagine finding a 1.5 years old bones:
You see here a totally out of style leather jacket.
Archived from groups: rec.games.roguelike.nethack (More info?)
blindcoder@scavenger.homeip.net wrote in
news:slrndc4mcg.m0i.blindcoder@ceres.scavenger.homeip.net:
>>> [ increasing bones encounter chances the more bones there are ]
>>
>> I'd leave that number the same, but make the chances of leaving
>> bones slightly less the more of them there are, with a modest boost
>> to chances for no bones.
>
> Sounds good to me.
> The current formula is: 1-(1/(1+(DL/4))), meaning that the
> probability of a bones _not_ being created is:
> 4: 0.5
> 5: 0.555555555555556
> 6: 0.6
> 7: 0.636363636363636
> ...
> 41: 0.911111111111111
> 42: 0.91304347826087
> 43: 0.914893617021277
> 44: 0.916666666666667
> 45: 0.918367346938776
Those look like strange numbers. Are you taking into account that Nethack
uses integer math?
As far as nethack is concerned 4/4=5/4=6/4=7/4=1
I think the progression should go like this
0-3: 0.0
4-7: 0.5
7-11: 0.6666
12-15: 0.75
and so on.
Archived from groups: rec.games.roguelike.nethack (More info?)
>>>I'd leave that number the same, but make the chances of leaving
>>>bones slightly less the more of them there are, with a modest boost
>>>to chances for no bones.
>>
>>Sounds good to me.
>>The current formula is: 1-(1/(1+(DL/4))), meaning that the
>>probability of a bones _not_ being created is:
>>4: 0.5
>>5: 0.555555555555556
>>6: 0.6
>>7: 0.636363636363636
>>...
>>41: 0.911111111111111
>>42: 0.91304347826087
>>43: 0.914893617021277
>>44: 0.916666666666667
>>45: 0.918367346938776
>
> Those look like strange numbers. Are you taking into account that Nethack
> uses integer math?
> As far as nethack is concerned 4/4=5/4=6/4=7/4=1
>
> I think the progression should go like this
> 0-3: 0.0
> 4-7: 0.5
> 7-11: 0.6666
> 12-15: 0.75
> and so on.
Hmm, I put the formula into a perlscript and ran it. Guess the numbers get
screwed that way.
Any suggestion?
Archived from groups: rec.games.roguelike.nethack (More info?)
Benjamin Schieder <blindcoder@scavenger.homeip.net> wrote in
news:42c2dc89$0$19358$9b4e6d93@newsread2.arcor-online.net:
>>>>I'd leave that number the same, but make the chances of leaving
>>>>bones slightly less the more of them there are, with a modest
>>>>boost to chances for no bones.
>>>
>>>Sounds good to me.
>>>The current formula is: 1-(1/(1+(DL/4))), meaning that the
>>>probability of a bones _not_ being created is:
>>>[Snip strange numbers]
>>
>> Those look like strange numbers. Are you taking into account that
>> Nethack uses integer math?
>> As far as nethack is concerned 4/4=5/4=6/4=7/4=1
>
> Hmm, I put the formula into a perlscript and ran it. Guess the
> numbers get screwed that way.
> Any suggestion?
Do it in C.
Or use the % command and turn (DL/4) into (DL/4 - (DL/4)%1).
Neither of these is very good, and I'm sure someone else will come up
with something better.
Archived from groups: rec.games.roguelike.nethack (More info?)
Seraphim wrote:
> Benjamin Schieder <blindcoder@scavenger.homeip.net> wrote in
> news:42c2dc89$0$19358$9b4e6d93@newsread2.arcor-online.net:
>
>>>>> I'd leave that number the same, but make the chances of leaving
>>>>> bones slightly less the more of them there are, with a modest
>>>>> boost to chances for no bones.
>>>>
>>>> Sounds good to me.
>>>> The current formula is: 1-(1/(1+(DL/4))), meaning that the
>>>> probability of a bones _not_ being created is:
>>>> [Snip strange numbers]
>>>
>>> Those look like strange numbers. Are you taking into account that
>>> Nethack uses integer math?
>>> As far as nethack is concerned 4/4=5/4=6/4=7/4=1
>>
>> Hmm, I put the formula into a perlscript and ran it. Guess the
>> numbers get screwed that way.
>> Any suggestion?
>
> Do it in C.
> Or use the % command and turn (DL/4) into (DL/4 - (DL/4)%1).
> Neither of these is very good, and I'm sure someone else will come up
> with something better.
There's no floor function in perlscript?
--
Benjamin Lewis
"Love is a snowmobile racing across the tundra and then suddenly it flips
over, pinning you underneath. At night, the ice weasels come."
--Matt Groening
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