Alamaze & Fall of Rome Forum
#300 - Experimental - Printable Version

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RE: #300 - Experimental - Rogal - 11-24-2014

Notice to all Warlords, Tyrants, Crusaders, Kings, and Nobles, it has come to the Dwarfen Core of Engineers that no one has build any defenses. So, for all you military aggressive types, all capitals are at their starting defense values. You share a region with someone, there is still a very good chance your opponents walls are low and easy to swarm over. Are you a king who does not want to loose your head to some enemy kingdom, really rethink building some defenses.

(Disclaimer, I have seen no message about added gold for building defenses, so it is either a computer error, or no one built any defenses yet, Go get them monster kingdoms, non monsters exploring for new pop centers, build defenses).

Master of Dwarf Enginers


RE: #300 - Experimental - DuPont - 11-25-2014

Found a city and it's in the water! Making plans to relocate the capital even as we speak...


RE: #300 - Experimental - VballMichael - 11-25-2014

It is a sad day in Alamaze when the brilliant denizens of the Underworld search the world and cannot find a city.

Training standards must be slipping; examples have been found of current agents not even finding their way home.

One thing I have noticed about this experimental game is a clumping of population centers. I found a cluster of towns and villages where I found four in a row, with two directly beneath. Not sure if this is bad or good, but it is different.


RE: #300 - Experimental - Beatific - 11-25-2014

I also starting positions are quite different. All four starting PCs in four different regions. Rather indefensible. Allies and negotiation seem to be actually more important now. Macro game diplomats have to like that. In an anon game, though, it could be too crippling, especially if the other kingdoms get lucky and find your PCs on turn 1. As happened here. As you said Vball, quite different. Also, this many kingdoms is very crowded and expansionism is noticed immediately.........A bit hot for this NooB. Already had to run like a cowardly dog from one kingdom after a brief blustering match. Sad


RE: #300 - Experimental - unclemike - 11-25-2014

(11-25-2014, 10:14 AM)VballMichael Wrote: One thing I have noticed about this experimental game is a clumping of population centers. I found a cluster of towns and villages where I found four in a row, with two directly beneath. Not sure if this is bad or good, but it is different.

I've rechecked all of the turn 0 die rolls (pop center placements and other matters) and everything was handled properly so if pc's are clumped together in your region, it is due to an entirely random distribution...


RE: #300 - Experimental - The Broken - 11-25-2014

(11-25-2014, 01:40 PM)unclemike Wrote: I've rechecked all of the turn 0 die rolls (pop center placements and other matters) and everything was handled properly so if pc's are clumped together in your region, it is due to an entirely random distribution...

Finally! Brillant!


RE: #300 - Experimental - unclemike - 11-25-2014

Though I have notice some clumping of pc's at times when I tested all of this before the game started. I'm not really doing anything that special in the code for determining pc placement on the map. Perhaps on a bigger map, it'll have a smoother distribution but on a map of 26 x 26 areas (676 total areas), 10 regions (approx 68 areas per region), there may be some clumping of pc's.

If you're a math wiz, let me know if there is a better way than the following:

Step 1: randomly roll # of cities/towns/villages
Step 2: randomly roll pc position within region (out of the 68 areas in a given region)
Step 3: if pc already exist at that position (or Fire of the Void location), roll position in region again
Step 4: randomly roll unusual encounter locations on the entire map (skipping pc's and the volcano)

I'm using the standard Java random number generator routine (java.util.Random class). It's initial seed to generate the random number sequence is based on the current timestamp in milliseconds from Jan 1, 1970, so each time I call it, it gives me a different numbered sequence which in turn has a different list of randomly generated numbers.

I've tried playing around with two different versions of this in the code: (1) refreshing the initial seed before processing each pop center in the region, or (2) using the same initial seed and calling the next iteration in the numbered sequence (so there's only one initial call for Java to generate it's sequence of random numbers), but they both have just about the same results (with clumping being involved).

I haven't looked at Fall of Rome java code yet but I can't imagine how many different ways there are in handling the above steps for this...


RE: #300 - Experimental - Acererak - 11-25-2014

Vballmichael- You want to chat about our encounter?

brianknollenberg@gmail.com


RE: #300 - Experimental - VballMichael - 11-25-2014

(11-25-2014, 03:46 PM)Acererak Wrote: Vballmichael- You want to chat about our encounter?

brianknollenberg@gmail.com

yep, will email you


RE: #300 - Experimental - Hawk_ - 11-25-2014

Generally speaking I would think totally random PC locations would be the best system.

From a defensive standpoint if your pop centers ended up clumpy that would be a desirable out come. It would allow you to cover more of them with a group doing intercept.

Is there or should there be a constraint for maximum and/or minimum total region population including all PC types? Should this be increased if there are two capitols starting in the region?