Monster creation in dungeons
#17
>At least my first program is somewhat interesting. It can output all possible combinations (most recorded
>was 10,270 on dlvl 3 - not counting dlvls 4-6 which take at least an hour of computing to determine) for a
>level and lists how many combination each monster appears in.

Ahh, one of the reasons I simulated picks instead, didn't take as long to do (for some reason), it was seconds on my old Pentium 130.

>I ran 500,000 iterations, but it doesn't seem to be anymore accurate than 100,000 for
>smaller levels. Speaking of which, I know the random values aren't actually random,

Well, my routine uses the built in random number function from Turbo Pascal (it is relatively good, especially for 100k itterations).

> but what is going on
>with dlvl 1?

???


> Can you make the random numbers MORE random - is there a way to get more accurate
>results?

??? Don't understand what you mean or ask about. Is it the fact that you get more than 100% for some monsters? That seems to be an algorithm problem with your program or simply a coding bug.

By the way, it would be interesting to add the number of unique combinations of monsters on each dlvl to the guide. However, your program only handle Diablo, right? Not Hellfire? My current program doesn't handle the ability to store the number of unique combinations. On the other hand, it would probably be easy to make a program that calculate that only, since you don't need to simultaneously calculate the probability of it. Hmm. I will see. Right now I will try to finnish converting my old Dview program to output plain txt spread sheets (and swith just a few lines of extra code I think it would be able to reverse the process and take txt files and put that data into the exe. I have a nice idea about the strings of monsters, items and such too. Basically each type has its own small data area where the strings are saved (however , the compiler do point into other areas should the string be available there). Anyway, one could write the code so that it pool all those string areas, and then take the names people enter into the txt files and store them were it fits. It would mean that if you have shorter monster names, longer item names can get stored there and so on. Just a thought. That will require additional work though, right now I just move arround the pointer.
There are three types of people in the world. Those who can count and those who can't.
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Messages In This Thread
Monster creation in dungeons - by the Langolier - 06-22-2003, 10:30 PM
Monster creation in dungeons - by --Pete - 06-23-2003, 01:03 AM
Monster creation in dungeons - by Jane - 06-23-2003, 06:56 AM
Monster creation in dungeons - by the Langolier - 06-23-2003, 07:13 AM
Monster creation in dungeons - by Yogi_Baar - 06-23-2003, 08:05 AM
Monster creation in dungeons - by Yogi_Baar - 06-23-2003, 08:53 AM
Monster creation in dungeons - by dfn - 06-23-2003, 09:09 AM
Monster creation in dungeons - by hell-bringer - 06-23-2003, 05:32 PM
Monster creation in dungeons - by Yogi_Baar - 06-23-2003, 05:59 PM
Monster creation in dungeons - by dfn - 06-24-2003, 06:34 AM
Monster creation in dungeons - by Jarulf - 07-10-2003, 08:01 PM
Monster creation in dungeons - by Zenda - 07-11-2003, 04:42 PM
Monster creation in dungeons - by Jarulf - 07-17-2003, 12:44 PM
Monster creation in dungeons - by the Langolier - 07-22-2003, 09:22 PM
Monster creation in dungeons - by Jarulf - 07-23-2003, 09:38 AM
Monster creation in dungeons - by the Langolier - 07-24-2003, 08:20 AM
Monster creation in dungeons - by Jarulf - 07-24-2003, 11:14 AM
Monster creation in dungeons - by --Pete - 07-24-2003, 04:02 PM
Monster creation in dungeons - by the Langolier - 07-28-2003, 07:29 PM
Monster creation in dungeons - by the Langolier - 07-28-2003, 07:59 PM

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