Implementation of Dice

AI discussion, ideas, and SDK help.
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raccoon
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Implementation of Dice

Post by raccoon » Fri May 25, 2007 1:30 pm

How are the dice implemented in Lux? If you are not simulating the dice and are using precalculated percentages, what are those percentages?

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GregM
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Post by GregM » Fri May 25, 2007 2:45 pm

Dustin has posted the dice code here before, I think. As I recall, it does a full simulation, generating random numbers for each die the attacker and defender rolls, sorting attacking and defending dice, and comparing the top 1 or 2.

raccoon
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Post by raccoon » Fri May 25, 2007 3:38 pm

Excellent, I can proceed with using the risk probabilities. Thanks!

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Black Pope
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Post by Black Pope » Sat May 26, 2007 11:34 am

Your name caused me to recall this post, at the beginnings of my posting days here.
http://sillysoft.net/forums/viewtopic.p ... ght=racoon
Oddly enough, in my infancy, I didn't forsee multipost days in my future. :shock:

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mbauer
Not A Truck
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Post by mbauer » Sat May 26, 2007 4:28 pm

Black Pope wrote:Your name caused me to recall this post, at the beginnings of my posting days here.
http://sillysoft.net/forums/viewtopic.p ... ght=racoon
Oddly enough, in my infancy, I didn't forsee multipost days in my future. :shock:
And now look at you....just look at yourself and what you've become



For shame BP, FOR SHAME


:)

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Drifter
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Post by Drifter » Sat May 26, 2007 4:41 pm

Don't listen to pickle breath Popey, he's seems a bit sore that you snapped out of his brainwashing and left the anti-holy cult.

raccoon
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Joined: Sun Jan 21, 2007 4:17 pm
Location: USA

Post by raccoon » Sun May 27, 2007 11:30 am

Ah, but I am raccoon.

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