Death Probability?

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Yeha 10% seems to be way too much. 5% might be okay, otherwise they have to speed up ageing (probably still do) by a lot so kids can replace the dying lords.
 
They are definitely dying in AI vs AI battles (idk if you meant player autoresolve). Lol my favorite vassal is already dead in this playthrough (1.5.0 beta), poor olek. Olek died on one of the first few days in a Sturgia vs Vlandia army battle, the clan was passed down to his son Urik.

EDIT: Im wrong, olek died of natural causes PIC
How did he die at the begging of your campaign cuz of NATURAL causes. Dude that's some sh*t luck right there
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Yeha 10% seems to be way too much. 5% might be okay, otherwise they have to speed up ageing (probably still do) by a lot so kids can replace the dying lords.

It isn't just battle. Upon review, in my first playthrough a lot of them were dying due to aging, I just hadn't noticed because I was only counting grey faces, not checking the cause of death in each case.

How did he die at the begging of your campaign cuz of NATURAL causes. Dude that's some sh*t luck right there
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We're gonna need to have a talk about that death to old age curve.

@Bannerman Man remember how I said it would be hilarious to see lords dropping in the first five years? Get the laugh track started.
 
@Bannerman Man remember how I said it would be hilarious to see lords dropping in the first five years? Get the laugh track started.
It has been prophesied, haha. They could probably play with the curve some. Although in my game out to 400 days there've only been 6 lords to die of old age so far, 4 to labor, and 7 that start the game already dead (that will probably play some role in the main story if I had to guess).
 
At that age it looks like it would be an approx. 1 in 8400 chance per day that he would die, lol.


Good point. You can see how the old age death probablility is calculated in the CalculateHeroDeathProbabilityInternal method. I made a graph of the chances here. Those are daily chances.


True, but I'm also basing my conclusion on the fact that I've "simulated" a 1.5.0 game out to about 400 days by just letting it run, and not a single npc hero has died from battle. I've also sprinkled some breakpoints around in the code that deals with death in battle and none of them trigger unless it's in a real time battle with the player. I'm pretty confident it doesn't happen. Whether that's due to a bug or is intentional is another subject.


Decompiling the .dlls with dnSpy. It's coded in C#. The method that kills heroes is ApplyInternal in the KillCharacterAction class. That's a different block of code than the one in the screenshot above (which deals with autobattle casualties), and the two are not connected by function calls in any way that I can tell.

Edit: Here is the method that calculates survival chances. It actually is called by the above method, but only in the part of the code that deals with regular troop casualties (not for heroes). This same method is also used for real time battle casualty survival odds as well.
Get-Survival-Chance.png
Thanks for this insight. I thought it was C#. I know this stuff lol. I didn't think I would know anything that applied to game development. I picked up on another thread that xml file coding is involved as well, and I know that too. I mean I know more than just C# and xml file coding, but I have used these two very frequently in the work I have done. For some reason I thought games would use different langauges than what we use to make these business applications that I have worked on. Suddenly I feel more confident that I can mod games. :shock::idea::eek:
 
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