Editing Death Rate

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This has changed, now if I read correctly a 1 level starting non player character without any perks in medicine, enemy perks, if damaged has a guaranteed death, which I am not sure if intentional, because fair enough one has low chance to survive without medical help if seriously injured but not 0.

They have modified the initial value to
ExplainedNumber explainedNumber = new ExplainedNumber(character.IsHero ? 0f : 1f, false, null);
and later on the calculation as well( in my opinion some of it like subtracting explainedNumber.ResultNumber from explainedNumber.ResultNumber * 50f does not really changes much but whatever)

ExplainedNumber explainedNumber2 = new ExplainedNumber(1f / explainedNumber.ResultNumber, false, null);
to
if (character.IsHero)
{
explainedNumber.Add(explainedNumber.ResultNumber * 50f - explainedNumber.ResultNumber, null, null);
}
ExplainedNumber explainedNumber2 = new ExplainedNumber(1f / explainedNumber.ResultNumber, false, null);

What remains true is that if the initial value is higher, the hero has a better chance for survival, however that is no longer true that 100f is 1% and 50f is 2%. 1f would mean for a hero to have about 2% death chance without any perks at level 1, 2f would be about 1%. In case of 100 depending on later rounding it might be that no battle deaths occure.

Levels, medicine perks, enemy medicine perks (and in case of your clan members death chance do and d id alter these.)


for anyone wandering: (f means the data type float instead of the default integer feel free to put it there)

So what I'm getting from this is, changing the value to 2, where we used to change it to 50 or 100, would yield about a 1% rate of death for a level 1 character with no perks?
 
So what I'm getting from this is, changing the value to 2, where we used to change it to 50 or 100, would yield about a 1% rate of death for a level 1 character with no perks?
Yes, 2 should result in about 1percent change, depending on level and perks, please keep in mind that it has changed again, they have modified the initial value to fix 1f, so removed the ishero condition, and also the part where explainedNumber.Add(explainedNumber.ResultNumber * 50f - explainedNumber.ResultNumber, null, null); was used, now it is using the addFactor method simply with 49f, this is generally about the same though in my opinion, only simpler (I have not followed the calculation though again).

Please keep in mind that simply modifying the base number without checking isHero is changing not only the hero's surviability (you can simply add back the isHero ? hero survival rate : non hero survival rate) condition. (Nobles, companions are heroes, I believe.)
 
You know, I'm of the firm belief that in games like this, options tend to be good. They'd make a lot of people happy if they simply gave us a couple toggles, and a slider.

Toggle 1 Birth On.
Toggle 2 Birth and Death On.
Slider 1 (Player Clan Death Rate)
Slider 2 (AI Clan Death Rate)

Imagine, now literally everyone gets to play the way they want. Want everyone to die constantly? Crank the slider up. Want death to be rare? Set the slider low. Want nobody to die, but you want births? Got a toggle for that too!

Regarding the specific edit.

ExplainedNumber explainedNumber = new ExplainedNumber(1f, false, null); <- This is the line we want to edit correct? And the specific value to edit is the 1f? I'm asking because the old example had a variable before the 1f, and that variable seems to be gone.

So, ExplainedNumber explainedNumber = new ExplainedNumber(2f, false, null); Would cut the base death rate from 2% to 1%?
 
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