Challenge #7: Wonder Woman

flamingzaroc121 said:
scherbchen the thing is, goody huts never give the same thing, so for you it might be AH but for someone else, it might be a map, you never know. that is why most of the games like this disable goody huts, because they are to random

But the problem is that if you take the same path to the goody hut it will always pop the same thing. In a challenge like this, where you can reload from the start, that is a problem. For example, someone found a hut path this last challenge that popped 6 techs.
 
i still agree with flamingzaroc though, as sometimes (in my experience, i might be wrong) going the exact same route and hitting a hut the same turn as before will yield a different outcome. in most games i replayed there appeared to be two paths (cultural challenge for example) or two different spawns for huts. the first hut on my route either yielded 108 gold then the 2nd hut would give me a map if i remember correctly, or the first hut yielded 30ish gold then the second would pop a tech. going the same path both times.

still this is abusable imho (just reload) and i too would prefer hut-less challenges.

speaking of challenges, is a new one in the making?
 
scherbchen said:
i still agree with flamingzaroc though, as sometimes (in my experience, i might be wrong) going the exact same route and hitting a hut the same turn as before will yield a different outcome.

I'm fairly certain that you are not quite remembering your experience exactly.

The AI is deterministic - given the same set of inputs, the AI will respond precisely the same way. The seed for the random number generator is loaded at startup, and any given seed will always spit out the same "random" numbers in the same sequence. The only truly random element in the game is the human player(s).

If you change the number of times the RNG is touched prior to a "random" event, you change the outcome of that event (although lots of the possible outcomes are duplicates - it may not be easy to determine what happened). So the butterfly effect is in full force - you inadvertantly reveal a different tile than in your previous plays, so the barbarian axeman spawns there instead of here, which means that instead of moving it engages in combat (lots of dicerolls), and now your Bronzeworking hut is instead coughing up healing.
 
Hut poping is very abusable. On the ironman challenge i found a hut path that yielded 6 techs and 300 gc i belive. + some scounts and maps.
 
put like that it maks a lot more sense than my superstitions voiceofunreason :)
 
Turning off the preservation of random seed would corrent the goody hut path problem, but would create the problems that someone could just load their ave until the hut popped a tech, or load a save until their axeman with 20% chance killed the archer, etc. I suppose either of the new problems would fall under the honor code clause of the challenges; that is, not restarting from an old save on a given try, but it seems silly to make it too easy.
 
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