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MODs and Dice

Immaculate

unerring
Joined
Jan 22, 2003
Messages
7,623
So, i am relatively new to NESes and i had a quick question. How do Mods figure out combat? What is the roll of dice/RNG in that decision? How do they assign probabilities?

I'd like to hear from a few different mods and see if the ideas are the same or different and what works.

i
 
I'm currently investing myself in the automation of that system that will probably utilize randomness in weather (within reason), terrain (within reason), and maybe some other things like surprise.

But if I were to pick a more random thing I'd go for Birdjaguar's system (or something like Civ4's or EU2's). Pure dice IMHO is barbaric.
 
I go with pure dice with different modifiers for different circumstances... I cannot explain this system, because my NES is still in tact. After MRTOR dies, I'll hand out my system.
 
I use some general reasoning, the amount of emphasis I have put on military quality, some dice for determining if a surprise attack was indeed a surprise attack, the quality of generals in general. And some other insignificant factors. But mostly just general reasoning.

Then again, I am a newbie, this is the first NES I'm running with an actual successful update.
 
I used reason, some modifers and a RNG for my nes. Simple but I needed more preparation to make it really work.
 
Personally, I've rarely used any randomisation. I just go with whatever feels right, after thinking about the situation and all the factors involved (or at least as many factors as I can think of).
 
D20 sided dice with modifiers on it arbitarily by me as dictated by the orders sent to me by the players
 
Wow-
huge disparity.
from totally inclusive algorithms to pure judgement.
very interesting.
 
There are no "best practices" in NESing.
 
I'd try and get new mods to steer away from pure judgement though, unless it's a modern NES, considering how back in the good ol' days there really was an amount of luck involved with battles. No matter how the mod may feal about the way a battle should go, there should always be some way of taking into consideration the perfectly timed cavalry charge, or the accidental miscalculation of times when armies were to converge, or exceptional characters who might show themselves on the battlefield, or any other random factors that could be experienced therein. If you're going on a pure judgement call, you're prone to be called favoritist if something like this happens.
 
True, Thlayli, but wouldn't you, rather than arbitrarilly saying "This is how a battle goes", feal better about your decision knowing that tickling your fancy (either by numbers or strategy or tactics or in worse case scenarios, favoritism) wasn't the reason someone won a battle? Surely strategy should be taken into consideration, but when the mettle meets the skin, you can be sure noone knows how it'll turn out. Especially in the medievil days. Many a good battle where the overwhelming odds were beaten come to mind. most of the time because of a good general showing his colors, of course, which we barely ever emulate in a NES.
 
File me under pure judgment.
I started thhis way and then added some die rolls, but my "pure judgment" turned out to be "poor judgment" and the game suffered. To do what NK does takes real talent. :hatsoff:
 
The whole favouritism thing is the reason why I have dice rolls to determins stuff ultimatley, although I can put modifiers on it arbitarily as a mod.......

The point is regardless, if you have decent enough orders, not too over the top but decent, you should have a decent chance, but it wont be a forgone conclusion!!!
 
What do you consider "better" orders, carmen?
 
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