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New Random Seed in Reload

It was made invisible and turned off by default, mainly because it makes saves un-debuggable (which is bad). It is also kind of cheating. ;)
 
Taking the easy way out is taking the wrong way out in this case. Don't restrict people how to play the game to the way you think they should be playing. That's just design.

Disabling it for intermediate SVN releases is ok, but doing this for "final" ones would certainly not. You'd just piss people off.
 
Taking the easy way out is taking the wrong way out in this case. Don't restrict people how to play the game to the way you think they should be playing. That's just design.

Disabling it for intermediate SVN releases is ok, but doing this for "final" ones would certainly not. You'd just piss people off.

As praetyre pointed out, debugging was my primary motivation here. Even release saves need to be debugged sometimes.
 
It was made invisible and turned off by default, mainly because it makes saves un-debuggable (which is bad). It is also kind of cheating. ;)
A lot of things still give a different result if you reload a save and try several times, so it doesn't seem like everything uses a static seed.
 
I think since this is a game option it should be possible to save the seed in the savegame file anyway and use for debugging purposes. That way a debug build (only) will ignore the new seed option and load the previous seed for use. Otherwise the saved seed gets ignored and and the random number generator gets reseeded.
 
A lot of things still give a different result if you reload a save and try several times, so it doesn't seem like everything uses a static seed.

If you reload the same seed and do the same sequence of events you will always get the same results. However, if do you something different that causes the random number generator to be used in a different sequence for different actions, you will get different results.

The way it works is that the seed gets replaced with a new value every time a random number is generated. However, the mathematical operation to produce the "random" number (new seed) is the same every time. So if you start with the same seed number, you will always produce the same sequence of new seeds. The difference comes as a result of using the new seed for a different sequence of actions made by the user.
 
Taking the easy way out is taking the wrong way out in this case. Don't restrict people how to play the game to the way you think they should be playing. That's just design.

Disabling it for intermediate SVN releases is ok, but doing this for "final" ones would certainly not. You'd just piss people off.

I was under the impression that turning it on may also make saves unplayable if you update as well (ie, they are no longer backward compatible).
 
The only problem with random-seed-on-load is hat it makes games more or less useless for debugging purposes, so if you have a crash or hang we probably will no b able to diagnose I (and you'll be stuck).

I have an alternative to suggest (opinions please):

1) NO option for new seed on reload (as now in the SVN version)
2) A new key sequence (ctrl-alt-something) that re-randomizes the seed in game on request.

That way save games still produce reproducible sequences for debugging, BUT you can still load and then manually randomize if you feel you need to...
 
The only problem with random-seed-on-load is hat it makes games more or less useless for debugging purposes, so if you have a crash or hang we probably will no b able to diagnose I (and you'll be stuck).

I have an alternative to suggest (opinions please):

1) NO option for new seed on reload (as now in the SVN version)
2) A new key sequence (ctrl-alt-something) that re-randomizes the seed in game on request.

That way save games still produce reproducible sequences for debugging, BUT you can still load and then manually randomize if you feel you need to...

yeah. that would be great.
 
The only problem with random-seed-on-load is hat it makes games more or less useless for debugging purposes, so if you have a crash or hang we probably will no b able to diagnose I (and you'll be stuck).

I have an alternative to suggest (opinions please):

1) NO option for new seed on reload (as now in the SVN version)
2) A new key sequence (ctrl-alt-something) that re-randomizes the seed in game on request.

That way save games still produce reproducible sequences for debugging, BUT you can still load and then manually randomize if you feel you need to...

That sounds OK to me.
 
I really hope this is implemented. The random seed on reload saved one game for me, once, because processing the turn would crash the game. But with random seed on reload, and a lot of reloads, I was able to pass through the bothersome point.

Guess the ai finally decided to do something not as... crashy as before :)

So yes, I would like an option to randomize if needed.
 
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