Historically, didn't the Romans actually kill archimedes instead of actually keeping him, upon capturing Syracuse? Heh, maybe then the loss of ancilliaries is, hmm, just fine? :p
Historically, didn't the Romans actually kill archimedes instead of actually keeping him, upon capturing Syracuse? Heh, maybe then the loss of ancilliaries is, hmm, just fine? :p
Can't we keep the slaves though?
There are 2 technical difficulties that are insurmountable here:
1. The bane of the ancillary system--we can't tell what ancillary a general has gotten, either through a trigger, or as a present from another general.
2. We can only see and affect the traits of a single general at a time (one exception being a general's father). We can't say, "if this enemy general has this trait, give this trait to this general."
So, in conclusion, a general's traits can be based on his father's traits (and only his father's, not his son's, brother's, or enemy's), but his ancillaries can not be based on anybody else's ancillaries.
And yes, one story of Archimedes' death is that the Roman general Marcellus sent his soldiers to bring the great mathematician to him. Archimedes wanted to finish the math problem he was working on instead ("Do not disturb my circles!"), so they killed him. Maybe they were upset because the engines he had built for King Hiero had killed so many of their countrymen?
Hmmmm. What if you assigned every ancillary a unique power of two as a code number (1, 2, 4, 8, 16 . . .), and then had it give an Electability bonus equal to that number? You would then have a finite number of possibilities for the Electability attribute for a possessor of the ancillary.Originally Posted by Malrubius
For instance, say we wanted to check five ancillaries as part of trigger conditions. We assigned them respective powers of two from 2^0 to 2^4. Now, if we want to check whether a general has ancillary #3 (with code number 4), we check if his Electability is equal to 4, 5, 6, 7, 12, 13, 14, 15, 20, 21, 22, 23, 28, 29, 30, or 31. If it's equal to any of those numbers, he has the ancillary; if not, he doesn't. Of course, the number of possibilities will increase exponentially as we increase the number of ancillaries we want to test for, but there's no limit to triggers, so no worries there. We'd just need to make a simple program to generate them.
*adds another notch to his List of Stuff I've Probably Helped EB Out with Without Having to Do a Damned Thing, a list quite a lot longer than the List of Stuff I've Helped EB Out with by Actually Doing Something*
Any idea what the maximum value of Electability is?
You're going to get into very large numbers very quickly, unless you just do this for a handful of ancillaries. (IOW, don't notch your chickens before they're hatched)
It is possible, and we'll be looking into these sorts of traits. Probably not for the open beta though.Originally Posted by jerby
Thanks for the suggestion!![]()
Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
I'll do a quick test.Originally Posted by Malrubius
That's why I said "Probably".Originally Posted by Malrubius
Edit: I removed all triggers from EDCT, gave Good_Commander (which Flavius Julius starts with in vanilla) the effect of Electability 1000000000, and then added the following triggers:
I then started a game and ended my turn. Suddenly, good ol' Flavius was a heroic attacker and defender, but Paralytic. I think we can safely guess that there's not any limit. 1,000,000,000 is good enough for 29-30 ancillaries, in any case.Code:;------------------------------------------ Trigger inherited WhenToTest CharacterTurnEnd Condition Attribute Electability [gt]= 1000000000 Affects GoodAttacker 20 Chance 100 ;------------------------------------------ Trigger inherited WhenToTest CharacterTurnEnd Condition Attribute Electability [gt]= 1000000 Affects GoodDefender 20 Chance 100 ;------------------------------------------ Trigger inherited WhenToTest CharacterTurnEnd Condition Attribute Electability [gt]= 1000 Affects Drink 100 Chance 100
Of course, there's the slight problem of having to list roughly 500,000,000 possibilities to check for the presence of any given ancillary, but this can be simplified substantially by translating the triggers into ranges. The 29th ancillary, for instance, has a code number of 268,435,456, so (assuming 30 ancillaries) we can just check:
The number of triggers will then double for each step down, all the way up to the maximum of 536,870,912 for the first ancillary (listing all odd numbers from 1 through 1,073,741,823). Of course, such problems wouldn't really arise if we just selected a few ancillaries we wanted to check for.Code:Condition Attribute Electability [gt]= 268435456 and Attribute Electability [lt]= 536870911 [next trigger] Condition Attribute Electability [gt]= 805306368 and Attribute Electability [lt]= 1073741823
Given the Senate's removal, perhaps we could also use SenateStanding and PopularStanding? Or are those used? They would, of course, reduce the burden exponentially.
I can't help but think there must be some way to refine the system. What if we had, for each ancillary with code number N, a hidden trait, which would give -N electability? We could then have a progression of trigger pairs for CharacterTurnEnd that would grant or remove the traits in succession, such that only one pair would be necessary per ancillary. For example, say we have N ancillaries, where any ancillary N gives an Electability bonus of 2^(N−1) = N'. Then we would have a series of triggers such as:
AncillaryNGain would, of course, give Electability -N' for any N. Now, consider. For the first trigger, what combination of ancillaries could possibly cause an Electability bonus of [gt]= N'? Only one that contains Ancillary N, because all other ancillaries' Electability combined amounts only to N'−1 Electability.Code:;------------------------------------------ Trigger AncillaryNGain WhenToTest CharacterTurnEnd Condition Attribute Electability [gt]= N' Affects AncillaryN 1 Chance 100 ;------------------------------------------ Trigger AncillaryN−1Gain WhenToTest CharacterTurnEnd Condition Attribute Electability [gt]= N'/2 Affects AncillaryN−1 1 Chance 100 . . . ;------------------------------------------ Trigger Ancillary1Gain WhenToTest CharacterTurnEnd Condition Attribute Electability [gt]= 1 Affects Ancillary1 1 Chance 100
So if the character has the ancillary, he'll gain the AncillaryN trait, which will reduce his Electability by N'. After that's checked, he can only have more than (N−1)' = N'/2 Electability if he has Ancillary N−1. And so on, all the way down to Ancillary 1. Do you follow?
Okay, now after all those triggers, if the player hasn't traded away any ancillaries, Electability will be 0. If he has traded away ancillaries, we can test in exactly the same way as before. If the player traded away Ancillary N, Electability will be at -N' due to the AncillaryN trait, and so we check for that and adjust traits accordingly to account for lost ancillaries.
Finally, as an error-catcher: immediately after all these checks are done, have the game check to be sure Electability is 0. If it's not, have a warning message popup saying "BUG! Save this game and send it to EB at foo@bar.com, or post it on our message boards!"
Last edited by Simetrical; 08-29-2005 at 22:07. Reason: Because the damn board loathes pointy brackets
He was slaughtered by a legionary because he wouldn't leave his home.Originally Posted by Danest
The general of the campaign, Marcelleus, was rather incensed, as he had given specific instructions to capture Archimedes alive.
I like this Idea!!!Originally Posted by jerby
this would really be cool.![]()
Yes really cool. But I don't think this is possible either. When Malrubius said that the general's father is an exception, so there is a way to check his traits, I think he means the father would have to be alive. I might be wrong.Originally Posted by Gertgregoor
k
Worshiper of therother.
Yep, the complete story was like this: the guy was in his yard, obsessed with some geometry problem he was drawing with a stick in the pool of sand that the ancient used as we use chalkboards now. The soldier entered the yard and tried to bring him out, but he refused. He was about to find the solution to the problem and wanted to have it solved before leaving. Then the soldier started to erase with his feet the figures that Archimedes had drawn, so the wise man was very angered. He started beating the soldier with his thin stick as he yelled: "Don't erase my circles!"Originally Posted by metatron
Those were his last words. The infuriated soldier drew his sword and stabbed him.![]()
Last edited by Dux Corvanus; 08-27-2005 at 21:19.
And that's how a mith is born.Originally Posted by Dux Corvanus
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Not that I don't believe in the story...
I have a great respect for miths.
k
ps. Loved it, saved it for later use...
Worshiper of therother.
Malrubius seems to think I have some use...Originally Posted by jerby
...if you ask me he must be developing some really bad traits...it is starting to affect his judgement...or maybe he's been standing too long around a temple of fun.![]()
k
Worshiper of therother.
Nah, it's his ancillaries that are the problem: they are forever giving him more work to do, rather than helping him out.Originally Posted by kayapó
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Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
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