just a quick question, could someone explain how exactly the "RandomPercent" parameter works?
just a quick question, could someone explain how exactly the "RandomPercent" parameter works?
I believe: the game uses a random-function to generate a number. Then it compares the number with the one you've given for the RandomPercent. If your number is equal or greater than the generated one, you get the effect you want.
Norman Invasion - The fate of England lies in your hands...
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Actually, you provide the logic token yourself. That way, RandomPercent > 99 will return True with a 1% chance, same as RandomPercent < 2 or RandomPercent <= 1.
Yes, I thought that goes without saying, my bad. Thx Bozos! :)
Last edited by Aradan; 12-28-2007 at 14:44.
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
ok, i think i understand, but let me just check to be sure.
if a trait or ancillary trigger says:
what exactly happens?Code:... Condition ... and RandomPercent <= 5 ... Affects GoodCommander 1 Chance 10
(... denotes clipped text)
similarly, if triggering an event in a script, such as this one in EB:
what does the RandomPercent do here?Code:monitor_event FactionTurnStart FactionType scythia ... and I_TurnNumber > 35 and I_TurnNumber < 210 and RandomPercent < 5 and I_LocalFaction scythia console_command create_building Sulek hinterland_victory ... end_monitor
thanks in advance![]()
Last edited by tai4ji2x; 06-16-2007 at 03:28.
If the random number generated by the game is less than 5 (and all other conditions are met), you get the victory-building in Sulek.
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
thanks aradan :) so RandomPercent < 99 would mean 99 times out of 100, the condition returns "true"?
can you do...
?Code:and RandomPercent < 99 and RandomPercent > 50
or (assuming the system would even accept that) is that just a redundant way to do
?Code:and RandomPercent > 51
but what about traits/ancillaries? first there is a RandomPercent, and then the usual "Chance" #
does that mean that first it rolls dice for RandomPercent to see if it even will or will not execute yet another dice roll with the "Chance" parameter? which makes me wonder... why bother with two dice rolls?![]()
Last edited by tai4ji2x; 06-16-2007 at 13:54.
Basically it will be true 98 times out of 100, since 99 isn't less than 99... In order to have a 99% chance you must haveAssuming that in the case you used two RandomPercent checks the game only trows the dice once, I don't think your logic is correct. Because if the RandomPercent is 51, thisand RandomPercent <= 99
will be satisfied, while thisand RandomPercent < 99
and RandomPercent > 50
will not. Or if the value is 100, then the double one won't be satisfied and the single one will.and RandomPercent > 51
And there is always the chance that if you put two RandomPercent lines, the game actually throws the dice two times, in which case the final probability of your thing happening is prob1 * prob2= final_prob, which will always be less than the min{prob1, prob2} (assuming that we can't have 100% probability.
Generally, I can see no reason to put two RandomPercent lines, even if the game accepts them. It seems redudant and rather complicated.
The usage of both 'chance' and 'RandomPercent' is probably possible in order to allow for probabilities with up to two decimals to be used, as the engine calculates probabilities only with integers... I guess it's a valuable tool for traiters to be able to have probs like 43.76%...
Perhaps one of the highly experienced EB traitorswould be of more avail here.
Last edited by Aradan; 06-16-2007 at 17:03.
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
I believe the term is traiters ;)
monitor_event ForumTurnStart FactionType palantir
...
and I_PostNumber > 1
and I_PostNumber < 2
and RandomPercent < 100
and LocalForumBrowser noobie
and ProblemNameExists Installation Error
console_command create_angryPost Palantir ReadTheInstructionsProperlyFor_victory
...
end_monitor
Last edited by Dol Guldur; 06-16-2007 at 14:56.
hyuk hyuk hyukOriginally Posted by Dol Guldur
![]()
seriously though... anyone here know what the purpose is when it comes to trait/ancillaries?![]()
As Aradan wrote, using RandomPercent in traits/ancillaries allows you to have non-integer probabilities for triggers, as in this piece here:
You can also use it to save some lines of code: suppose that you want to trigger a certain trait B whenever a character acquires another trait A. You could either write it like this:Code:;------------------------------------------ Trigger harsh_lifestyle1 WhenToTest CharacterTurnEnd Condition EndedInSettlement and RemainingMPPercentage = 100 and SettlementBuildingExists = governors_house and RandomPercent > 50 Affects Austere 1 Chance 2 Affects Pragmatic 1 Chance 2 Affects Stoic 1 Chance 1
Or you can save some bytes writing it like this:Code:Trigger acquire_A WhenToTest CharacterTurnEnd Condition IsGeneral and Trait A < 1 Affects A 1 Chance 20 ;----------------------------------- Trigger acquire_B WhenToTest CharacterTurnEnd Condition IsGeneral and Trait A = 1 and Trait B < 1 Affects B 1 Chance 100
Code:Trigger acquire_A_then_B WhenToTest CharacterTurnEnd Condition IsGeneral and Trait A < 1 and RandomPercent > 80 Affects A 1 Chance 100 Affects B 1 Chance 100
Last edited by BozosLiveHere; 06-17-2007 at 19:59.
ok, i think i understand the second part. and so following from the logic there, i'm assuming this means that in the above trigger, the possibility of adding one point of "stoic" is thus effectively 0.5% ?Originally Posted by BozosLiveHere
thanks so much, bozoslivehere![]()
Yup.
Sorry to resurrect an old thread, but it seemed better than starting a related new one. Can I use the RandomPercent parameter to spawn armies like this?
Code:monitor_event FactionTurnStart FactionType scythia if RandomPercent < 3 spawn_army faction scythia character Kudurmabug, general, age 30, , x XXX, y YYY unit sarmatian noble cavalry exp 0 armour 1 weapon_lvl 1 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 end end_if if RandomPercent > 99 spawn_army faction scythia character Kudurmabug, general, age 30, , x XXX, y YYY unit sarmatian noble cavalry exp 0 armour 1 weapon_lvl 1 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian noble cavalry exp 0 armour 1 weapon_lvl 1 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 end end_if end_monitor monitor_event FactionTurnStart FactionType scythia while I_TurnNumber <= 399 end_while if I_TurnNumber = 400 console_command kill_character "Kudurmabug" spawn_army faction scythia character Kudurmabug, named character, command 0, influence 0, management 0, subterfuge 0, age 40, , x XXX, y YYY unit barb chieftain cavalry scythian exp 1 armour 1 weapon_lvl 1 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian noble cavalry exp 0 armour 1 weapon_lvl 1 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian noble cavalry exp 0 armour 1 weapon_lvl 1 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian noble cavalry exp 0 armour 1 weapon_lvl 1 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian horse archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 unit sarmatian archer exp 0 armour 0 weapon_lvl 0 end console_command give_trait "Kurdurmabug" GoodCommander 3 if I_TurnNumber >= 401 terminate_monitor ; Loaded game. end_if end_monitor
Last edited by Quinn Inuit; 03-15-2008 at 15:09.
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