Zyzyfer wrote:Let me send you my version of your v5 file and you can assess,Zetta. I think I did OK within the code you set but I can't boot to see now. But I'd love to pick around later and see if we can nail the randomizer!
edit: Finally got to run a trial. Now the top skills show up too much, haha. I think I can tweak the code a bit more to get the results I want. Thank you again Zetta for this program!
edit: I did a workaround by simplifying the code for stats tremendously. Now it gives a totally random skill (or nothing) to any officer with 50 LDR or WAR, a civil skill (or nothing) to those with 70 POL or CHR, a civil skill to officers with 85 POL or CHR, then checks LDR and WAR and uses the same formula for military, then checks for 85 INT and gives a strategy skill. The spread seems OK to me, although I am not sure how "random" it is by doing this, haha.
Zyzyfer wrote:Perhaps a 10% ratio, guaranteed to get a skill, say a tier 4 or very handy tier 3 skill. I've seen a list of the skill tiers before but I'd have to go back and browse old threads to relocate it. But tier 4 skills are basically the ones that unlock after you finish collecting all of the event portraits. Some of them are obvious, like God's Command and Divine Potency, but I'm not so sure about things like Divine [Unit] or Agile Mind.
Zyzyfer wrote:That isn't quite the list that I was thinking of. The top tier skills on the list I'm thinking of include Providence (because it unlocks with the other top skills). But that is certainly a useful list if you ever decided to tweak the code so that better officers get a shot at a random high-tier skill. (Although I would personally raise Providence up to Tier 2 at least lol)
And I'm pretty sure I linked the wrong Rand file. I'll take another look when I get home and see what happened. The most clear-cut change is that I created a "civil officer" class. But now that I'm thinking about it, I'm starting to worry that I might have thoughtlessly saved over the file I tweaked...
edit: Hopefully, this is the file.
Zyzyfer wrote:Sounds like some great new features!
I do think the officer randomizer code that I ended up with isn't exactly perfect. I don't know what Python's code limitations are either, so I'm not really sure what can be done, either. The biggest concern I came across while playtesting a scenario is that heros and strategists essentially represent 40% of the officer base, since the program just does a simple random roll with all values being equal. I do wonder if there's a way to set it so that, for instances, there's a 10% chance of rolling a hero, 10%-15% a strategist, 30% a civil officer, etc.
That said, the current code, while it definitely is a bit of overkill, seems to get the job done for the most part, although there are still weird anomalies like someone with Cs in spears and pikes and average stats getting Divine Right. But hey, it's a randomizer!
Zyzyfer wrote:Another minor issue is that it's pretty funny to see someone like Lu Bu talk all tough, and yet his stats are pathetic.
Zyzyfer wrote:One last thought: I went and tried to randomize RoH and it basically converts the scenario into a standard scenario. I'm not sure if it retains the RoH setting, but the officers have their availability changed according to whatever year it is. At some point, it may be worth considering a "RoH style" option?
Zyzyfer wrote:Thanks for your efforts with this, Zetta!
edit: I wanted to also add, when I started playing some random scenarios, I also set things like lifespans, relations, compatibility, personalities, and so on to Fictional. It makes for a fresh experience. I noticed you put in some code for making new Liked/Disliked officers, which is even better.
Zetta wrote:There is (almost) no limitation to Python, the only limitation is the knowledge of the programmer. In this issue, the randomizer chooses one variable among a list to create a certain type of officer:
f1 = choice([1,1,1,2,2,3,3,3,3,4,4,4,4,5,5,5,6,6,6,6])
As you can see, the list contains 20 numbers. There is 15% chance it picks the number 1 (hero), 10% it picks 2 (strategist) and so on... Therefore, there should be around 25% strategists and heroes. As for the balance of this randomizer, it could be improved but might take some tinkering and lengthen the code quite a bit. I'm still thinking about it though... Maybe in the next update.
I could add an option to randomize voice tone and a few other things... But I don't think it's really essential. And as you say it, it adds a bit of fun and random to the game!
Haven't thought about it for now. For the moment, the randomizer just takes the starting year of the scenario and makes every officer dead/available/under aged/free according to it. RoH setting makes every officer age to 99 years old, isn't it ?
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