andrewbuck {l Wrote}:That would be fine. The reason we are using SVN for the media is if files are added/changed/deleted frequently SVN does a better job of it since someone checking out from SVN only pulls the last revision by default, whereas someone pulling from GIT gets the whole history whether they want it or not. Java and C++ are very similar so translating should be easy.
-Buck
java -jar AlignmentSystemExp.jar -generate 0.9 0.4
creatures.dat
fa1.dat
fa2.dat
fa3.dat
fa4.dat
fa5.dat
fa6.dat
ff1.dat
ff2.dat
ff3.dat
ff4.dat
ff5.dat
ff6.dat
java -jar AlignmentSystemExp.jar
Input maximal number of creatures the keeper can have (e.g. 20)
20
Input starting alignment (e.g. 0.0 0.0 0.0)
0.5 1.0 0.3
Input evolve rate: 0.0 (no evolution) to 1.0 (total change) (e.g. 0.05)
0.03
Input creature vs. room scale influence on the keeper alignment:
0.0 (only rooms) to 1.0 (only creatures) (e.g. 0.2)
0.2
*******************************************************************************
Round 2
*******************************************************************************
Creatures before:
Current allignment: 0.485 0.97 0.291
Current factional mix: 0.0 0.0 0.0 0.0 0.0 0.0
Creatures after:
Current rooms:
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
Room1 5 5 Room2 6 6 Room3 3 3
*******************************************************************************
Round 4
*******************************************************************************
Creatures before:
Current allignment: 0.4659957431378997 0.9271274907024527 0.2889124513020984
Current factional mix: 0.0 1.0 0.0 0.0 0.0 0.0
Creatures after: CorC10
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 6
*******************************************************************************
Creatures before: CorC10
Current allignment: 0.45257520327401957 0.889569840415108 0.2904697587821393
Current factional mix: 0.0 1.0 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 8
*******************************************************************************
Creatures before: CorC10 CorC2
Current allignment: 0.4411886747882584 0.8540036859020992 0.2914291021406207
Current factional mix: 0.0 1.0 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 10
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6
Current allignment: 0.4302000716374308 0.8205051379435969 0.2904709328659342
Current factional mix: 0.0 0.75 0.0 0.0 0.25 0.0
Creatures after: CorC10 CorC2 CorC6 ElvC18
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
4
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 12
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6
Current allignment: 0.41842285337013174 0.7885093124210593 0.29009166463909786
Current factional mix: 0.25 0.75 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 HumC2
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
4
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 14
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6
Current allignment: 0.4080468935646816 0.7578478006885813 0.2890814163743313
Current factional mix: 0.0 0.75 0.0 0.0 0.25 0.0
Creatures after: CorC10 CorC2 CorC6 ElvC17
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
4
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 16
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6
Current allignment: 0.3986568691774931 0.728963346980411 0.28806752313548567
Current factional mix: 0.0 0.75 0.0 0.0 0.25 0.0
Creatures after: CorC10 CorC2 CorC6 ElvC3
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 18
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 ElvC3
Current allignment: 0.38931997976551813 0.7002179635421365 0.2843247600433485
Current factional mix: 0.0 0.6000000000000001 0.0 0.0 0.4 0.0
Creatures after: CorC10 CorC2 CorC6 ElvC3 ElvC12
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 20
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 ElvC3 ElvC12
Current allignment: 0.38059580420742667 0.6721829306641309 0.2791894434590822
Current factional mix: 0.0 0.5 0.0 0.0 0.5 0.0
Creatures after: CorC10 CorC2 CorC6 ElvC3 ElvC12 ElvC10
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 22
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 ElvC3 ElvC12 ElvC10
Current allignment: 0.3724956666699574 0.6456607814473014 0.27418600223170736
Current factional mix: 0.0 0.5714285714285714 0.0 0.0 0.42857142857142855 0.0
Creatures after: CorC10 CorC2 CorC6 ElvC3 ElvC12 ElvC10 CorC6
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
4 5 6
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 24
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 CorC6
Current allignment: 0.36488765298401904 0.6243761546380113 0.27566994643891635
Current factional mix: 0.0 1.0 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 CorC6 CorC5
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 26
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 CorC6 CorC5
Current allignment: 0.35654531317278654 0.6044476617003564 0.2771983780537068
Current factional mix: 0.0 1.0 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 28
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4
Current allignment: 0.34748871015365873 0.5857204348715739 0.2790581663213804
Current factional mix: 0.0 1.0 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 30
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11
Current allignment: 0.3381137257787609 0.5677622862142693 0.28070246744587585
Current factional mix: 0.125 0.875 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11 HumC9
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 32
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11 HumC9
Current allignment: 0.32916807561109385 0.5506111090682876 0.2818855832154256
Current factional mix: 0.1111111111111111 0.8888888888888888 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11 HumC9 CorC18
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
Select rooms to build: e.g.: Room1 3 5 Room2 5 5 ... (hit enter to select none)
*******************************************************************************
Round 34
*******************************************************************************
Creatures before: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11 HumC9 CorC18
Current allignment: 0.3208921049799468 0.5346899029545352 0.2827052276066325
Current factional mix: 0.1 0.9 0.0 0.0 0.0 0.0
Creatures after: CorC10 CorC2 CorC6 CorC6 CorC5 CorC4 CorC11 HumC9 CorC18 CorC15
Current rooms: Room1 5 5 Room2 6 6 Room3 3 3
Select creature to evict: e.g.: 1 2 for the first two etc.
(hit enter to select none)
/Desktop/AlignmentSystemExperiment$ java -jar ./AlignmentSystemExp.jar -generate 0.9 0.4
Usage is: -generate alignradius alliesradius
~/Desktop/AlignmentSystemExperiment$ java -jar AlignmentSystemExp.jar
Exception in thread "main" java.io.FileNotFoundException: /home/ckr/Desktop/log.txt (No such file or directory)
TheAncientGoat {l Wrote}:I canz java a bit, so I'll fiddle around with the source and taint it in my evil goaty way..
TheAncientGoat {l Wrote}:Cool, it's working (got an Eclipse project up and running too). Not completely sure what's going on though, due to not knowing what the different axis/rooms/creatures are, and not being able to understand the math you defined in the wiki :P I was kind of thinking of writing a GUI, and clearing a few things up, but I can't quite do that if I myself don't grep whats happening :P
TheAncientGoat {l Wrote}:Well, I soooorta understand the math, if I apply myself, but the fact that none of the axis or variables are labled makes it /very/ hard to visualize how things work game-wise. Oh, wait, there I see the definitions, halfway down the page :\ Either move Keldaryth's system to the top, or put the definitions in a seperate paragraph sothat the info makes a logical flow.TheAncientGoat {l Wrote}:Do you mean that I defined P by splitting it up into the creatures from each faction?
Now, I'm sure the math is solid, I'm not strong enough in that regard to debate it, but I do think that only 2 variables deciding alignment (creatures and rooms) isn't enough. I might have missed this in not following the discussions closely enough, and this is most probably not the right place to discuss it at all, but surely the /actions/ of the keeper should be the main attributing factor to alignment.TheAncientGoat {l Wrote}:I will also add the spells that the keeper has. But remember this is the initial design, if we need it we can add more stuff later on. One other thing could be room usage, e.g. how many times did the keeper use the torture room lately, how much gold has he picked up by hand and dropped into the treasurey himself, and so on.
Also, creature spawning shouldn't be reliant on alignment alone, they might have other prerequisites that needs to be met + whether or not they appear should be only half of the struggle, keeping them happy should be the other half. If you can prevent a creature from interacting with elements opposing his alignment could allow you to host a more varied army, adding another level of challenge and reward to the gameplay.
Do you mean that I defined P by splitting it up into the creatures from each faction?
I will also add the spells that the keeper has. But remember this is the initial design, if we need it we can add more stuff later on. One other thing could be room usage, e.g. how many times did the keeper use the torture room lately, how much gold has he picked up by hand and dropped into the treasurey himself, and so on.
TheAncientGoat {l Wrote}:Do you mean that I defined P by splitting it up into the creatures from each faction?
No, just that all the variables aren't labelled until you read Keldaryth's system. It would make more sense if you give definitions of the variables first, and then the formulae.
TheAncientGoat {l Wrote}:I will also add the spells that the keeper has. But remember this is the initial design, if we need it we can add more stuff later on. One other thing could be room usage, e.g. how many times did the keeper use the torture room lately, how much gold has he picked up by hand and dropped into the treasurey himself, and so on.
As I envision it, it might end up being a lot of actions... Would it be possible to make the system highly flexible? As in, whenever an "action" is implemented, have it slide into the alignment calculator without much fuss..
You should consider my proposal and Keldaryth's proposal as self contained sections in the wiki.
Users browsing this forum: No registered users and 0 guests