Alignment system experiments and mechanics

Re: Alignment system experiments and mechanics

Postby TheAncientGoat » 13 Sep 2010, 15:48

Everything mentioned in Keldaryth's Basic Definitions...
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Re: Alignment system experiments and mechanics

Postby svenskmand » 13 Sep 2010, 16:40

TheAncientGoat {l Wrote}:Everything mentioned in Keldaryth's Basic Definitions...

As far as I can see I do not use the definitions from Keldaryth's Basic definitions section in my section. Could you point out some places where I do that? Please be specific.

I can see that I need to name the alignment axes in my section, to make it clear which coordinate is for which alignment axis. But I do not use the names in the other formulaes anyway so it should not be a problem for understanding them. I can also write a descriptive text for each formula explaining what it calculates.
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Re: Alignment system experiments and mechanics

Postby TheAncientGoat » 13 Sep 2010, 17:59

Svenskmand's System

...

Image

...

is the main offender.
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Re: Alignment system experiments and mechanics

Postby svenskmand » 13 Sep 2010, 21:43

I have now explained that H means humans, and Cr means Corpars and so on. Anything else?
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Re: Alignment system experiments and mechanics

Postby TheAncientGoat » 14 Sep 2010, 07:16

That seems to be it
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Re: Alignment system experiments and mechanics

Postby svenskmand » 14 Sep 2010, 15:44

That was not much. Did you try the jar? Do you thing the system works well?
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Re: Alignment system experiments and mechanics

Postby TheAncientGoat » 14 Sep 2010, 18:26

Well, I can see the system working, but I have no idea what the simulation is saying due to not knowing what rooms are being built/creatures are arriving (at least not without looking up the codes). Other than translating the codes to the actual end-user labels, though, I don't see a problem
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Re: Alignment system experiments and mechanics

Postby svenskmand » 14 Sep 2010, 19:25

TheAncientGoat {l Wrote}:Well, I can see the system working, but I have no idea what the simulation is saying due to not knowing what rooms are being built/creatures are arriving (at least not without looking up the codes). Other than translating the codes to the actual end-user labels, though, I don't see a problem

Did you plot the alignments you took in the simulation using the gnuplot script I provided? That makes it allot easier to see where you started and which way you took in the alignment cube. You just need to run the command
{l Code}: {l Select All Code}
gnuplot
load "gpscript.p"

Also it is on purpose that I have not included creature or room names, first of all because we have not specified which creatures each faction should have, and secondly if we had them we still need to assign alignment information to them. So I choose to just make 20 creatures for each faction with an alignment which is chosen randomely in a neighborhood around some point which constitutes the core alignments of that faction. Likewise I have also just assigned some arbitrary alignments to rooms to see of the requirement system worked and if the alignment was correctly computed from the rooms that the keeper have built. By the way in the implementation all creatures need at least a 3x3 room of each of the rooms Room1, Room2 and Room3. Else you cannot get any creatures.
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