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Seriously though, this question is older than Moses and the answer is still the same: Mordheim rng has been tested time and time again by multiple maths whiz'es and not found wanting. How many other "close to failure" successful rolls you made that round and never even noticed? The RNG doesnt differentiate between a pointless perception check and a vital healing spell. The more you roll the more interesting results you're gonna get.
Also the manually kept, post battle, roll logs were compiled and tested by others and verify as well.
As far as the Compiled Logs, it's not about the numbers as much as "When" the numbers are rolled. If you don't understand or don't see it, don't worry too much about it, you are not suppose to.
But... This is all very likely perception bias as Pewpew said...
The AI targeting your weakest unit is a tactic I can understand. It is programmed to do so and I have proven it to be so without a shadow of a doubt. So I'm fine with that.
But rolling fails over 30% of the time on what should be 95% success rates among other improbable dice roll outcomes is not legit.
One way they hide this is by switching the positive results from high and low.
I've also noticed a pattern of fortunate rolls after suffering extremely punishing battles.
But if some of you are not getting 99, 100, 100 in a row on a Leaders' buff spell attempts in 1 round, you should not concern yourselves, after all not everyone is a master tactician Mordheim street fighter like myself. So the algorithm doesn't have to resort to cheating to cripple most of you.
So if there is no fix to make the RNG legit, it's fine. Just sucks when you make an awesome build only to not be able to use it when you need it because of unbelievable RNG results.
But you just answered your own gripe. Take the awesome build you made into fights just after suffering extremely punishing battles. That way you can use it.
The game truly does not know the difference. It is painfully apparent that the AI is not that good.
EDIT: people have tested multiple times and after that people have looked at the code. The game was in pre-release development for a long time as well. The developer did not work out RNG to cover the AI. They could barley keep up with community demands (requests).
In order for that to be so, the game would have to come up with solid numbers to screw you and then come up with balanced numbers (on the opposite side) to screw you again. All the while hiding that from testers and the code.
Ever wonder why enemies are damaged when you encounter them? Failed climb/jump checks.
I don't know where you read that.
My screenshot is self explanatory,
99, 100 and 100 for the Spell Casting chance does not look legit.
81, 34 and 64 for the Tzeentch's Curse chance do look like RNG results.
If no one has a Random Number Generator Mod, that is fine, I was just asking.
I am not here to attack anyone's belief's or their gaming record.
Most of those that insist that the RNG is unfair, want to prove it. Many don't have time but some do.
So the testing has went on and on. Recording numbers, keeping track, checking trends, etc.
Of those that report back any findings (a BUNCH of people never post final results) the results are always "FAIR"
Meaning there has been literally hundreds of hours spend on this subject.
Although this was in a different context (increasing chances for paying players vs. freebies), it is also valid to compensate for the weak AI. The more complicated the rules are, the harder it gets to code a good AI, so more often than not, giving the AI some advantage has become best practice for the coding folks.
In Mordheim ways, I always run into big trouble after I found some cool weapons I could use to improve my warband. Sometimes, one of my poor lads is just wasted by one lucky opponent who does max damage, or an Impressive retaliates all of my attacks and deals big damage to my cute Rat Ogre.
Well, after some nasty encounters I got wiser and resorted to backing up my savefiles, just in case.
If I want a real non-RNG game, I play chess or games like Massive Assault that don't have randomness in combat resolution.
I will also be looking into Massive Assault for I have never heard of it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2253050507
Also keep in mind that the Tzeentch Curses are Legit Random Number Generator numbers but they make little to no difference because I am wearing Spellbinding gear and have Channeling Mastered.
P.S. I never came here to argue anything, I was just asking if anyone had a legit RNG Mod. I already know how toxic and insulting this Steam Discussion group can be.
Insisting otherwise, despite all evidence to the contrary (other than a single screenshot) is not what you call making a non-toxic environment.
I know that I have rolled 2 100's in my life on real dice. The third roll was not 99. It was 93. I was rolling for psionics in an old D&D version of the game.
It did happen. I don't have a screenshot of it (LOL) but it did happen.
If real world events cannot happen in a game, then the RNG is off. This one is not.