Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But I am a programmer, and I gave up on writing something that logs actual rolls in Kingmaker. The game makes it too hard. I did write a logger that only counts failures/successes against known challenges, and it performed as expected. (It was much easier to write than the claimed general logger, due to how you would have to drill into all sort of different rolls, and have specific patterns for each kind of roll - skill check, attack roll, DC, yada, yada. I'm not saying that it is impossible, I did something much harder for Drox operative, I'm just saying that it is a lot of work.)
So, basely, there are two possibilities for me. The OP lies, or the RNG is busted.
I'm not going to swing either way, until I can run his program for myself.
----------------
This said, if the RGN is broken, it is a complete shame. You can easily mess up an RNG, but you have to be either doing it deliberately, or be completely ignorant. I've found three games which had busted RNGs, and here is how that had happened:
- one was using the mouse inputs to 'randomize'.
- one was displaying the wrong estimates, because it was using an offset normal distribution, but showing the estimates as if the results were evenly distributed.
- one was constantly resetting the seed.
This is just plain wrong. 600 rolls might be enough, or it might not. If you rolled 600 1s then it would clearly be enough to show it was broken with a very high degree of confidence. The question here is what level of confidence is there that it's broken?
If I get super board, I will dump my scripts on github, but again, as I am running on a linux OS, you will have to completely re-tweak it in order to use on your local system. Not worth my time to compile and upload.
In comparison, what MaddMann claims is so unlikely after 600 tires that there about a 1 in 10000 chances he is saying the truth AND the random number generator is working correctly.
I do not want you to present me with a self-installing package. Just show us the code that drills down to the actual rolls, as opposed to skimming the log that gets displayed on the screen, which is all my code did. Just embed the data structure you NEED in order to differentiate between the different in-game events that result in a dice rolls.
Something like the one below, which was needed for implementing a MUCH simpler data mining utility, for a game that does not come anywhere close in complexity to a full Pathfinder implementation. Note that it is just one data structure for one part of the first stage - the part where the program determines HOW it will be drilling down into the log entry to get the relevant actors and parameters, and the whole thing below is just about entries concerning race events (there were also events concerning single planets, ships, crew members, etc.)
So, code or get the fиск out!
Code that show us how you drill into the rolls, which are usually not displayed in the log.