1/4/2023 0 Comments Widelands make new soldiers* Minor fixes to the “Last Bastion” map where a player's expansion could become completely blocked across the sea * Tweaked timings in tutorials and scenarios * 2 new missions for the new Frisians tribe * Diverse balancing improvements and fixes * Improved algorithm for promotion and demotion of roads * Scouts now spend more time near to enemy military sites * Forester/Ranger now prefers good soil, and is thus more efficient * New “Barracks” building for recruiting soldiers Here are some highlights of the new features in Build 20: There have been additional improvements to the stability and performance, as well as numerous bug-fixes. Build 20 also continues the behind the scenes cleanup, polish and modernization that was started with Build 19. The user interface comes with new features that make it easier to use, like map zoom, dropdown menus, a new ships list, and improved keyboard navigation. Also, the AI has been rewritten to use a genetic algorithm. Build 20 features a new tribe – the Frisians – as well as four new campaign scenarios and a new “Barracks” building for recruiting soldiers. Widelands make new soldiers code#Since the previous release, we have implemented over 400 features, code cleanups and bug fixes. Please visit our homepage at https:/ /wl.widelands. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands make new soldiers pdf#Probably in a few weeks I will provide a pdf with all the equations I've used, but I am not sure if anybody is interested on that. In short version that is whole my engine and hope it has no mistakes. So I've researched a bit and found that Python has rational numbers and calculations on them are exact (you can't lose information with infinite numerator and denominator precision). So approximately after 15 cases, the calculations stopped and you can sum all the possibilities.Īfter all those problems solved I've spotted another one: computer calculations aren't exact (about 15-digits exact for standard floating point numbers). and so on fights (with N_a and N_b kill-wins), we have to pick a border. Because we have infinite sum of all possibilities of 5-tries fights, 6-tries fights, 7, 8. Last part is to make the calculations working. With binomial coefficient in use we can simplify that a bit and make it faster for the computer. After that we sum all them and get the result. Possibility of not-killing A: we have to calculate all the possibilities of correct miss-hit correct combination. The only missing factor is how many times we can "pick" those tries between all tries. Possibility of killing B: we know exactly how many are miss-tries and a possibility of that, also how many are hit-tries and a possibility of that. If not, please prove that too!Īfter that we have to calculate how possible is to kill B with N_a hits while he can kill A with N_b hits. I can't prove this, so if there is a problem, please prove it. OK, not exactly, but after a few modifications you will get it! The probability is a ration between two volumes. I've noticed that for N hits you can just draw N-dimensional cube and cut N-dimensional pyramid based on one apex of this cube. To calculate that probabilities I was trying to calculate convolution ( ) of continuous uniform distribution ( (continuous)) and then calculate cumulative distribution function ( ) for each result to get probabilities p(N_aX) & p(N_bX). So we will have a matrix of all possibilities: vs. Then we calculate how many hits are needed to kill A -> B and B -> A, and all probabilities for that. So for example if we have soldier A and B, A is an attacker (attacks first).
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