• Liaison TripleA '11 '10

    Probably leave that in the game options?

    Make it a feature that you have to -turn on- at the beginning of the game.  Then you can record dice, etc, etc, at your leisure?

    Nothing EASY when it comes to programming… what kind of finanical support can see some/any of this implemented Veq?  Give me a hard #.

  • Liaison TripleA '11 '10

    The dice actually dont have to be recorded.  So much as the numbers simply need to be added together.

    For example…

    IF over a game, all of germanys attacks and defense rolls = 600 dice power.  and throughout the game they only scored 50 hits instead of 100, they’re dice handicap would be 50%.

    Keeping one value, that’s constantly changing and increasing, as oppossed to seperate values for EVERY dice rolled, might be easier no?

  • Customizer

    it is not at all as simple as it sounds

    not all dice are thrown “at” something, for example deciding what air dies in a random death selection

    some dice are backwards, like tech

    and not all dice have the same “dice sides”

    for example, a map may have 12 sided dice for combat units, and 10 sided dice for aa guns

  • Liaison TripleA '11 '10

    Damn…

    Can battle -types- be identified?  so you can scrap anything excess? like SBR’s, Tech, convoy’s etc?

    IF NOT what if you just had a PURE log of what dice were rolled?

    100 6’s
    200 5’s
    50 2’s
    10 1’s

    would be a bad game for example?

    16.7% is perfect average for a die result.  if you are getting 30% 5’s, or 40%2’s and 23% 1’s you can tell if you’re having a good or bad game.  Irregardless of battletype.

    This could be used to show 12 sided die results too.  You’d atleast know if you were rolling normal, or badly abnormal. and that’s a start.

  • Customizer

    well, there is another thing,

    these results are going to be very very close, after a couple rounds, even on a per player basis

    right now, you can look at the dice stats for the whole game.  you will find that the numbers for each roll are very similar.  there is no reason to think it will be much different if we find a way to do it on a per-player basis.

    so, we’d probably have to do it on a per round basis as well, but once we do that it really starts taking up more memory the longer the game goes on

    throw in the fact that some rolls mean nothing, while other rolls are very very very important….


  • do live games still require port forwarding?
    maybe implement something like ice4j so TripleA can be more accessible to the masses

  • Customizer

    @aqrit:

    do live games still require port forwarding?
    maybe implement something like ice4j so TripleA can be more accessible to the masses

    That would be nice, except that neither ice4j, nor any others that I googled, come with working examples or even tutorials or wikis on how to use.
    It seems they expect you to download all their code, compile it yourself, and somehow read all their code until you figure just how to use the software.

    I don’t exactly have time for that.  Unless you can find some working simple example of someone using ice to host something (ie: get through a nat), then it would be too much trouble for me.


  • Suppose you put in an option for TripleA to keep a “screwed by dice” (SBD) score.  When playing with the option turned on, after every battle TripleA will secretly run its Battle Calculator using the same units as the attacker and defender had in the actual battle.  Anytime an attacker loses a battle with >90% prior odds they would have won, they get 1 point added to their SBD score.  Anytime an attacker wins a battle with <10% prior odds that they would have won, 1 point is added to the defenders SBD.  To speed things up, you might reduce the number of iterations in Battle Calculator from 2000 to 1000.

    SBD could also be known as the Self Pity Justification Index.

  • Liaison TripleA '11 '10

    LOL Nice concept Vance.

    But that would bog the system down no?  Basically battle calculating ALL combat moves before they are rolled?

    I suppose if it did 100 iterations, instead of 2000, it would move faster.

    We need to creatively find a SIMPLE solution to have some kind of dice/luck monitor… SOMETHING.  Because dice whines are too common!


  • @Veqryn:


    So, please list any feature requests here.

    (there are feature requests for the ENGINE.  if you want to mod a map, that is something different, and you can probably do it right now without changing the engine at all.)

    If you guys have any cool, and hopefully simple, ideas on how to improve the triplea experience, then I am all ears.

    I don’t know whether this is engine- or map-related (or maybe both):

    I would like some options allowing to use the rule-improvements of G40/1941/1942-2ndEd. in other (older) AA-games:

    Basically

    • Tanks cost 6
    • the “new” AA-Guns
    • the new submarine rule (Transports are not allowed to unload in SZ containing an enemy sub, unless escorted by a warship)

    in AA50 and Spring1942.

  • Customizer

    @P@nther:

    @Veqryn:


    So, please list any feature requests here.

    (there are feature requests for the ENGINE.  if you want to mod a map, that is something different, and you can probably do it right now without changing the engine at all.)

    If you guys have any cool, and hopefully simple, ideas on how to improve the triplea experience, then I am all ears.

    I don’t know whether this is engine- or map-related (or maybe both):

    I would like some options allowing to use the rule-improvements of G40/1941/1942-2ndEd. in other (older) AA-games:

    Basically

    • Tanks cost 6
    • the “new” AA-Guns
    • the new submarine rule (Transports are not allowed to unload in SZ containing an enemy sub, unless escorted by a warship)

    in AA50 and Spring1942.

    ya, those are map related

    you could easily do them yourself with the xml file and notepad++ or any other text or xml editor


  • @Gargantua:

    We need to creatively find a SIMPLE solution to have some kind of dice/luck monitor… SOMETHING.  Because dice whines are too common!

    Hmmm OK so what if you could make it do all the calculations at one time using the History?  Usually you would only do it once at the end of a game.  TripleA would chug away for an hour or so and then post the total number of attacks made by the axis side and the allies side throughout the game up to that point in the game history, the total number of anomalous outcomes had by each side, and percentages.  I would bet that both sides have anomalous outcomes in about 5-10% of their battles in any game.  Boo hoo.


  • @Veqryn:

    @P@nther:

    @Veqryn:


    So, please list any feature requests here.

    (there are feature requests for the ENGINE.  if you want to mod a map, that is something different, and you can probably do it right now without changing the engine at all.)

    If you guys have any cool, and hopefully simple, ideas on how to improve the triplea experience, then I am all ears.

    I don’t know whether this is engine- or map-related (or maybe both):

    I would like some options allowing to use the rule-improvements of G40/1941/1942-2ndEd. in other (older) AA-games:

    Basically

    • Tanks cost 6
    • the “new” AA-Guns
    • the new submarine rule (Transports are not allowed to unload in SZ containing an enemy sub, unless escorted by a warship)

    in AA50 and Spring1942.

    ya, those are map related

    you could easily do them yourself with the xml file and notepad++ or any other text or xml editor

    Ah ok. Good to know, thanks.

  • Customizer

    i may be able to record dice in some way,

    however, i doubt we would be able to run battle calcs after battles, and I don’t think I’d want it to anyway…

    the possible solutions are:

    1. We simply record all “combat” related dice, per player.  Maybe we have a “current round” and “total”, and once the round is over, the current round gets reset.  It would simply be a list of things like, you got six 1s, three 2s, etc.

    2. Or, depending on the complexity involved, maybe we can record what the dice was rolled at as well.  So, for example, you have rolled 20 @ 1 so far, and gotten a total of 3 hits.

    3. Or, maybe we do both.  But of course, the more info recorded, the bigger savegames, the more memory used, the more exponentially increasing in size of both each round, etc.

    I’ll let you guys debate what you want to see, but keep it simple.


  • @Veqryn:

    i may be able to record dice in some way,

    however, i doubt we would be able to run battle calcs after battles, and I don’t think I’d want it to anyway…

    the possible solutions are:

    1. We simply record all “combat” related dice, per player.  Maybe we have a “current round” and “total”, and once the round is over, the current round gets reset.  It would simply be a list of things like, you got six 1s, three 2s, etc.

    2. Or, depending on the complexity involved, maybe we can record what the dice was rolled at as well.  So, for example, you have rolled 20 @ 1 so far, and gotten a total of 3 hits.

    3. Or, maybe we do both.  But of course, the more info recorded, the bigger savegames, the more memory used, the more exponentially increasing in size of both each round, etc.

    I’ll let you guys debate what you want to see, but keep it simple.

    #2 is preferable to #1, but having access to both sets of data would be sweet (memory permitting, of course).

  • '17

    I would love to see #2.


  • yes option #2 would be good.

  • Customizer

    Right, I’ve looked into the engine, and found out what is possible, and what isn’t possible.

    I can not have the engine record what you rolled at.
    This is because in the engine, what we are rolling at is separate from the actual rolls. 
    This is why you get a dice server message saying you rolled for 2 infantry and 2 tanks (ie: 4 dice results).
    The engine then later matches them up with the sorted list of units.

    It would probably require 20+ hours of work to undo all that, and even then I’m not sure I wouldn’t introduce any bugs or anything.

    However, what we can do is the following:
    1. Record total dice for everything.
    2. And also record per player dice JUST for combat.
    And do statistics like average, variance, standard deviation, total, etc, for each set of data.

  • '17

    If that simply means a tally of the number of ones, twos, threes, fours, fives, and sixes, I doubt that will reflect discrepancies in luck.

    If my infantry are rolling 4s and my bombers are rolling 2s, it’s way different than if my bombers are rolling 4s and my infantry are rolling 2s.

  • Liaison TripleA '11 '10

    Damn…

    *Knowing overall how many times your -should have hit-, versus, -how many times you actually hit- was the key point I was looking for…

    But per V’s comments it doesn’t sound like that’s possible.

    What V is suggessting is helpful though… in the sense that you’ll be able to see how often you’re rolling high dice as oppossed to low dice, and how often?  13.7% being perfect average.  If you’ve got more than 60% of your dice rolls in the 4, 5, 6, range… that’s going to HURT.

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