Minor: 4.2.1 - Creeping coins values are different from real coins

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  • DavidMedley
    Veteran
    • Oct 2019
    • 1004

    #16
    Why not
    1. Generate monsters
    2. Oh hey this is a creeping coin of type X
    3. Choose a value constrained by the range that a pile of type X would contain
    4. Creeping values will be indistinguishable from inert values


    I'm actually going to do some tweaks to Blackguard today. I could see if I can get this coin thing right where my betters have failed.
    Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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    • PowerWyrm
      Prophet
      • Apr 2008
      • 2987

      #17
      Originally posted by DavidMedley
      Why not
      1. Generate monsters
      2. Oh hey this is a creeping coin of type X
      3. Choose a value constrained by the range that a pile of type X would contain
      4. Creeping values will be indistinguishable from inert values


      I'm actually going to do some tweaks to Blackguard today. I could see if I can get this coin thing right where my betters have failed.
      Because any copper at 2500ft would be a sure mimic since at that depth the minmax value for gold drop would fatally generate mithril or adamantite. The only way to fix this is to remove the min value so you can still get a pile of 10 gold (copper) instead of always 500-1000 gold.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

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      • Huqhox
        Adept
        • Apr 2016
        • 145

        #18
        Originally posted by PowerWyrm
        Because any copper at 2500ft would be a sure mimic since at that depth the minmax value for gold drop would fatally generate mithril or adamantite. The only way to fix this is to remove the min value so you can still get a pile of 10 gold (copper) instead of always 500-1000 gold.
        I can see two approaches to this

        1. Accept that creeping coins are special, and if you try to generate (say) creeping copper coins at too low a level for copper piles the go pick another monster (ideally another type of creeping coin)
        2. Turn it around so that when something that can be mimicked is generated (coins, potions, chests, scrolls) then do a check to see if it's a mimic and if it is make it the appropriate type. That's a bit more work but would give a good framework for adding other mimic types in V or variants
        "This has not been a recording"

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        • DavidMedley
          Veteran
          • Oct 2019
          • 1004

          #19
          Originally posted by PowerWyrm
          Because any copper at 2500ft would be a sure mimic since at that depth the minmax value for gold drop would fatally generate mithril or adamantite. The only way to fix this is to remove the min value so you can still get a pile of 10 gold (copper) instead of always 500-1000 gold.
          Ah I didn't realize there is a min value. IIRC there's no max, right? 1 in 100 times the amount gets multiplied by 10 and then repeat until you miss.
          Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #20
            Does it matter if a hopelessly OOD copper coins mimic fails to be convincing? I mean, a player will ignore it either way...

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