I'm not sure if people have thought of this idea yet, but I was just thinking today about a new technique using random switches and binary!
A number can be randomized to high number ranges, while each number is equally probable to get. In this map, it ranges from 0-1023, but it can go higher.
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THIS METHOD IS NOT WHAT YOU MAY THINK IT IS. LOOK AT THE MAP BEFORE ASSUMING ANYTHING.
This gives me another new idea: using multiplication/division in one trigger cycle, but WITHOUT using 1000 triggers!
Note: The idea has already been posted.
so how would this actually be useful in a map?
I knew that someone would ask that question...
I remember, there was a map called "Spellcasters BEYOND" and the spell "Random Mana" which randomized everyone's mana ranging from 0 to 200, but you could only get like 1, 50, 100 and 200 mana but not other numbers like 37 or 114.
In short, it improves old attempts at randomizer systems and here is my own idea for a map, now:
A world domination map, which is more realistic: instead of getting exactly 500 minerals income from a city each interval, you would get 400-600 minerals.
This has been known for quite a while. There's a "Random Switches" tutorial on it even.
THis map deals cards totally randomly (though it doesn't do anything else).
Really? In the randomization tutorial I skimmed and checked (before I posted this), it did not explain this exact randomization method.
Ah yes, there's that QUOTE(Mini Moose 2707 @ Sep 25 2005, 02:25 PM)
*cough*[right][snapback]322275[/snapback][/right]
what was that for?
Uh, tons of randomization, including his method already done before he came up with it?
oh
Size of the random number increases exponentially by the number of switches you got. Numbers would be different combinations of the switches' values.
1 switch = 2 outcomes possible, or 2^1.
2 switches = 4 outcomes possible, or 2^2.
3 switches = 8 outcomes possible, or 2^3.
Etc. That's why many maps have 8-sided dice, but you never see a 4-sided dice.
Hell, even the one I've linked in my sig has an 8-sided dice in it. (Bottom right of the field in the top right.)
Hey guys.
I already know all this, you don't need to tell me (considering that I MADE A MAP about the random numbers).
DT, that is not the same method I was talking about.
Moose, even though I haven't played your map that much, I don't really see where you used this randomization method. What did you use it for?
Also:
QUOTE(The_Dead_One @ Oct 1 2005, 12:37 AM)
Etc. That's why many maps have 8-sided dice, but you never see a 4-sided dice.[right][snapback]325052[/snapback][/right]
I'm guessing you meant 6-sided?
Also(2): Viewing your map with the trigger viewer, you used an inefficient method of randomizing numbers, and it is unlike mine. You guys are ignoring one thing:
this is NOT just about possible outcomes; this is about a NEW way to use possible outcomes to randomize numbers (to make large ones easily).
You guys have to check the map before you post about this map.
You think I made a switch possibility for each square? If I want to place something in one of the middle 256 squares, do you think I made 256 triggers? You have TrigView, put it to use.
Just useing only 100 triggers out of the over 250 switches, you can make the probability 1 out of 1267650600228229401496703205376. And I did this on a calculator of 2^100th power, no joke, and 2^256 came out to around 1.15e+77 where the number above is only around 25 digits long, the highest is 77 digits long! This might take a few seconds... here is my calculators closest display to the full number if I add on the extra numbers... A 1 in 115792089237316195423570985008690000000000000000000000000000000000000000000000 Possability to do somethin! Oo, very big number! That is the extent of just 256, you can add several other variable systems to increase this far beyond this chance! Random deathcounters, physical unit randomaily, ect...
Like, even if an entire 256x256 with a ten thousand triggers, maxed out on like everything, you still wouldn't need anything more than, id say a million numbers
QUOTE(The_Dead_One @ Sep 30 2005, 11:37 PM)
Size of the random number increases exponentially by the number of switches you got. Numbers would be different combinations of the switches' values.
1 switch = 2 outcomes possible, or 2^1.
2 switches = 4 outcomes possible, or 2^2.
3 switches = 8 outcomes possible, or 2^3.
Etc. That's why many maps have 8-sided dice, but you never see a 4-sided dice.
Hell, even the one I've linked in my sig has an 8-sided dice in it. (Bottom right of the field in the top right.)
[right][snapback]325052[/snapback][/right]
Well, I understand how having an 8 sided dice is fairly simple to do, but what I'd do personaly is if it came up with 7 or 8 just make it start itself over until it got 1-6. Just a thought.
I see history is repeating itself with already-done ideas. Ah! It is so good to see young blood reinvent what the ancient people made; it means there are still creative people out there!
Actually this idea hasn't been posted in the tutorials yet, and the only person I know of that used it is Moose.
I thought using switches for binary was obvious though... Set = 1, Clear = 0
...hmm oh well.
Oh and the reason that it's never used is because people often don't make "random events" or need dice rolls in their maps. They usually give it a set amount of instructions.