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Messages - Cheddarius

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586
Forum Games and Roleplaying / Re: Systematically Choose Who Wins: Day 3
« on: August 06, 2010, 03:10:38 pm »
Non-Partisan Analysis By A Dude With A Basic Understanding of Mathematics/Probability And Too Much Time On His Hands

Criptfiend's plan is flawed. For one thing, he has to keep recruiting cabal members in order to get a sure majority.

FIRST TURN
There are 14 players in the game, eight in the cabal.
Six will win.
Eight players vote for Criptfiend, assuring his victory.

SECOND TURN
There are 13 players in the game, seven in the cabal.
Five more will win.
Seven players vote for some cabal member, assuring his victory (the random roll, by the way, is not secure. Criptfiend can easily, easily fake them. Here's how: suppose Bill is his friend, and Bill is #3. He rolls a 1d7 repeatedly until he gets a 3. Then he posts that roll. Easy as pie. One reliable way is to say "Tomorrow, I will take the opening price of the NYSE, take the last two digits (the cents, which are essentially random given how much it wavers), and take that modulus the number of players, and that will be the person we vote for. It is completely transparent, anyone can verify it, and it cannot be changed.

THIRD TURN
There are twelve players in the game, six in the cabal. Oh no! He doesn't have enough for victory! He has to recruit one more player; there are seven in the cabal now.
Four more will win. (Note that the "crude" chance of winning has declined to 4/7 or 57%. I will calculate the "true" chance of winning later)
Seven players vote for the cabal member, assuring victory.

FOURTH TURN
There are 11 players in the game, 6 cabal.
3 more will win.
6 vote for the chosen cabal member, assuring victory.

FIFTH TURN
There are 10 players in the game, 5 cabal. One cabal member is recruited, now 6 cabal.
2 more will win. (Crude chance of cabal winning has declined to 33%)
6 vote for the chosen, assuring victory.

SIXTH TURN
There are 9 players in the game, 5 cabal.
1 more will win. (20% win chance)
Five people vote for the chosen, who wins.

Now that is the point that Pandarsenic illustrated - even if it works at the start, it will surely collapse later, when there are fewer cabal members. To keep a majority you will have to get more and more members, few of whom will win. Now we'll calculate the "true" win chance.

Criptfiend touts his cabal idea on the first turn. You figure, hey, why not? I want to win, right? That turn, you have a 0 chance of winning, since Cript will win.
The second turn, you have a 1/7 chance of winning.
The third turn, you have a 1/7 chance of winning, since a new member had to be recruited.
The fourth turn, you have a 1/6 chance of winning.
The fifth turn, you have a 1/6 chance of winning.
The sixth turn, you have a 1/5 chance of winning.
The total chance of winning is: (chance that you'll win the first round) + (chance that you'll lose the first round but win the second) + (chance that you'll win the first two rounds but win the third)... etc.

It's not them all added up, because obviously you can't win if you've already won, so you have to lose the first to win the second. Otherwise you get dumb stuff like "I have a 1/2 chance of getting heads, so if I flip twice in a row my chance of getting heads is 50%+50%=100%!" No, two tails is unlikely but possible.

So. The total chance is 0+(1/7)+(6/7)(1/7)+(6/7)(6/7)(1/6)+(6/7)(6/7)(5/6)(1/6)+(6/7)(6/7)(5/6)(5/6)(1/5) = 59.2%. Just over half; far from the glorious 85% he promised (which, as Pandar said, doesn't make any sense anyways. 85% = 17/20. So does that mean there are 20 cabal members and 17 winners? Huh?)

And the chance of winning if you join later on is even more abysmal; if you join on the third turn, the chance of winning is (1/7)+(6/7)(1/6)+(6/7)(5/6)(1/6)+(6/7)(5/6)(5/6)(1/5) = 52.4%. A few percentage points over half. That's definitely not the almost sure win he promised.

If you join on the fifth turn, the chance is (1/6)+(5/6)(1/5) = 33%. Ouch. (Actually, due to an oversight on my part, the cabal will have to recruit even more members than I thought, since one can't vote for oneself - for example, on the second turn, there will be 6 non-cabal, and seven cabal, and since you can't vote for yourself, only six cabal can vote for a given person, which could result in a tie; thus you would need to recruit already by the second turn)

"But wait!" you cry. "If we don't join the Cabal, we won't win at all!" That may seem so. But it remains, firstly, that Criptfiend has blatantly lied to you (I'd say that he was merely incorrect, but judging by the false statistics he's put up, with no calculations behind them, I doubt it), and another thing...

On the sixth turn, five people will vote for the chosen cabal member, and he will win... or will they?
Imagine you're a cabal member. On the last turn, you aren't chosen. Well, that's to be expected, you had only a 20% of being chosen that turn. Wait! You still have a small chance of winning if you defect and try to gain favor! So you do so. The cabal fails, and the chosen is no better than any other man.

Now, why have you joined the cabal in the first place? The cabal's lure is thus: "Vote for who we want you to, and we'll vote for you later on." Does this hold true?

On the fifth turn, you might follow the rules like always. But this would be unwise. Even if you vote for the chosen person, this will confer you no special advantage on the sixth turn; all will descend into chaos by then and you will have no supporters. Thus, on the fifth turn, if you are not chosen, you should defect and try to get people to vote for yourself.

On the fourth turn, the same thing. On the third turn, and so on.

I would like to point to a game called Prisoner's Dilemma. In one game, the best strategy is to defect, as this is profitable. In a series of games of unknown length, a very good strategy is to play "Tit-For-Tat"; when the other player defects, defect, and when the other player cooperates, cooperate (this strategy attempts to enforce cooperation and thus better both players). But in a series of games where the length is known, well, you're both going to defect on the last round, because you've got nothing to lose. And knowing this, you're going to defect on the penultimate round, because the other guy's not going to cooperate even if you do cooperate... and so on. This is the situation we have here.

The cabal is not stable. Criptfeind lied, deceived you, played you for fools. Every man for himself.
War!
Chaos!
BLOOD FOR THE BLOOD GOD!

587
DF Community Games & Stories / Re: Halltraded succession game (40d)
« on: August 06, 2010, 02:10:05 pm »
Wait, just to be clear, though, there are dudes in Old Halltraded. That's where we're living, right? Either that or some just got buried alive in there...

588
Man, I love those shadows! They look much higher-resolution than the tiles really are... 48x48 or whatnot. There's no pixellation at all, it's completely invisible.

589
exasperated
Unless you mean that the growth penalty looks upon the system and sighs, mildly upset by it, I think the word you mean is "exacerbated".

The caster sacrifice does sound overly expensive to me, but it's a suicide spell on your first magical tech; you can't really expect it to be all that powerful. At eight potential points of damage after they're already dead
Very true. Get an academy, crank out two units of no-equipment Kamikaze a turn, and you're set.
Wait no, that strategy sucks balls. I forgot you needed blessed obsidian for it. And I thought it gave 8 damage, not two strikes. So I'll have to think of a new one... but it's still good, let me do the calculations.

Okay, 1 labor, 1 iron, and 2 wood makes strong iron. 1 strong iron, 1 labor, and 1 wood makes steel. 0.5 labor and steel makes steel armor. So all in all I have 2.5 labor, 1 iron, and 3 wood, which makes 2.5+0.5+1.5=4.5 labor per steel armor. For a similar quantity of labor, you cast Black Sludge on your units. We each start with, say, 7 attack and 7 health. I get boosted up to 21 health by my armor. We attack and my unit kills yours on the first turn, but then gets attacked twice and dies. So really, steel and Black Sludge are about the same. Sure it's a bit worse, costs a bit more labor. It is also a bit situational (though not really); if you have 300 attack and 1 health, Black Sludge won't help much. But that's to be expected for an early tech; I had to go through a massive tech chain to get Steel.

590
Forum Games and Roleplaying / Re: Monster Defence (Fourth Age)
« on: August 06, 2010, 01:47:39 pm »
Pass the bandage to Archangel
You need to be adjacent.

Just to be clear here, you want us all to die, correct?
Not all of you. I only wish to cull the slow and weak.

next level should be a boss:
Why? Do you want the boss to be stronger than normal? People will die unnecessarily, I don't want that. Do you want the boss to be normal? That's not much of a boss, is it?

591
Other Games / Re: Third World Farmer
« on: August 06, 2010, 04:00:32 am »
I don't understand why some of this stuff is happening in the later end of the game. Why are my guys dropping 20% in health all the time? We live in the lap of luxury! We don't suffer from malnutrition like some poor family! Do you know how many barns we have? How many barns do you have, you fascist American pig-dog? None? We have six barns! Do you know how many barns we could buy? We could buy EIGHT HUNDRED BARNS! We could subsist on nothing but purified barn essence! We could make cutting-edge broad-spectrum antivirals with nothing but ground up barns! We have so many barns we subsist entirely on elephants! No, they don't plow our crops or anything, we have bred special elephants that poop money! That's how rich we are! We don't plant crops any more! Sometimes mobs get angry and burn down all our buildings and elephants! We don't hire security to keep the mobs away! Know why? When they burn everything down WE JUST BUY THEM AGAIN! It's a drop in the bucket of our cash reserves! Gold bullion oozes out of our every orifice! How are we still subject to this kind of debilitating illness?!!?

And, you know, someone who's been educated all his life and who is bringing in ~5 barns a year is honestly worth a lot more than $50 in advance for a job. Stuff like that.

By the way, the fastest way to earn points seems to me to do this (assuming you built up enough cash already):
Buy 6 barns, a well, and 4 harvesters.
Buy 8 elephants.
Have a man and wife and 5 children.
Each year, have a baby, then abandon it in a dumpster. Plant a few crops to ward off mobs (not to save money, more for convenience). Have all the children go to school. When they reach 16/10 years of schooling, sell them into slavery for about $50 or so, and replace them with new stock. I think marriage might be useful too, but it probably takes so long to wait for good candidates that you might as well just have babies immediately and get more schooling in.

592
DF Community Games & Stories / Re: Halltraded succession game
« on: August 06, 2010, 12:14:10 am »
All right. I'll try.

593
DF Community Games & Stories / Re: Halltraded succession game
« on: August 05, 2010, 11:30:14 pm »
Well, there are a bunch of giant empty spaces, large labyrinths that seem to serve no purpose, random unused dining rooms, an unused magmaworks, a partially-used magmaworks, etc. The fortress is absolutely lousy with coffins, I can only seem to locate about eight workshops (and no farms or kitchen), and I've never played with the economy so I'm not sure if I need to deal with that somehow.

594
DF Community Games & Stories / Re: Halltraded succession game
« on: August 05, 2010, 11:08:19 pm »
1. Why are you using mayday?  Doesn't DT work with regular (but old) DF?
Looks nicer.

2. Try reading past journal entries to get a clue what's going.  I tihnk I figured it out mostly, so I could answer questions.  If you run out of stuff to so, build something!
All right. I'm still not sure where anything is though.

595
DF Community Games & Stories / Re: Halltraded succession game
« on: August 05, 2010, 10:54:01 pm »
#1 is a mere inconvenience. #2 is not. I have no idea what's going on, where anything is, or what I'm supposed to do...

596
Forum Games and Roleplaying / Re: Monster Defence (Fourth Age)
« on: August 05, 2010, 10:50:03 pm »


The zombies surge forward. The zombie at G2 swipes at Delmond and damages him. (The earlier scratch when walking into a zombie gave him a 50% chance to fail at constructing a trap, by the way). Another walks into his stonefall trap and is killed.


A zombie attacks Boom, lowering him to 2 health. Another attacks Roland, but luckily his repaired armor absorbs the attack. The rest get dangerously close to the army.

Zombie at G2: 2.8 HP

Dreadnought at C3: 6.8 HP
Zombie at F3: 1.9 HP

D5: Bandages (2), $11.50
Zombie at D5: 0.5 HP

597
Forum Games and Roleplaying / Re: Monster Defence (Fourth Age)
« on: August 05, 2010, 10:16:37 pm »


Brion fires his grenade launcher at F3. It almost jams, but luckily it fires, and takes out a huge swath of zombies, killing three easily and drastically wounding two more. He primes his grenade launcher for the next firing, reducing its cost to 11 AP. (Zombie at F2: Dead; Zombie at E3: Dead; Zombie at F3: Dead; Zombie at G3: 0.7 HP; Zombie at F4: 1.9 HP)

Fenrir fires at the zombie behind him in a haze. Woozy from pain, he sprays bullets about indiscriminately, missing nine times in a row before finally getting a hit. All in all, he hits twice; the zombie is heavily wounded but not killed. (Zombie at E7: 0.25 HP)

Roland picks up the bandages and equips them for 3 AP. He heads south, only to find that Fenrir has not dispatched the zombie behind him. He settles for healing himself for 1 HP and retreating.
I basically forgot about your Softhearted trait until now. I will interpret it as, if at any point you are orthogonally adjacent to someone with 75% health or less, you must immediately heal him or do nothing.

Red the Redder waves his gun around threateningly, almost passing out. Despite the wall of pain, he manages to shoot the zombie in the head, killing it. (Zombie at B6: Dead)

Para moves back into the fray and blasts a zombie. Four bullets hit for 3.5+ damage, a bit excessive considering it only had 0.25 HP left. (Zombie at E7: Dead)

The Fonz patches up himself and his stylish leather jacket with his handy first aid kit, then retreats to B3 and scavenges twice, finding two pieces of scrap.

Boom fires at G4, but the pain overcomes him and he fires the grenade launcher clumsily, causing it to jam. He retreats and primes his grenade launcher; the next launch will be 12 AP.



Delmond builds a stonefall trap and goes east. He builds another one to the south, and tries to build one to the east. He begins setting up his trap components when a zombie screams in rage and claws at him. He screams in terror and poops in his suit a little.
(Also, since I've nerfed zombie attack, I've nerfed your suit accordingly, to block 0.3 damage.)

Zombie at G2: 2.8 HP

Zombie at G3: 0.7 HP

Dreadnought at E4: 6.8 HP
Zombie at F4: 1.9 HP

D5: Bandages (2), $11.50
Zombie at E5: 0.5 HP

598
DF Community Games & Stories / Re: Halltraded succession game
« on: August 05, 2010, 09:25:17 pm »
Okay, after some fiddling around I managed to get this working with the Mayday pack, but there's two problems:
1. It isn't compatible with any version of Dwarf Therapist. I lean on Dwarf Therapist, treasure it, love it. It keeps my fortress organized, it tells me what I need to know without having to individually check every single dwarf in the 100+ dwarves to see who's got hauling or whatever. It's convenient. Now I live in fear that some legendary dwarf will be reduced to hauling or something.
2. I have no idea what's going on. I'm not sure how to even approach this. What needs to be done? How do I do it? What is this, what is that? How do I find what I need to find?

599
I have 4.8 clothes and 2.7 jewelry when I think I think I should have 2.5 and 2.4, respectively... is that right?

600
Ah, all right. Thanks!

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