code logs -> 2010 -> Mon, 26 Jul 2010< code.20100725.log - code.20100727.log >
--- Log opened Mon Jul 26 00:00:20 2010
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--- Log closed Mon Jul 26 03:52:03 2010
--- Log opened Mon Jul 26 03:52:13 2010
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16:49
<@ToxicFrog>
Holy shit: http://www.zachtronicsindustries.com/
16:49
<@ToxicFrog>
It's an entire site of Manufactoria-style games.
16:52
< Orth>
Yes.
16:52
< Orth>
The steam robots is kind of amusing.
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17:31 mode/#code [+o Attilla] by Reiver
18:47 * Vornicus-Latens starts on "ruckingenur"
18:48
< Orthia>
VRON
18:48
< Orthia>
Would you mind helping me with an Excel Sheet, if I can make the rules of probability a little less painful?
18:49
<@Vornicus-Latens>
Absolutely
18:49 * Orthia is trying to figure out the odds of X dice rolling Y successes. Isn't worried about Crazy Awesome Unusual Odds, just the 'reasonably expected' stuff. From 2 to 12.
18:50
< Orthia>
So we can go with the following: 1/2 chance of +1 success, 1/12 chance of +2 success, 1/72 chance of +3 success. I care not about things beyond that point, the odds are too low to care.
18:51
< Orthia>
So presuming we can combine those values to get an average score per dice, I'm pretty sure I can hit a binomial distribution, y/n?
18:54
<@Vornicus-Latens>
technically a "multinomial" distribution - since each thing has many different possible success chances...
18:54
< Orthia>
Ah, I suppose.
18:54
< Orthia>
Though each individual dice has the same.
18:54
< Orthia>
See, I realised you may have a specific point about the pain of dice pools - say I have one gun with a chance of hitting once, 50/50.
18:55
< Orthia>
Adding a second gun to that is not too bad - small improvement to hit with any at all, and if you get lucky you hit with both.
18:56
< Orthia>
When it was suggested one add five guns, for a six-gun broadside... suddenly the dice pool could be going from 6 or 7 to 11 or 12. And you're still aiming at DV 3...
18:56
< Orthia>
Suddenly you start to look like you're going to hit with all of them, 'cuz the curve is in your favor. This... doesn't seem quite how I'd intended matters, so I want to see where the breakpoints are.
19:02
<@Vornicus-Latens>
So, the question is, if I have this right: you have a 6-skill turret, and by adding more guns to the turret you give it +1 skill each, and you're wondering how this shakes out against (say) a DV 3 target.
19:03
< simon_>
what game is that?
19:08
<@Vornicus-Latens>
Reiver's own game.
19:09
<@Vornicus-Latens>
Orthia: I take it your success requirements for k hits are k - 2?
19:09
<@Vornicus-Latens>
so, say, to get 3 hits you need 5 rolls?
19:11
< Orthia>
No, they tend to need roughly 2K
19:11
< Orthia>
3 hits tends to want 6, 4 tends to want 8, and so on
19:11
< Tarinaky>
Orthia: Change it to 4+ on a d6 with no exploding 6s
19:11
< Tarinaky>
-Or- make it 5+ with exploding 6s.
19:12
< Orthia>
We could for the purpose of testing.
19:12
< Orthia>
The exploding die skews it to be better than precisely 1/2, but this is intentional.
19:12
< Orthia>
I don't actually want a game where you always succeed 50% of the time; I want it to be slightly better than that.
19:12
<@Vornicus-Latens>
(the actual expected value is 3/5)
19:13
< Tarinaky>
The exploding 6 is about equal to +1 on an extra number.
19:13
< Orthia>
(Interesting! I've got a 60% success rate? I'll take it. [Thank you for figuring that out])
19:13 * Vornicus-Latens misread it.
19:13
<@Vornicus-Latens>
er, miswrote it
19:13
< Orthia>
Tarinaky: Not quite: If it was, the proportion would be 2/3rds
19:13
<@Vornicus-Latens>
To get three hits on a DV 3 target, you need 5 successes, from this gun.
19:13
< Orthia>
Right.
19:13
<@Vornicus-Latens>
Ok.
19:13
< Orthia>
Oh, heh
19:13
< Tarinaky>
Orthia: About.
19:14
< Orthia>
I see how I did it poorly, but yeah, you're onto it Vorny
19:14
<@Vornicus-Latens>
Ok, give me a few moments.
19:15
< Orthia>
NP
19:30
<@Vornicus-Latens>
http://paste.pocoo.org/show/241908/
19:30
<@Vornicus-Latens>
Have some data.
19:31
<@Vornicus-Latens>
More guns is down, more hits is right.
19:32
<@Vornicus-Latens>
As you can see, the chance of hitting with all the guns is significant throughout.
19:34
<@Vornicus-Latens>
Hm, Infiniminer: "Team Dwarf Fortress"
19:44
<@ToxicFrog>
BSE really needs a size-1 crossover connector
19:45 Orth [orthianz@Nightstar-f1aeb5f6.xnet.co.nz] has joined #code
19:47
< Orth>
Vorn: That's interesting...
19:47
< Orth>
On the other hand, as you've noted, to hit DV 3 half the time, you really only want 5 dice
19:48 Orthia [orthianz@Nightstar-48e63a4f.xnet.co.nz] has quit [Operation timed out]
19:49
<@ToxicFrog>
...hmm. I'm having trouble figuring out how to bring a chamber up to pressure and then isolate it from the rest of the system without using the manual override.
19:52
< Orth>
Does it need to maintain pressure, or is this cannons?
19:52
<@ToxicFrog>
Aha. I see why they gave me two boilers, now.
19:53
<@ToxicFrog>
And it's crouch, which I didn't think was a pressure sink, but apparently it is
19:53
< Orth>
Yeah, it's a most leeging annoying pressure sink~
19:56
<@ToxicFrog>
Ffff
19:57
<@ToxicFrog>
Ok, so: crouching robots with low-mounted robots can only hit other crouching robots?
19:57 * Vornicus-Latens can't figure out the steam thing at all.
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19:58
<@ToxicFrog>
Seems pretty straightforward to me, just hard
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19:59
<@Vornicus-Latens>
Like, I /think/ I'm hooking stuff up, but it doesn't do anything?
20:00
<@Vornicus-Latens>
Walking worked, the buzzsaw... kinda worked, but only hit well the first time, and the gun doesn't seem to work at all.
20:00
< Orth>
They're poorly described.
20:01
< Orth>
Buzzsaw takes an age and a half to get back up to speed, and can't while a robot is against you.
20:01
<@ToxicFrog>
Gun needs pressure applied to the top connector to reload after firing, and -lots- of pressure intermittently on the bottom to fire - a steam tank + pressure valve works well there.
20:02
< Orth>
The gun, easiest to rig it so you get constant pressure to the top valve, and burst pressure to the lower one.
20:02
< Orth>
You can do a complicated shunt back-and-forth to put steam to the right hole as needed, but it doesn't care if you just hose the top hole steadily anyway.
20:03
< Orth>
(If it had one thing, I wish it had a pipe squeeze.)
20:03
< Orth>
(So many times you need "Some steam", not "half my steam" >_<)
20:04
<@ToxicFrog>
Ok,finished the second level, but I'm not happy about it
20:05
< Orth>
Yeah; a lot of the times it's a pretty horrible setup you get.
20:05
< Orth>
It's not as... elegant... as the conveyor game
20:09
<@ToxicFrog>
I consider any solution where I have to resort to manual control to be a failure, but that's what I had to do for #2, and it looks like #3 is heading there as well
20:11
< Orth>
Yeah, no
20:11
< Orth>
The manual control is pretty much hugely needed throughout.
20:11
< Orth>
The 'challenge' is in that there is but one lever~
20:14
<@ToxicFrog>
Hah! Solved it without manual control
20:14
<@ToxicFrog>
Each side had boiler -> tank -> valve -> { cannon, vent x3 }
20:15
<@ToxicFrog>
The cannons fire, provoking the enemy into charging. Then the vents depressurize them fast enough to reload before the tanks are at pressure again, causing it to fire a second time and win.
20:18 * ToxicFrog completes #4 and, apparently, the game
20:18
<@ToxicFrog>
I only needed the lever for mission #2, though.
20:21
< Orth>
Yah, game was a wee tad too short.
20:21
< Orth>
Greatly so. :/
20:21 * ToxicFrog stabs Magnum Opus. Don't force me to do a packet capture just to download your game, goddamnit!
20:22
< Orth>
O.o
20:25
<@ToxicFrog>
Nvm, got it from the cache
20:25
<@ToxicFrog>
(I save them for offline play)
20:25
<@ToxicFrog>
...Codex of Alchemy doesn't seem to work for me; I can't rotate arms with ctrl.
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20:27
<@ToxicFrog>
Oh, there we go
20:30
< Stalker>
Hi?
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20:46
<@ToxicFrog>
'aftenoon
20:48 Vornicus-Latens is now known as Vornicus
20:49
<@Vornicus>
Things that suck about these games: 1. they're waay too much like real life, 2. they don't save your designs automatically.
20:57
<@ToxicFrog>
(2) I agree with, but I don't get (1)
21:01
<@ToxicFrog>
...ok, maybe I get it with kohctpyktop.
21:02
<@ToxicFrog>
Fuck gate design forever.
21:02
<@Vornicus>
By 1, I mean, well, yes, kohctpyktop, and the engiwhatsit, and...
21:03
<@ToxicFrog>
"engiwhatsit"?
21:03
<@ToxicFrog>
Of the three I've played (kohctpyktop, steam, alchemy) I rather enjoyed steam and alchemy.
21:04
<@ToxicFrog>
And I might have enjoyed kohctpyktop if it didn't cause Xilinx and Cadence flashbacks.
21:05
<@Vornicus>
"ruckingenur"
21:18
<@ToxicFrog>
Oh, the reverse-engineering game.
21:23 Gruber is now known as gnolam
23:05
<@Vornicus>
Somebody should beat Toady with Infiniminer. The graphics aren't, you know, /epic/, but at least they're a bit more sensible than EXTREEM ASCII ART
23:06
<@Vornicus>
Looks like it was easy to do, too.
23:08 * TheWatcher will be over here making no comment whatsoever.
23:09
<@Vornicus>
?
23:09 * Vornicus wonders what your comment would be anyway!
23:15
<@TheWatcher>
Merely related to my long-standing position on DF's user-hostile UI
23:17
<@Vornicus>
It's not very often that I meet something where opening the source would measurably /improve/ the user interface, but DF meets it.
23:19
<@TheWatcher>
If you attached a device to your computer that, at specific game-triggered times, poked you in the eyes, it would improve DF's UI.
23:20
< Namegduf>
This is making me want to play DF more.
23:20 * Namegduf loved NetHack
23:21
<@Vornicus>
Nethack isn't nearly as hostile in the UI.
23:21
< Namegduf>
Ah.
23:21
< Namegduf>
What about vim?
23:21
< Namegduf>
I like vim, too.
23:21
<@Vornicus>
It's got a tough learning curve, but it's not actively hostile.
23:21
<@Vornicus>
Not vim either, really.
23:22
<@Vornicus>
vim is designed in a lot of ways for efficiency, and it does pretty damn well at it.
23:23
<@Vornicus>
It's not /easy/ to use by any measure, and it's not /obvious/ either, but once you get going it's very good at what it does.
23:23
<@Vornicus>
DF's interface induces only rage.
23:28 Thaqui [Thaqui@27B34E.D54D49.F53FA1.6A113C] has joined #code
23:28
< gnolam>
And hints at a generally bad program design, too.
23:28
<@Vornicus>
It's neither efficient nor unobtrusive nor simple nor well-organized nor obvious. It simultaneously puts too much and too little information onto the screen.
23:29
< Namegduf>
Wow.
23:31
< Tarinaky>
Eh. Dwarf Fortresses UI isn't bad.
23:31
< Tarinaky>
It's just impenetrable.
23:31
<@Vornicus>
Oh, it's bad.
23:32
< Tarinaky>
It's Microsoft Notepad bad. That's all.
23:32
<@Vornicus>
Notepad is actually a pretty good interface.
23:32
<@Vornicus>
It doesn't /do/ much, but neither does it need to!
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23:50
< gnolam>
Tarinaky: Like Vorn says, it simultaneously puts too much and too little information on the screen. It's horribly inconsistent. Even the most common tasks can be hidden away behind half a dozen interactions.
23:50
< gnolam>
Etc.
23:55
< Tarinaky>
It's still more fun than a poke in the eye.
23:55
< Tarinaky>
Which I do believe was the comparison being made.
23:56 You're now known as TheWatcher[T-2]
23:57
<@TheWatcher[T-2]>
No, I was saying that a poke in the eye would be an /improvement/.
23:58
< Tarinaky>
I disagree. I would rather play Dwarf Fortress as it is now than suffer a blindness inducing injury.
23:59 You're now known as TheWatcher[zZzZ]
--- Log closed Tue Jul 27 00:00:20 2010
code logs -> 2010 -> Mon, 26 Jul 2010< code.20100725.log - code.20100727.log >