IRC logs for #opendune on OFTC at 2010-03-23
            
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08:14:33 <Xaroth|Work> rawr :o
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13:02:14 <glx> hello
14:07:27 <TrueBrain> hi :)
14:07:34 <TrueBrain> trying to make libemu work on microblaze
14:07:37 <TrueBrain> PPC system ...
14:07:46 <TrueBrain> guess I need BE32 there :p
14:23:04 <SmatZ> :D
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15:04:24 <TrueBrain> for now I fail to strip a project ... it takes too long to experiment with it, and the software is way to crappy to operate :p
17:47:30 <glx> hmm player units are harder to deviate, but it looks like it's harder for player to deviate units
17:51:16 <TrueBrain> huh?
17:53:11 <glx> let me finish the patch :)
18:00:36 <glx> http://svn.opendune.org/~glx/temp.patch
18:00:40 <glx> the /8 part
18:03:20 <TrueBrain> what about it?
18:04:56 <glx> if the deviated unit is a player own one, deviation fails more often (random > value/8 happens more easily than random > value)
18:05:16 <glx> but if the player tries to deviate an unit the same penalty is applied
18:06:56 <TrueBrain> I am too tired I guess
18:07:09 <TrueBrain> an AI has less chance deviating a unit
18:07:26 <TrueBrain> 1/8th is substracted, so .. 12.5% less chance, right?
18:07:30 <glx> player is advantaged when playing non ordos, but disavantaged when playing ordos
18:08:03 <TrueBrain> owh, when he has a deviator?
18:08:37 <glx> yes
18:08:44 <TrueBrain> but you can only have a deviator as Ordos
18:08:48 <TrueBrain> Harkonnen can never have one
18:08:50 <glx> right
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18:09:43 <TrueBrain> so I don't see how this can be an issue?
18:10:36 <glx> AI/AI deviation is more easy than AI/Human or Human/AI
18:11:02 <TrueBrain> if Deviator is human, more chance of deviating
18:11:10 <TrueBrain> if Deviator is non-human, less chance of deviating
18:11:12 <glx> no
18:11:41 <glx> if deviator is human the penalty is applied too as the unit is non human
18:12:26 <TrueBrain> owh, so it is reverted from what I say:
18:12:41 <TrueBrain> if the unit being deviated is human, more chance of deviating
18:12:42 <glx> hmm I need to reread the code maybe
18:12:47 <TrueBrain> if the unit being deviated is AI, less chance
18:13:02 <TrueBrain> so, as player, you have more trouble deviating AIs
18:13:07 <TrueBrain> AIs deviate your unit more often
18:18:17 <TrueBrain> but I worked 10 hours, so I am a bit unfocused :p
18:20:40 <glx> after more reading, it seems that's it, AI can deviate human unit more easily
18:21:12 <TrueBrain> bad AI!
18:22:05 <glx> that's unfair :)
18:25:43 <TrueBrain> life is not fair :p
18:32:05 <DorpsGek> SVN: glx (r1019) -Add: C-ified Unit_Deviate()
18:32:29 <TrueBrain> go glx, go glx
19:03:51 <glx> I'm looking at Tools_Random_256()
19:04:50 <glx> seed init seems BE (0x161 -> 61 01 00 00)
19:05:23 <glx> well a BE/LE mix indeed
19:08:02 <TrueBrain> happens more often I noticed
19:09:03 <glx> anyway only 3 first bytes are used
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22:28:47 <DorpsGek> SVN: glx (r1020) -Add: C-ified Tools_Random_256()