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Author Topic: Gapped Teeth and Funny Ears?  (Read 918 times)

James009

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Gapped Teeth and Funny Ears?
« on: September 27, 2011, 03:29:15 am »

I'm just wondering, what do I need to do to the code to GREATLY reduce the chances of a character having gapped teeth and splayed out/hanging lobes ears? I don't mind them existing, I just want to minimize the chances to something like 1-100.

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:20:80:90:100:110:150:180]
---bad20:40:50:60:70:90:100]
[APP_MOD_NOUN:teeth:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:85:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:80:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]

I've been messing with it trying to reduce it but I think my gene splicing is making things worse. EMPIRES WILL CRUMBLE!

Thanks!
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Xen0n

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Re: Gapped Teeth and Funny Ears?
« Reply #1 on: September 27, 2011, 08:03:05 am »

Not really sure; someone on the modding board would be more likely to know, though.
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Moonshadow101

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Re: Gapped Teeth and Funny Ears?
« Reply #2 on: September 27, 2011, 02:14:23 pm »

Just a note, but the frequency of "hanging" earlobes in humans is pretty high. 40-70ish percent depending on ethnicity.
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Master Catfish

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Re: Gapped Teeth and Funny Ears?
« Reply #3 on: September 27, 2011, 08:06:38 pm »

I'm fairly sure this is the difference between hanging earlobes and not.  'Hanging' makes them sound kinda nasty, but it's really an extremely common type of earlobe and quite normal. 

Spoiler (click to show/hide)

If it wasn't obvious, (A) Is hanging and (B) is not.
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James009

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Re: Gapped Teeth and Funny Ears?
« Reply #4 on: September 27, 2011, 10:13:04 pm »

Yeah, I thought this was being posted on the Modding Board... but it wasn't... meant to be but hasn't. I also could have posted it in the Modding Discussion thread... but risk it being buried.

I also viewed this post and don't quite understand how it calculates.

Regarding hanging lobes, I have them but the game often describes them as extremely long hanging lobes.
« Last Edit: September 27, 2011, 10:15:40 pm by James009 »
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i2amroy

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Re: Gapped Teeth and Funny Ears?
« Reply #5 on: September 28, 2011, 12:18:20 pm »

The way that the distribution works is fairly simple. Say for example that you have five numbers that are 0:10:30:70:100. This then gives you four total ranges: 0-10,10-30,30-70, and 70-100. The game then assigns an equal percentage chance for a dwarf to fall within each range. In this case that would mean that each dwarf would have a: 25% chance to be 0-10, and 25% chance to be 10-30, a 25% chance to be 30-70, and a 25% chance to be 70-100. If this is then switched to give the percentage values based on uniform ranges it is possible to see that: having a 0-33 attribute has a ~50% chance, where 33-66 has ~20% chance and 66-100 has ~30% chance. Therefore giving a scale that has most dwarves falling at the lower end with a smaller group at the upper end and very few dwarves in the middle.

So the process of giving a dwarf an attribute range
1) Find ranges based on given attribute values
2) Assign an equal % chance for each range (i.e. 4 ranges = 25% for each, 5 ranges = 20% for each)
3) Once a dwarf's range has been chosen, roll to determine the exact value (i.e. 0-10 gives a 10% chance of being each exact attribute value)

In this way it is then possible to create weighted curves by having several small ranges in the area that is to be weighted towards and having only a few large ranges in the area that is weighted away from.
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James009

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Re: Gapped Teeth and Funny Ears? [Understanding Distribution 101]
« Reply #6 on: September 28, 2011, 02:58:59 pm »

Going to do some thinking out loud so I can better understand it.

So, basically [BP_APPEARANCE_MODIFIER:GAPS] defines the extreme of the teeth from low (crowded) to high (very gapped) and lets say that 100 (in the middle) represents normal teeth. By having the values start at 20 means that 20-80 is my first value which means gapped teeth at a 20% chance (due to having something like 4 ranges... or is it 6 at 16%? I think it's six). Then 80-90, 90-100, 100-110, 110-150, and finally 150-180. Right now I have a 16% chance of getting 20-80, 16% of 80-90, 16% of 90-100, 16% of 100-110, 16% of 110-150, and 16% of 150-180. 20-90 =~32% chance of being picked and 90-110 also has a 32% chance. Right now my odds are not really favoring my design.

What I need to be doing is something like...

[80:90:100:105:110:180]
80-90 = 20% but 80 itself would be like 2% odds... 90-110 has the highest odds with 60% chance of being picked.

Maybe I should have more ranges so that something like 60-90 were to only have a 10% chance? Would that make it a better goal for my distribution?
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Putnam

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Re: Gapped Teeth and Funny Ears?
« Reply #7 on: September 29, 2011, 02:09:55 am »

Yeah, I thought this was being posted on the Modding Board... but it wasn't... meant to be but hasn't. I also could have posted it in the Modding Discussion thread... but risk it being buried.

I also viewed this post and don't quite understand how it calculates.

Regarding hanging lobes, I have them but the game often describes them as extremely long hanging lobes.

Extremely long probably just means the longest normal; the way the game describes things is extremely candid. The most beautiful person in the world can be described with terms like "burnt umber skin, wide-set eyes, and extremely long hanging lobes".

Actually, personal/cultural ideas of beauty is planned to go in the game--one of the power goals involves someone rescuing a maiden, hearing that she's the most beautiful in all the land, then finding out that he doesn't consider her beautiful due to cultural differences.

I think that it's hilarious and should go in ASAP :P