From: Mark W. <mw...@so...> - 2002-12-04 08:06:36
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Preston Crow wrote: > > > No. The problem is a map issue in that the difficulty isn't increasing on > this map. Normally, the first level is mostly empty, and the levels become > increasingly more difficult. With the Knight of Scorn quest to bring back > the Goblin Chief's head, with the Bigworld maps, the progression isn't > there--every level until the end is just like the first one; maybe a few > kobolds, but essentially nothing. I looked at this with the head of the goblin chief map. the problem at least on that map is that it sets the difficulty to 1 in the random map. This then means that the set of maps have difficulty 1. Now what difficulty is used for is to basically determine the average exp/space. However, that code is pretty odd, because what it basically is that with difficulty 2, then average exp/space of 2000 (because that is the exp needed for level 2). For level 3, average exp/space would be 4000, etc. As I look at that, I don't think that limit _ever_ comes into play. More likely what comes into play is average density of 1 monster/8 spaces. Putting the difficulty up to 2 makes monsters show up on the maps leading up to the dungeon (with difficulty 1, exp/square average should be 0, but one monster (or generator) shows up because of the ordering of the loop). The ideal tuning, which doesn't exist, would be to set the density. For those maps, probably want low density (1/20) at first level, maybe going up to about 1/8 at the level before the special map. This would probably be the best way to gradually increase difficulty. Difficulty 2 puts out a nice set of monsters, but I'm not sure if it may be too tough, as 1/8 density is fairly high, especially considering some of that does include generators. OTOH, it is mostly orcs and kobolds that show up, which may or may not be easier than goblins. My guess is that other 'empty' random maps also have a 'difficulty 1' set, resulting in no monsters being placed on them. |