Changes between Version 2 and Version 3 of StatsHowTo


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Timestamp:
03/20/11 16:48:08 (7 years ago)
Author:
magnate
Comment:

Minor typos and formatting

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  • StatsHowTo

    v2 v3  
    22 
    33== Activating Stats Collection == 
    4 Stats collection is currently accessible through a the debug command 'f'.  You will be prompted for 3 things. 
     4Stats collection is currently accessible through the debug command 'f' (you will need ctrl-a to get into debug mode).  You will be prompted for 3 things. 
    55 
    6 1. The number of iterations (start with a small number if you're playing around with it) 
    7 2. The type of simulation.  (there are currently two, ''Clearing'' and ''Diving'' (more on that later) 
     61. The number of iterations (start with a small number if you're playing around with it)[[BR]] 
     72. The type of simulation. There are currently two, ''Clearing'' and ''Diving'' (more on that later)[[BR]] 
    883. If Clearing is selected you will be given the option of regenerating randarts after each sim.   
    99 
     
    1313Stats collection is a very simplistic way to get estimates for item/gold/monster frequency in Angband.  The generation (per level) goes as follows.   
    1414 
    15 1: A new level is created. 
    16 2: All items on the floor are recorded and deleted.  Items from vaults are marked as coming from vaults. 
    17 3: All traps are removed (so items dropped by monsters don't vanish) 
    18 4: All non-unique monsters are killed. 
    19 5: Again, all items are recorded and deleted. 
    20 6: All remaining monsters (uniques) are killed. 
     151: A new level is created.[[BR]] 
     162: All items on the floor are recorded and deleted.  Items from vaults are marked as coming from vaults.[[BR]] 
     173: All traps are removed (so items dropped by monsters don't vanish).[[BR]] 
     184: All non-unique monsters are killed.[[BR]] 
     195: Again, all items are recorded and deleted.[[BR]] 
     206: All remaining monsters (uniques) are killed.[[BR]] 
    21217: A final crawl through the dungeon is done and the items from uniques are recorded. 
    2222 
     
    3434Currently there are a very large number of problems in mimicking normal Angband play.  These are outlined below. 
    3535 
    36 1. The player kills all monsters, even those that would not be fightable at the current depth. 
    37 2. Killing all monsters is not feasible.  Especially without generating extra monsters on the level. 
    38 3. Summoners like Qs will generate no loot, even though a draconic Q will generally give you a dragon with good loot. 
    39 4. There is no way of tracking the loot that comes from pits.  This is problematic, since it is a huge part of gameplay. 
     361. The player kills all monsters, even those that would not be fightable at the current depth.[[BR]] 
     372. Killing all monsters is not feasible.  Especially without generating extra monsters on the level.[[BR]] 
     383. Summoners like Qs will generate no loot, even though a draconic Q will generally give you a dragon with good loot.[[BR]] 
     394. There is no way of tracking the loot that comes from pits.  This is problematic, since it is a huge part of gameplay.[[BR]] 
    40405. There is no way of tracking frequencies of vaults/pits/labyrinths/caverns and other macroscopic dungeon features.