The modul can be downloaded at daak.de
Modules for ABattlemap
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@Cmdr:
Long live battlemap! Down with the tripleA pretendership! :P
I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.
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@Cmdr:
Long live battlemap! Down with the tripleA pretendership! :P
I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.
The problem comes in collecting enough data to prove it though.
Seen a lot of battles where one side has 5% odds to “win” but that win is supposed to be 1 maybe 2 units left and they come out next to unscathed while the attacker dies to whithering fire. Almost makes you want to take the 95% odd from a calculator for all battles (round down) lol
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@Cmdr:
@Cmdr:
Long live battlemap!� Down with the tripleA pretendership! :P
I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.
The problem comes in collecting enough data to prove it though.
Seen a lot of battles where one side has 5% odds to “win” but that win is supposed to be 1 maybe 2 units left and they come out next to unscathed while the attacker dies to whithering fire. Almost makes you want to take the 95% odd from a calculator for all battles (round down) lol
Collecting data is not the only way to prove it. Just find out (e.g. by asking the developers or looking at code) how the “random” numbers are being generated. I’m no expert, but by my understanding, the characteristics you describe are typical of pseudorandom number generation (a computer program is generating the random number). That is, you should be getting a random distribution of numbers given enough rolls, but the particular sequence of the numbers may not be truly random (given a first roll of number N, the probability distribution between N and non-N numbers on the next roll is not truly random). This method is very easy to code (you can learn how to write a program to do it in a couple hours with no prior programming experience), but it is not good for axis and allies dice purposes.
The only way of generating truly random digits is by harvesting data from entropy using special hardware. One way of doing this without actually generating the data in real-time is by having a huge database of a random sequence of numbers which were generated using a truly random number generator. This database can be built into the software and the numbers can be retrieved instead of generated when an instance calls for it. I think this is how conquerclub generates their dice rolls, and may be how the forum dice roller here works as well.
I recall reading a post somewhere on this forum which explains how to call the dice on the forum, and it may explain how the dice numbers are generated. I don’t know if you can find the relevant counterpart for TripleA.
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When talking about the “Triple A dice engine” don’t forget that in forum games triple a usually gets the dice results from
dice.tripleawarclub.org .Maybe it is just in games player versus AI where the “built-in” dice engine is used.
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@Cmdr:
There a D-Day module for AAA?
This is the d-day module for abattlemap http://www.axisandallies.us/add/ADD.zip I believe its also packed into the Abattlemapmap installer found at www.abattlemap.com : http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe be careful as when installing this version it may have a different version of some modules and may overwrite them… so backup all your .gim folders before installing and just replace the ones that got messed up with your backup folders
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@Cmdr:
There a D-Day module for AAA?
This is the d-day module for abattlemap http://www.axisandallies.us/add/ADD.zip I believe its also packed into the Abattlemapmap installer found at www.abattlemap.com : http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe be careful as when installing this version it may have a different version of some modules and may overwrite them… so backup all your .gim folders before installing and just replace the ones that got messed up with your backup folders
I think it shouldn’t overwrite anything, but it’s good to back up just in case.
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Thanks TMTM
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Abattlemap 1942 2nd Ed. http://axisandallies.us/422.zip - updated 12/29/2013
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Reinstalled ABattlemap because it doesn’t allow me to use: “List Units” on the View bar. But it still doesn’t work. Do I need this anyway? What does it do?
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Reinstalled ABattlemap because it doesn’t allow me to use: “List Units” on the View bar. But it still doesn’t work. Do I need this anyway? What does it do?
It’s been a long, long time, but as far as I remember you should manually delete the ABattlemap.ini. It will be recreated on the next program start.
You should be fine then. -
@P@nther:
Reinstalled ABattlemap because it doesn’t allow me to use: “List Units” on the View bar. But it still doesn’t work. Do I need this anyway? What does it do?
It’s been a long, long time, but as far as I remember you should manually delete the ABattlemap.ini. It will be recreated on the next program start.
You should be fine then.Ok thx P@nther