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Town Generator - Final(?) GUI only Beta 0.22
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<blockquote data-quote="towngen" data-source="post: 118909" data-attributes="member: 1528"><p>That was exactly my point. It's not just as simple as exchanging a name here and there.</p><p></p><p></p><p></p><p>So I should just rename churchs to "Hospitals & Social Work Centers" and wizards to "Electronic Gadget Users"? It just wouldn't work. All the logic I'm using to determine the number of things would fall apart. That goes for every category of everything. It would be a complete rewrite from the ground up.</p><p></p><p>Granted it might be possible to create a more general purpose town creation engine that loaded tables of names and randomized up a nice mix for you, but that wouldn't be able to create the kind of town I have in mind for fantasy worlds. You can't just rename "provisioners" with "Walmarts" and expect the town to come out right. A modern economy works entirely different than a fantasy medieval economy with magic in it.</p><p></p><p>Perhaps some of you aren't understanding what is going on behind the scenes in my program. Each randomized thing is based on multiple variables that tweak the probabilities slightly. That is why the order of the screens is important. Only something defined on either a previous or the same screen can effect a randomization on any particular screen. The inter-relationship of what affects what is hard coded, not loaded from a table. Trying to create something where those relationships could be swapped out would be exponentially more difficult. It's hard enough trying to find the proper coefficients for a 4 dimensional probability field that half the time I'm already swapping that out for multiple discrete 2 dimensional probability equations (ie. use a select case statement to define ranges for 2 of the input variables, and have a completely different equation with the other 2 variables in each of the cases).</p></blockquote><p></p>
[QUOTE="towngen, post: 118909, member: 1528"] That was exactly my point. It's not just as simple as exchanging a name here and there. So I should just rename churchs to "Hospitals & Social Work Centers" and wizards to "Electronic Gadget Users"? It just wouldn't work. All the logic I'm using to determine the number of things would fall apart. That goes for every category of everything. It would be a complete rewrite from the ground up. Granted it might be possible to create a more general purpose town creation engine that loaded tables of names and randomized up a nice mix for you, but that wouldn't be able to create the kind of town I have in mind for fantasy worlds. You can't just rename "provisioners" with "Walmarts" and expect the town to come out right. A modern economy works entirely different than a fantasy medieval economy with magic in it. Perhaps some of you aren't understanding what is going on behind the scenes in my program. Each randomized thing is based on multiple variables that tweak the probabilities slightly. That is why the order of the screens is important. Only something defined on either a previous or the same screen can effect a randomization on any particular screen. The inter-relationship of what affects what is hard coded, not loaded from a table. Trying to create something where those relationships could be swapped out would be exponentially more difficult. It's hard enough trying to find the proper coefficients for a 4 dimensional probability field that half the time I'm already swapping that out for multiple discrete 2 dimensional probability equations (ie. use a select case statement to define ranges for 2 of the input variables, and have a completely different equation with the other 2 variables in each of the cases). [/QUOTE]
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