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Old 07-05-10, 10:43 AM   #1
tater
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Default [TEC] How does "frequency" work for ship skins in the Roster?

Subject says it all.
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Old 07-05-10, 11:16 AM   #2
elanaiba
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It's just a "weight" for the random roll.

You add frequencies for all skins correct for desired time period, then make a roll out of the total and the chances for each of them are proportional with their correspondent frequency.

For example a skin with frequency 3 will have 3 times more chance to come up compared to one with frequency 1.

If we have
Skin A freq: 2
Skin B freq: 3
Skin C freq: 1

Total = 2 + 3 + 1 = 6 -> results in:
Skin A chance out of 100: (2 / 6) * 100
Skin B chance out of 100: (3 / 6) * 100
Skin C chance out of 100: (1 / 6) * 100

Sorry it's kind of hard for me to explain in english.

But I don't think it works if thats what you're asking Can't remember might have been just wishfull thinking on my part when I wrote that. I like to write stuff for the future and my files are always full of this kind of stuff.

Dan
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Old 07-05-10, 11:23 AM   #3
tater
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I've always had it set to 1, was wondering how it might be used if there were, for example, many alternate merchant skins available.
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Old 07-05-10, 11:57 AM   #4
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So if it worked, would it actually be possible to use a value <1?

Ie: add all the paint jobs to 100%, and set frequency such that they add to 100?

Ie:

Pre-war skin freq: 0.04
Gray skin 1 freq: 0.16
Gray skin 2 freq: 0.20
Gray skin 3 freq: 0.20
Gray skin 4 freq: 0.20
Dazzle skin 1 freq: 0.03
Dazzle skin 2 freq: 0.03
Dazzle skin 3 freq: 0.03
Dazzle skin 4 freq: 0.03
Dazzle skin 5 freq: 0.02
Dazzle skin 6 freq: 0.02
Dazzle skin 7 freq: 0.02
Dazzle skin 8 freq: 0.02

?
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Old 07-05-10, 12:46 PM   #5
elanaiba
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I guess so, or you can multiply them with 100 anyway.

The thing is you don't have to add them to 100 but of course it helps if you want to keep things perfectly in perspective.
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Old 07-05-10, 03:40 PM   #6
tater
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Moot if it doesn't work though

PS—how're you doing?
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Old 07-05-10, 04:09 PM   #7
elanaiba
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Well, there's not much effort in writing the "frequencies" anyway. Maybe I'll bother one of the programmers to see what was done and what was not cause its all a mess in my head right now.

P.S. Recovering
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Old 07-05-10, 04:16 PM   #8
tater
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Just curious. I could mod in a campaign with all 1 ship type, and vary the ship skins only by frequency and check I guess, but I feel lazy.
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Old 07-08-10, 04:03 AM   #9
sergei
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On a related note, is there a maximum number of entries we can have in each roster file elanaiba?
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Old 07-08-10, 09:47 AM   #10
elanaiba
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Skins or names?
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Old 07-08-10, 10:04 AM   #11
sergei
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Sorry, I wasn't clear.
Skins.
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Old 07-31-10, 04:44 PM   #12
tater
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Interesting.

I just loaded a single mission with a few ships in it with new skins.

I set the unit roster files for each texture such that one was good from 1901 til 1940, then the next from 40 to 41, 41 to 42, etc.

I put 3 in the single mission, with the cfg date for each merchant set such that 1 should have had skin 1, then another skin 2, and the last skin 3.

Even though the mission date was 1944, all showed up with the pre-1940 skin.

OK, then I make all the dates 1901-1999 and try again. This time I set the frequency for skin 1 = 0.3, skin 2 = 0.3, skin 3 = 0.4

And I got 2xskin 1, and 1xskin 3!

Frequency might well work. In fact, setting frequency = 1 might FORCE using the first skin with an available date... must test. The ability to have many many skins will become important soon
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Old 07-31-10, 05:05 PM   #13
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Did you change both Entry Date and Unit Version Date in the ME when you teated the different date versions?
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Old 07-31-10, 05:29 PM   #14
tater
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No, the entry date has to be the same, otherwise I have to sit there for years (more than 20km away) and wait for them to spawn.

The unit cfg date is what I changed. Note that this works for eqp files---I have single test missions where one subchaser has radar, and the earlier cfg date version doesn't.
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Old 08-01-10, 07:44 AM   #15
sergei
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Quote:
Originally Posted by tater View Post
Frequency might well work. In fact, setting frequency = 1 might FORCE using the first skin with an available date... must test.
Which may explain why in my tests the game seemed to have a predilection for just picking the first available skin.
I had all my frequencies set to 1.
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