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Type: Posts; User: DJarJar

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    ►►Re: How does the Save Failure Rate work?◄◄

    This is a standard 8331 with mayor and marshall sliders both maxed out and crier decreased to as low as it would let me go without a failure rate.

    Notice that the percent chance of mayor/marshall adds up to over 98%. So in less than 2% of games you would have a crier alone as town gov.

    I think that's not too bad

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    ►►Re: How does the Save Failure Rate work?◄◄

    I think your best bet is the first setup you posted. To clarify for you, since you didn't seem to understand before: in that original setup (8331 crier excluded from town gov and town gov excluded from town random) you will always be getting a mayor/marshall. The 7% chance is the chance that the "ANY RANDOM" slot is flipping town gov, resulting in a 2nd impossible gov, resulting in a citizen. You would still have a mayor/marshall in the game. The citizen would only be taking the any random slot.

    I can see how you would rather have that 2nd gov flip crier, but the only way to accomplish that is to leave crier enabled and just put the slider a lot lower than mayor/marshall, which doesn't guarantee a mayor/marshall.

    Or put 2 town gov slots and you'd always have a mayor/marsh + crier.

    Another option for you is to just choose between mayor/marshall. If you put one of them as a confirmed role in the roleslist, remove town gov, exclude everything but crier from town gov, and allow town random to be town gov, then you'd have a mayor/marshall (whichever one you put into the rolelist yourself), + a chance for crier appearing in town random.
    This still would give an error rate, because now there would be 2 gov choices but 3 possible gov slots (town gov, town random, and any random). If this happens, you'd have a mayor/marshall, a crier, and then the other slot would flip citizen.
    If you also excluded town gov from town random, then there should be zero error rate. A guaranteed mayor/marshall, and a slim chance that any random flips crier.


    Also, mayor/marshall are mutually exclusive already. If you put 15 town gov slots, you'd get 1 mayor/marsh, and 14 citizens.


    To get exactly what you want, we'd need to either add/move crier to another group, or add a mayor/marshall slot.
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    ►►Re: How does the Save Failure Rate work?◄◄

    I知 thinking it may be worth having Frinckles add options to any random to allow it to exclude more specific role types the way the other random slots work
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    ►►Re: How does the Save Failure Rate work?◄◄

    Quote Originally Posted by Grakylan View Post
    town rand excludes govt

    maybe if crier can spawn alongside mayor/marsh it would be fine. that would require crier probably being town power/gov. actually brb going to post that in suggestions.
    Crier can spawn with mayor/Marshall in the current version of the game. It often pops up in any random, that is why I知 suggesting that may be the source of your issue. If you already have a gov and any random tries to role gov with all the gov roles disabled.

    The town gov slot is not broken. With your settings it will always be mayor/marshall. The problem is if a second town gov somehow gets rolled, you have all the options disabled
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    ►►Re: How does the Save Failure Rate work?◄◄

    Your town random excludes government right?
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    ►►Re: How does the Save Failure Rate work?◄◄

    Try removing the any random and see if you still get the failure rate, just to see if my theory is right
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    ►►Re: How does the Save Failure Rate work?◄◄

    I don稚 believe the town gov slot is failing. I知 not familiar with the code so I知 just hypothesizing, but I would guess the problem is that the town gov slot takes mayor/Marshall. With masons, cit, and crier excluded, if the any random tried to role as town gov then it would have zero options, creating the error.

    This is just my guess though. Maybe @Frinckles or @Elixir are more familiar with the system.
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    ►►Re: How does the Save Failure Rate work?◄◄

    save "failure" rate is giving you the percent chance that a slot will be overridden to citizen due to some issue when the map tries to choose the roles.

    This usually occurs due to some logical error in your setup. For example, adding a town protective slot to the game but then also excluding every protective role. The result is that it puts a citizen into that slot instead.

    Anyway, I couldn't say what is causing it without seeing your entire save. If I had to guess, do you have an any random slot?

    Regardless, you are looking at just 7/100 games having a citizen spawn instead of whichever slot is failing, which isn't that big of a deal.
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