Aere Posted September 24, 2012 Share Posted September 24, 2012 I turned 16 on the 20th ;D Quote Link to comment Share on other sites More sharing options...
Grace Posted September 24, 2012 Share Posted September 24, 2012 I'm also 29, and was born on a 9th (but it's up to you to figure out the rest). my god I feel young now welp Quote Link to comment Share on other sites More sharing options...
Helios Posted September 24, 2012 Share Posted September 24, 2012 Yet another aspect proving your averagocity don't hate man i take pride in my normalness Quote Link to comment Share on other sites More sharing options...
Sunwoo Posted September 24, 2012 Share Posted September 24, 2012 I turned 16 on the 20th ;D Happy late birthday? Quote Link to comment Share on other sites More sharing options...
Aere Posted September 24, 2012 Share Posted September 24, 2012 Happy late birthday? Quote Link to comment Share on other sites More sharing options...
Elieson Posted September 24, 2012 Share Posted September 24, 2012 Aere is 15. Woah Quote Link to comment Share on other sites More sharing options...
Kaoz Posted September 24, 2012 Author Share Posted September 24, 2012 Hmm this should be about enough I think... if you are interested in further discussing player specific information, I would like to ask you to make a new thread for it. Maybe someone can think of some more attributes and we can have a player database or something. Quote Link to comment Share on other sites More sharing options...
Aere Posted September 25, 2012 Share Posted September 25, 2012 Aere is 15. Woah *was 15. I think if we updated one of the main posts with an ISO template for all of our regular users, that'd be pretty cool. Quote Link to comment Share on other sites More sharing options...
Jaybee Posted September 26, 2012 Share Posted September 26, 2012 nov 8 not nov 7 Quote Link to comment Share on other sites More sharing options...
Tables Posted September 26, 2012 Share Posted September 26, 2012 consider Tables too 5/3/92 for reference. Using the sensible dating system, not the American one *inserts flame shield* Quote Link to comment Share on other sites More sharing options...
Prims Posted October 1, 2012 Share Posted October 1, 2012 in future games mods need to start enforcing a "if you request a sub and don't have a good reason, then it will be denied and you will be dealt with by inactivity modkill rules" clause Quote Link to comment Share on other sites More sharing options...
Sunwoo Posted October 1, 2012 Share Posted October 1, 2012 in future games mods need to start enforcing a "if you request a sub and don't have a good reason, then it will be denied and you will be dealt with by inactivity modkill rules" clause I'd actually prefer that moderators KNOW how to deal with excessive subbing out in advance. I mean, yeah it's annoying when people sub out for no reason but that's why you guys take subs, right -- in case someone has to sub out for any reason? Me, I already have a feeling that at least two specific players in the game I'm modding will have sketchy activity, so the first two subs I can get I'm going to GLUE to those two players. Quote Link to comment Share on other sites More sharing options...
Paperblade Posted October 1, 2012 Share Posted October 1, 2012 It becomes a problem when 25-30% of the players in a game sub out before Day 2, because oftentimes by that point games can have an upwards of 600 posts and a lot of people do not want to read through that. Quote Link to comment Share on other sites More sharing options...
Sunwoo Posted October 1, 2012 Share Posted October 1, 2012 It becomes a problem when 25-30% of the players in a game sub out before Day 2, because oftentimes by that point games can have an upwards of 600 posts and a lot of people do not want to read through that. That much is true. But I'd think that people who sign up to be subs would be following the thread just as closely as the actual participants, since they expect to be called to sub in at any time. Quote Link to comment Share on other sites More sharing options...
Paperblade Posted October 1, 2012 Share Posted October 1, 2012 (edited) When so many people sub out you have to start asking people who weren't following the game. Edited October 1, 2012 by Paperblade Quote Link to comment Share on other sites More sharing options...
Sunwoo Posted October 1, 2012 Share Posted October 1, 2012 When so many people sub out you have to start asking people who weren't following the game. Ah, right. I guess that's a good point. >_< Quote Link to comment Share on other sites More sharing options...
eclipse Posted October 5, 2012 Share Posted October 5, 2012 Took me a while to realize I posted this in the wrong place. While this wasn't written for mafia, the techniques described are some of the things I do when scumhunting. Don't mind the URL; it's the Sophos blog, and their naming scheme is terrible. How Fox News and mafia are related Quote Link to comment Share on other sites More sharing options...
Prims Posted October 8, 2012 Share Posted October 8, 2012 hey this is a cool thing only includes glorious noc / limited oc master race though because oc might as well be a different game (somebody could make a different spreadsheet for it though). also, only contains FE4 onwards, and not Stop Crying Psych because that game is non-canon yo, update Quote Link to comment Share on other sites More sharing options...
Shinori Posted October 8, 2012 Share Posted October 8, 2012 Another loss for me cause I suck at this game. *Flex* Quote Link to comment Share on other sites More sharing options...
Grace Posted October 8, 2012 Share Posted October 8, 2012 Prims, I was not just SK'ed in Nost, I was also NK'ed by scum as well might be relevant Quote Link to comment Share on other sites More sharing options...
Prims Posted October 8, 2012 Share Posted October 8, 2012 yeah but kay's kill had priority Quote Link to comment Share on other sites More sharing options...
Kaoz Posted October 23, 2012 Author Share Posted October 23, 2012 Went through the thread and added links to a couple posts I found informative to the OP. If anyone feels like I missed an important one, yell out loudly or message me or something. Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted October 31, 2012 Share Posted October 31, 2012 So the other day I was writing up some python for balance testing purposes. I think the logic is all sound, and it runs without crashes or infinite loops as far as I can find. Currently produces results similar to C:\Users\[user]>python mafia.py Town Wins: 56198 Scum Wins: 43802 C:\Users\[user]>python mafia.py Town Wins: 56198 Scum Wins: 43802 It's possible to alter for D1 Start, N0 Start, N1 Start, and obvious minor things like different town sizes. Putting in any more complicated roles than Doc, Cop, Vanillage, Vanillafia, and Miller would take a lot of alteration, but maybe I'll tinker around in the future with it. I don't know if anybody actually cares, or if they'd want to code up their own programs. But it might be useful or some sort of inspiration. [spoiler=mafia.py] import re import random import os import math from operator import itemgetter random.seed() Village={ 0:"Town", 1:"Mafia", 2:"Town", 3:"Miller", 4:"Cop", 5:"Town", 6:"Mafia", 7:"Doctor", 8:"Town", 9:"Town", 10:"Miller", 11:"Town", } FullVillage={} for book in Village.keys(): FullVillage[book]=Village[book] Village.update(FullVillage) # myRandom=int(math.floor(random.random()*len(Village))) # print myRandom # print Village # print Village[myRandom] # while len(Village) > 1: # myRandom=int(math.floor(random.random()*len(Village))) # print myRandom # Village.pop(myRandom) # print Village copClears=[] graveyard=[] # def doRandom(size=len(Village)): # return int(math.floor(random.random()*size)) size=12 def doRandom(): global size return int(math.floor(random.random()*size)) docOutted="False" docDead="False" copDead="False" doc=7 cop=4 gameOver="False" def NightZero(): #Cop Target #Don't SelfScan scanGood="False" scan=0 while scanGood=="False": scan=doRandom() if Village[scan] == "Cop": pass else: scanGood="True" copClears.append(scan) def Day(clearlist): global docOuted if len(clearlist) >0: scan=clearlist[-1] if scan in graveyard: pass else: #Lynch Guilty Scans if Village[scan] == "Mafia": graveyard.append(scan) Village.pop(scan) elif Village[scan] == "Miller": graveyard.append(scan) Village.pop(scan) #Random Lynch else: lynchGood="False" lynchTarget=0 while lynchGood=="False": lynchTarget=doRandom() if lynchTarget in graveyard: pass else: #Don't Lynch Cop if Village[lynchTarget] == "Cop": pass #Don't Lynch Doc elif Village[lynchTarget] == "Doctor": docOutted="True" else: lynchGood="True" graveyard.append(lynchTarget) Village.pop(lynchTarget) #Random Lynch else: lynchGood="False" lynchTarget=0 while lynchGood=="False": lynchTarget=doRandom() if lynchTarget in graveyard: pass else: #Don't Lynch Cop if Village[lynchTarget] == "Cop": pass #Don't Lynch Doc elif Village[lynchTarget] == "Doctor": docOutted="True" else: lynchGood="True" graveyard.append(lynchTarget) Village.pop(lynchTarget) def Night(clearlist): global docOutted global docDead global copDead global cop global doc #Cop Target #Don't double target if copDead == "False": scanGood="False" scan=0 while scanGood=="False": scan=doRandom() if scan in graveyard: pass else: if Village[scan] == "Cop": pass if scan in clearlist: pass else: scanGood="True" copClears.append(scan) #Doc Target #Assume Cop is outed, Doc on Cop, Mafia not on Cop #Mafia Target kill=0 #If Doc Dead, kill Cop if copDead == "False" and docDead == "True": kill=cop #If Doc Outted, kill Doc elif docDead == "False" and docOutted == "True": kill=doc #Else randomkill else: killGood="False" while killGood=="False": kill=doRandom() if doc in graveyard and docDead=="False": break if kill in graveyard: pass else: #Don't target Cop if Village[kill] == "Cop": pass #Don't target Mafia elif Village[kill] == "Mafia": pass else: killGood="True" if Village[kill] == "Cop": copDead="True" if Village[kill] == "Doctor": docDead="True" graveyard.append(kill) Village.pop(kill) def checkWinNight(): scum=0 town=0 global gameOver # print Village.values() for body in Village.values(): if body=="Mafia": scum+=1 # print len(Village) # print scum town = len(Village) - scum if scum == town: # print "Mafia Wins" gameOver="True" return "Scum" elif scum == 0: # print "Town Wins" gameOver="True" return "Town" def checkWinDay(): scum=0 global gameOver for body in Village.values(): if body=="Mafia": scum+=1 if scum == 0: # print "Town Wins" gameOver="True" return "Town" elif scum == len(Village): # print "Scum Wins" gameOver="True" return "Scum" def gameCycle(): Village.update(FullVillage) copClears[=[] graveyard[=[] global docOutted docOutted="False" global docDead docDead="False" global copDead copDead="False" global gameOver gameOver="False" #NightZero() # print copClears # print Village[copClears[0]] while gameOver=="False": Day(copClears) # print graveyard # print Village gameWonBy = checkWinDay() if gameOver=="True": break Night(copClears) # print copClears # if copClears[-1] in graveyard: # pass # else: # print Village[copClears[-1]] # print Village gameWonBy = checkWinNight() #print gameWonBy return gameWonBy loopMax=100000 loops=0 grandscum=0 grandtown=0 while loops < loopMax: loops+=1 outcome=gameCycle() if outcome=="Town": grandtown+=1 elif outcome=="Scum": grandscum+=1 print "Town Wins: %s" %(grandtown) print "Scum Wins: %s" %(grandscum) Quote Link to comment Share on other sites More sharing options...
Prims Posted October 31, 2012 Share Posted October 31, 2012 have you made it so lynch probabilities are altered based on cop results, so like, there's a possibility a cop will "claim" to get scum lynched and increase own likelihood as a doc/kill target? i usually factor in stuff like that when rng testing Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 31, 2012 Share Posted October 31, 2012 why would you use strings for "True" and "False" Quote Link to comment Share on other sites More sharing options...
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