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Editing v0.31 Talk:Strange mood

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::::I don't want to create an argument, just to clear it up. You ''claim'' that a Peasant can go Fey or Secretive, but is there evidence of it? If even a single dwarf were to enter a Fey or Secretive mood, who ''did not have any moodable skills prior'' (even at dabbling), this would disprove DJ Devil's hypothesis. Present a case where this has happened, and he should be satisfied. I would also like to see this evidence, as the only Possessed dwarves I've had were those without moodable skills - and those with had all (if I remember correctly) Fey or Secretive. --[[User:Drake1500|Drake1500]] 00:48, 20 June 2011 (UTC)
 
::::I don't want to create an argument, just to clear it up. You ''claim'' that a Peasant can go Fey or Secretive, but is there evidence of it? If even a single dwarf were to enter a Fey or Secretive mood, who ''did not have any moodable skills prior'' (even at dabbling), this would disprove DJ Devil's hypothesis. Present a case where this has happened, and he should be satisfied. I would also like to see this evidence, as the only Possessed dwarves I've had were those without moodable skills - and those with had all (if I remember correctly) Fey or Secretive. --[[User:Drake1500|Drake1500]] 00:48, 20 June 2011 (UTC)
 
:::::Humans are really good as spotting patterns.  We're so good at it that sometimes we see patterns where none actually exist.<br/>Mix in something as important to the game and as rare as strange moods, well, it's understandable that a player would want to know how to control them.<br/>But the reality is, moods are purely random.  There are only two inputs into mood type selection, exactly as I said a year ago in this very section.  The <u>only</u> control you have to prevent a possessed mood is to keep your dwarfs unhappy enough that all moods are fell or macabre.<br/>Here's the proof.  This is part of the disassembly of the current version{{version|0.31.25}}'s mood selection code.  I have shown all of the calculations for "good" moods, but skipped the choice between the two "bad" moods.  Also, I have shown only one of the five pieces of code that set the mood type.  They all work the same.
 
:::::Humans are really good as spotting patterns.  We're so good at it that sometimes we see patterns where none actually exist.<br/>Mix in something as important to the game and as rare as strange moods, well, it's understandable that a player would want to know how to control them.<br/>But the reality is, moods are purely random.  There are only two inputs into mood type selection, exactly as I said a year ago in this very section.  The <u>only</u> control you have to prevent a possessed mood is to keep your dwarfs unhappy enough that all moods are fell or macabre.<br/>Here's the proof.  This is part of the disassembly of the current version{{version|0.31.25}}'s mood selection code.  I have shown all of the calculations for "good" moods, but skipped the choice between the two "bad" moods.  Also, I have shown only one of the five pieces of code that set the mood type.  They all work the same.
{{Spoil small|
 
 
<pre>
 
<pre>
 
; This is the test that determines whether the dwarf will get a fell or
 
; This is the test that determines whether the dwarf will get a fell or
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jmp    @@end_of_mood_setup
 
jmp    @@end_of_mood_setup
 
</pre>
 
</pre>
|Disassembly of mood choice code}}
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:::::The takeaway here is that the branches in the code that choose moods (that's the instructions that start with 'j') depend solely on random numbers.  There is <u>nothing</u> to tweak that will change this random outcome.<br/>Training doesn't affect it.  Skill rust doesn't affect it.  Availability of a workshop doesn't affect it.  Whether the dwarf is wearing lucky socks doesn't affect it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:20, 23 June 2011 (UTC)
:::::The takeaway here is that the branches in the code that choose moods (that's the instructions that start with 'j') depend solely on random numbers.  There is <u>nothing</u> to tweak that will change this random outcome.<br/>Training doesn't affect it.  Skill rust doesn't affect it.  Availability of a workshop doesn't affect it.  Whether the dwarf is wearing lucky socks doesn't affect it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:20, 23 June 2011 (UTC)<br/>Edited to hide disassembly [[User:0x517A5D|0x517A5D]] 18:15, 2 July 2011 (UTC)
 
  
 
== Shells ==  
 
== Shells ==  

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