Four consecutive fails to imprison someone at 98% chance of success is highly improbable but at least possible. Failing at 100% is just plain wrong though. WTF?
I don't know, clockwork, the only two chaplains I've ever had convert to a heresy did it over and over again with me chaining the options to imprison and demand conversion. They had a high Learning score so the mean time to happen was quite long, it's just that the game decided that this would happen numerous times in a not very long time span.
The failure to imprison is almost certainly the stored seed, but how do you explain the Heretic Chaplains? I don't play all that much compared to some people: less than 200 hours.
What do you mean you doubt it? It's either wrong display or it's wrong calculation.Nope, I doubt anything's wrong at all.
Rounding errors (100% likely technically isn't) and a very unlucky random seed, which isn't going to change until the game ticks. Wait a few days to change the seed.
The seed should be used up as soon as it's called upon to trigger the conversion event, right? Because I did it probably about five times (give or take) to both chaplains: they give me the heretic chaplain event, I imprison then, demand they convert, they do so and are released, then I make them my chaplain again. It's been a while so I can't remember, but it was probably in the week-to-month range before the next heretic chaplain event fired and I repeated the process.From what you've said, it still could very likely be the stored seed. It doesn't update every game day - depending on how long that "not very long time span" was, it could very well have still been the same seed.
What do you mean you doubt it? It's either wrong display or it's wrong calculation.
The seed should be used up as soon as it's called upon to trigger the conversion event, right? Because I did it probably about five times (give or take) to both chaplains: they give me the heretic chaplain event, I imprison then, demand they convert, they do so and are released, then I make them my chaplain again. It's been a while so I can't remember, but it was probably in the week-to-month range before the next heretic chaplain event fired and I repeated the process.
No, did you? That something is explainable doesn't make it correct. Do you know the difference between "correct" and "explainable"? I never wrote it cannot be explained, I wrote it's wrong.Did you not read anything I said? Everything is perfectly explainable by the fact that computers aren't magic (and the number displayed is explainable by it just not being worth it to clog up the UI with "99.99%" all the time when "100%" is good enough for all but the most improbable scenarios. They round to nearest whole number in the display - that's it).
No, did you? That something is explainable doesn't make it correct. Do you know the difference between "correct" and "explainable"? I never wrote it cannot be explained, I wrote it's wrong.
But its not wrong. 99.50% is 100% with rounding. There is therefore nothing wrong with failing even if there's <= 0.5% chance of it happening.No, did you? That something is explainable doesn't make it correct. Do you know the difference between "correct" and "explainable"? I never wrote it cannot be explained, I wrote it's wrong.
You finally wrote something that makes sense. Yes, someone thought it's not worth programming around it.Except that nothing's wrong, because it's entirely explainable from inherent limitations in computers that aren't worth programming around.
No, you moron, what's wrong is displaying one number while actually using another. Is it so difficult to display "99.50%" as "~100%" giving an indication that there is a failure chance?But its not wrong. 99.50% is 100% with rounding. There is therefore nothing wrong with failing even if there's <= 0.5% chance of it happening.
You finally wrote something that makes sense. Yes, someone thought it's not worth programming around it.
No, you moron, what's wrong is displaying one number while actually using another. Is it so difficult to display "99.50%" as "~100%" giving an indication that there is a failure chance?
You finally wrote something that makes sense. Yes, someone thought it's not worth programming around it.
No, you moron, what's wrong is displaying one number while actually using another. Is it so difficult to display "99.50%" as "~100%" giving an indication that there is a failure chance?
I'm not talking, I'm writing. How much over the top are my original post and title? 0.5% or 0%?Please stop talking, just because people are disagreeing with you doesn't mean you should be patronising them or calling them morons. Your original post and title are a little over the top to start with, and people are bound to come in with competing arguments. Even if you're not wrong, can you not entertain the possibility of it for even a second?
Which fixes the OP's issue but doesn't explain the heretic chaplain at all.You have to let the game progress a tick for a random seed thing to re-randomize a result.
Which fixes the OP's issue but doesn't explain the heretic chaplain at all.
You realize that's still a problem though, right? It keeping a seed with the save I understand: it prevents people from simply save-scumming and turning a 20% imprison chance into a 100% chance quite so easily.It's the seed not updating. When you're dealing with a pseudo-RNG (the "pseudo-" there is important; it's most often left off when talking about RNGs for simplicity's sake, but you really do have to keep in mind that computers aren't capable of generating truly random numbers), the hands down most likely explanation for returning the same, improbable result is that the seed didn't change between when the two results were generated.