On 05-Nov-01 Mark Wedel wrote: > OTOH, what could perhaps be done is that I believe there is a random factor > to > decrease these messages. Maybe remove that, and let the user control what > portion of the messages they see (ie, if set to 10, they see every 10'th > message, if set to 1, they see every message). This is probably more > predictable than using random values, and also allows a better level of > control. Actually.. I was thinking of letting the player set a multiplier for the random factors. or perhaps an additive. The random factor works out alot better than what you suggest IMHO, because then you have to track what message number you are on in each player. Additionaly, I can tune messages with the random factor by messagetype, because some are more frequent than others. The random values really are predictable.. because basically.. we are expecing that if a message is displayed 1/6 times, overall you will get 1/6th the messages. It's done on a per-message basis. My idea.. is currently I do something similar to: if (rndm(0, 6) == 0) show_message(); to change to: if (rndm(0, 6+player->message_factor) == 0) show_message(); so a player could 'setmfactor 99 and pretty much wipe them out. Either way.. I make no assertions that the current random values are perfect. I am tuning still, and will continue to do so. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi