![]() Using typical properties of random mappings and random permutations, we show that the generic complexityof Brzozowski's algorithm grows faster than any polynomial in n, where n is the number of states of the automaton. Although the worst-case complexity of this algorithm is bad, it is known to be efficient in practice. In a first part we study the complexity of Brzozowski's minimisation algorithm. We adapt techniques from the field of analysis of algorithms (average-case complexity, generic complexity, random generation.) to objects and algorithms that involve particular classes of automata. Apparently this whole process also stops if you character clear Ryouma before lifting the curse.The general context of this thesis is the quantitative analysis of objects coming from rational language theory. Don’t attack Mouri any more, just wait for their next start of turn and there should be a scene where Motonari loses his curse. ![]() You then have to enter the dungeon AGAIN and fight Daidara a second time, which should get you a brief scene of Rance and Ryouma talking instead. The glitch is that, if you haven’t beaten the bonus boss already, the first time you beat Daidara the game proceeds as if you beat the bonus boss instead (you get his weird ninja deer painting and the usual dungeon clear level up). You should then hear about Daidara, who will replace the normal bonus boss on the 18th floor of the Izumo dungeon. The process is take over Izumo and find the dungeon, conquer Takuga completely and recruit Ryouma from prison, then do a purple event “Ask Ryouma About Mouri” that appears in their territories. If you’re trying to lift Mouri Motonari’s curse I found a glitch (more like sloppy code really) that I didn’t see documented anywhere.Don’t sit in a shell in the initial territories though as you’ll need some of the good characters from other provinces you conquer to be competitive against the demons in the endgame, and nearly all become unavailable once the demons conquer those territories. I don’t want to do any spoilers, but since the game tells you next to nothing about what to expect on an initial playthrough and throws tons of unpredictable curveballs, here’s how to basically handle your first game (so you don’t get frustrated and quit before the good stuff is unlocked): try to just fight one nation at a time, don’t overextend ESPECIALLY when things start getting real weird with Nobunaga because demons are coming to change the game (you can’t get even close to conquering the map before they arrive), leave Takeda and Mouri alone, when the demons show up just fight a defensive battle as you’ll get a first-game-only event after about 10-15 turns that hands you most of the map with no effort.Defensive battles are also a valid strategy against tough opponents sometimes, as you’ll gradually chip down their massive troop counts and kill/capture their better commanders as you enjoy the boosts granted when defending your own territory. However, you can also kill (and capture) quite a few of the enemy commanders snatching up the right one at the right time sometimes leads to new avenues of strategy in tackling a particularly tough opponent. This forces you to take even weaker enemy squads seriously, as they might be packing one good unit that can manage to kill one of your vulnerable commanders before they are routed. The stakes are always high because, as with Kichikuou, there is a random chance that nearly every playable unit in the game (including Rance himself) can have the commander perma-killed when the unit is wiped out. If you have a ninja or similarly sneaky unit to spare for that turn, you can “scout” and see exactly what you’re fighting if you don’t, you’ll have to go in guessing based on previous encounters with that particular nation. There are about a dozen unit types that each have their strengths and weaknesses against each other, and some commanders have their own unique special abilities on top. Another layer of enjoyment is in the strategic considerations of each battle.
0 Comments
Leave a Reply. |