![]() |
Re: The most dreadful (random) event?
Quote:
Not only does it mess the game up for the rest of the players but it actually hurts them worse than it hurts you. You're quickly out and can devote your time to a new one. |
Re: The most dreadful (random) event?
Tho I highly doubt this will ever get implemented, the way to make Luck/Misf scales really work is this:
Include the turn number as a variable to the severity of the events. So you take every positive or negative effect that an event has and multiply it by some amount of the turn. This would prevent Misfortune from being such a point-mine as bad events in the late game would be REALLY BAD. Imagine a gold loss event of 500gp or so! On the other side of the coin it would also provide a boost to Luck in that it would provide more benefit to a large nation once the events-per-turn limit was reached. |
Re: The most dreadful (random) event?
Good idea Ironhawk. A minor permutation would be to step the events based on turns, such as level 1 for turns 1 to 5, level 2 for 6 to 15, etc.
|
Re: The most dreadful (random) event?
The problem is not the number of turns, but the fixed (max) number of events: If you have 40 provinces in the late game, you still get only .. what was it? 4? .. events ..
If max number of events would be dependant on the number of provinces owned (e.g. max 1 event per every full 5 provinces) you would be a bit safer in the first turns, but into much more hurt in the late game .. . And, o.c., there should not be any random events and mercs during the first 6 turns (5? 10?) of the game .. they can only be unbalancing, therefore ... |
Re: The most dreadful (random) event?
I suspect the limit on the number of events is a spacing issue, ie, there are only 4 slots allocated for events. Maybe it can be changed, maybe not.
This is based on the fact that I've discovered other limits in the course of modding. One example is that there are 5 lines available for modded sites. The game just ignores any commands beyond 5 lines. |
Re: The most dreadful (random) event?
Disabling game ending misfotrune in the first few turns was also what I was suggesting.
I also agree that the limit of 4 bad (or good) events really is necessary for misfortune to scale. However, if the coding really is stuck on 4 events, Then I would suggest a slightly easier modification. Generate random events based on the true incidence. Aka an empire of 30 territories might generate 5 bad events and 2 good ones. Misfortune 3 would ensure that the 3 Worst events and 1 random event of the remaing 5 gets through. With 2 bad events and 2 good events remaing.. it would be 50/50 what kind of event you got. Misfortune 2 .. would ensure that 2 worst events and 2 random events of the remaining 5 would get through. How is this an improvement? rather than the first 4 chronolgoical events occur, it means that the the worst (best) events occur, according to your luck scale. |
Re: The most dreadful (random) event?
Yeah, right. Where do you live? Expect what can be done. Increasing event limit is the easiest thing to do and if it can't be done in dom3 then surely some more complicated ideas like your are even less possible. I at least hope that they will tell us when they start making dom4, so we can make a nice wishlist.
|
Re: The most dreadful (random) event?
Quote:
Quote:
ALAS, there will be no DOM4 .. they told us already, several times !! |
Re: The most dreadful (random) event?
[quote=Arralen;636402]
Quote:
|
Re: The most dreadful (random) event?
Quote:
|
All times are GMT -4. The time now is 05:13 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.