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-   -   Luck/Order scales after 2.06 Patch (http://forum.shrapnelgames.com/showthread.php?t=17267)

Norfleet February 8th, 2004 10:57 AM

Re: Luck/Order scales after 2.06 Patch
 
Quote:

Originally posted by rabelais:
I noticed that turmoil3 significantly increased the number of pop destroying events... is this true or just a sample artifact?
<font size="2" face="sans-serif, arial, verdana">Well, certain events are altered in likelyhood based on the scales....and there ARE supposedly a number of population-destruction events that are keyed to Turmoil. Since Turmoil simultaneously promotes more random events, and unlocks some, obviously disorderly events, it stands to reason you'll see that much more of them, given that you're subjected to far more random events, of which some will surely be the unlocked pop-destroyers.

Scott Hebert February 8th, 2004 08:31 PM

Re: Luck/Order scales after 2.06 Patch
 
While I am a vey new player, I had a suggestion that might help this.

Instead of luck affecting the % that a given event will be good or bad, could you perhaps make it so that good luck and/or bad luck has a chance of simply negating an event of the other type?

E.g.,

Luck-1 30% chance of negating a bad event at the province
Luck-2 60% chance
Luck-3 90% chance

Misfortune-1 30% chance of negating a good event at the province
Misfortune-2 60% chance
Misfortune-3 90% chance

This would have the overall effect of reducing the number of events, as well as tilting their frequency.

As an example, let's say you have 20 potential events in a province over 20 turns. These events would have a 50/50 chance of being good or bad. Under this system,

Luck-1 would give 10 good events and 7 bad events.
Luck-2 would give 10 good events and 4 bad events.
Luck-3 would give 10 good events and 1 bad event.

By contrast, currently it would be

Luck-1 would give 12 good events and 8 bad events.
Luck-2 would give 14 good events and 6 bad events.
Luck-3 would give 16 good events and 4 bad events.

I think this would streamline things a little.

My other idea would be to basically tie the scale effects tighter to the dominion rating. That is, Order would give +.75% income to a province per dominion point in that province, as an example. This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events. And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right?

Anyway, just some ideas...

Bayushi Tasogare

Psitticine February 9th, 2004 02:54 AM

Re: Luck/Order scales after 2.06 Patch
 
Hmm . . . I rather like that idea!

Norfleet February 9th, 2004 03:09 AM

Re: Luck/Order scales after 2.06 Patch
 
Quote:

Originally posted by Bayushi Tasogare:
My other idea would be to basically tie the scale effects tighter to the dominion rating. That is, Order would give +.75% income to a province per dominion point in that province, as an example. This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events. And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right?
<font size="2" face="sans-serif, arial, verdana">The interesting effect of this is that tying scales to Dominion rating would give low Dominion a synergy with bad scales. If your scales are negative, AND you have low Dominion, you can shake loose even more points because you can greatly reduce the actual impact of scales through low dominion.

Scott Hebert February 9th, 2004 01:33 PM

Re: Luck/Order scales after 2.06 Patch
 
That's a good point, Norfleet, and not one I had considered.

However, I would think that low dominion is 'its own reward'. If you choose a 3 Dominion and bad scales, and I have an 8 or 9 Dominion and good scales, this would have serious repercussions on the outcome of the game, I should think. Certainly, you would have better magic and therefore bless effects, but you're going to have to buy temples and/or do other things to spread your dominion, which raises your dominion, which raises the problem. If you don't, you run the very real risk of dying from dominion loss.

Another rather obvious solution would be to invert the negative scales with regard to dominion.

IOW, Order is the best at Dominion 10, and Turmoil is the worst (for you) at Dominion 1. Personally, I don't think this is as balanced as the original proposal, though, because then you are rewarded for increasing your dominion, which is something you're going to want to do anyway. As it is with the current proposal, you can have a really good Pretender/Bless effect _if_ you are willing to dance a razor's edge where Dominion is concerned.

Anyway, just my thoughts.

Bayushi Tasogare

rabelais February 9th, 2004 04:24 PM

Re: Luck/Order scales after 2.06 Patch
 
Did anyone comment on the lack of +1000 or +1500 gold events with positive turmoil?

Can someone with authoritative info clarify?

Thanks,

Rabe the Professional Gambler

atul February 9th, 2004 04:54 PM

Re: Luck/Order scales after 2.06 Patch
 
I have no authority whatsoever, but

Quote:

Originally posted by rabelais:
Did anyone comment on the lack of +1000 or +1500 gold events with positive turmoil?

<font size="2" face="sans-serif, arial, verdana">Once had two 1500 gold events in consecutive turns playing with turmoil. Pretty sure about turmoil since I was playing Spring&Autumn theme of T'ien Ch'i. If only it would have been in MP...

Arralen February 10th, 2004 11:40 AM

Re: Luck/Order scales after 2.06 Patch
 
I'm playing TienChi S&A with Turmoil +2/+3 and Luck +3, and I have gotten "1500gold, artifact and gems" more than once. In the current game, even 2 events within 10 turns.

February 10th, 2004 11:53 AM

Re: Luck/Order scales after 2.06 Patch
 
You actually get gold events fairly regularly with S&A with a Lady of Fortune. It is almost enough to counter the crippling economy and terrible base units http://forum.shrapnelgames.com/images/icons/icon12.gif


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