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Re: MA TC Fortune Teller Unit Ability
Due to the bug in the way random magic paths are determined, and by my own tests of fortune telling I came to the conclusion that fortune telling was additive.
One of the gods gives a 2/3 chance of negating bad events. clone him via mod, stick two in a province.. auto run for 30 turns. If you ever get a bad event (you won't) it will be proof its per unit checks... |
Re: MA TC Fortune Teller Unit Ability
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Re: MA TC Fortune Teller Unit Ability
As a follow up to my previous test, I ran an additional 30 turn test. This time I sat in my capitol with Turmoil 3/Misfortune 3 and no fortune telling units.
The events I received were: turn 6: 15 astral gems stolen turn 7: 1/5 of the population left turn 8: festival held (good event) turn 8: ill omen turn 9: 1/5 of the population left turn 9: barbarian horde - 45 barbarians turn 9: 1/5 of the population left turn 10: extra 100 gold in taxes (good event) turn 11: earthquake destroyed temple (rebuilt it the same turn) turn 11: brigands turn 14: fire destroys lab (remained destroyed due to lack of funds) turn 17: ill omen turn 17: barbarian horde - 72 barbarians turn 17: hurricane turn 17: blight turn 19: earthquake destroyed temple (rebuilt it the same turn) turn 20: brigands turn 20: 1/5 of population left turn 21: 13 water gems found (good event) turn 21: brigand leader turn 23: blight turn 23: barbarian horde - 95 barbarians turn 25: trolls eat travelers turn 26: earthquake destroyed temple (remained destroyed due to lack of funds) turn 26: ill omen turn 27: ill omen turn 28: 1/5 of population left turn 28: 1/5 of population left turn 29: barbarian horde – see below turn 29: barbarian horde – see below turn 29: barbarian horde - 184 barbarians in total turn 29: people immigrated (good event) turn 30: ill omen In total 33 events with 4 good and 29 bad events. It appears that an average of ~1 bad event per turn is likely for 1 province under Turmoil 3/Misfortune 3. This average is likely something of an underestimation due to an apparent period of lenience during the first few turns (3-5 turns?) and any lab/temple destruction events unable to occur due to a lack of lab/temple. In light of my previous 110 turn test under similar conditions, but with a summed 100 fortune telling, I would expect the absence of any bad events to be the result of summed fortune telling ability being used. |
Re: MA TC Fortune Teller Unit Ability
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I figure (without evidence) that a similar methodology would be used in other areas. Eg. two 10% ft abilities would get reported as a 20% fortune teller ability. Additionally we had word from the developers that it was either this way (or the other way) which makes this way at least possible - and on the face of it, plausible. |
Re: MA TC Fortune Teller Unit Ability
What do you mean by 'report it'? Do you mean it will function as 100% F?
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Re: MA TC Fortune Teller Unit Ability
I don't remember sombre.
I do know that on several occassions I tried a simple path mask like adding 4 50% fire. And when you view the unit on the recruit screen it would show 200% fire. And my remembrance is yes, I don't think I ever got any 4F mages. I tried this using copies of arco's mystics, and yomis hannyas, iirc. And I'm perfectly willing for a more experienced modder to say I'm wrong, that its possible to do. But I think the point remains that in at least a couple of occassions how ko performed the math is demonstrably a straight % addition; hence I think it lends weight to the observations w was making, that fortunetelling simply stacks. |
Re: MA TC Fortune Teller Unit Ability
I tried this code:
#custommagic 128 50 #custommagic 128 50 #custommagic 128 50 #custommagic 128 50 It works as expected. Displays as 4 50% chances of fire, out of 10 recruits 6 had 2F, 1 had 4F, 3 had 3F. So perhaps it has been fixed since you tried. Or more likely there was something strange about your code. |
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