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Re: Big Problem - Unbalanced random events
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As of yet the mod tools are rather simple. For example: Scales can be altered to have higher or lower effects, but unless we reinsert an effect on luck affecting the number of events occuring you will not be able to change that aspect of the events. More moddable variables are of course better, but it might take more work to implement. The first nation modding beta was finished by JK today. http://forum.shrapnelgames.com/images/icons/shock.gif The tools will now be tested for a while. |
Re: Big Problem - Unbalanced random events
>There are no downsides and the modding tools exist. They are just not released yet.
Excellent! http://forum.shrapnelgames.com/images/icons/icon7.gif >The first nation modding beta was finished by JK today. The tools will now be tested for a while. As always, if you need help testing, let me know, as I'd be glad to help. |
Re: Big Problem - Unbalanced random events
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Big Problem - Unbalanced random events
I just played 3 games in a row where a large random event just lost me the game before turn 10.
I would like to see the larger bad random events limited to Misfortune 3 and scale them down from there. I don't like losseing 1/4 of my capitals population on turn 3 with luck 1. I want to win or loose the game based on how well I played not a roll of the dice. Sammual |
Re: Big Problem - Unbalanced random events
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Actually Ive always been against mods that change how a game plays. Im more in favor of external additions. Exporting more data, more command line switches, adding more commands for .map files, third party software. [ November 23, 2003, 01:19: Message edited by: Gandalf Parker ] |
Re: Big Problem - Unbalanced random events
Umh, I am bringing up an old thread, but what about that:
Include an option that sets luck initially to +3 in a players capitial province, regardless of his dominion scales? If a player has choosen misfortune, the scale will certainly drop back to it within ~10 turns, but it might protect everybody from severe disasters in their home provinces (only) in the beginning! I am fine with the random events as they are, but given the importance of your starting province, loosing half of your population, a burned-down lab or a temple swallowed by an earthquake in the first three turns _is_ devastating a multiplayer game - and it still happened to me in V2.08 with Order+3, Luck+0... http://forum.shrapnelgames.com/images/icons/icon9.gif Random events for non-home provinces are ok as they are, imho, and they are ok later on when the game is going, but I think that they are not ok within the first few turns in the captial province! It simply ruins a multiplayer game based on strategy. I know that this point is controversial, hence I am only asking for an option, which might be easy to implement, as it works similar to spells like "WolvenWinter" (Although I have no real ideas about the difficulty of that.) [ March 24, 2004, 10:44: Message edited by: Chazar ] |
Re: Big Problem - Unbalanced random events
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Re: Big Problem - Unbalanced random events
Um ok this thread is 4 months old, but since it is here....
Those suggestions for the Luck scales that Saber Cherry spelled out in that post back there --- they seem *very* reasonable to me. They werent really commented here. Does anybody feel that his/her (which?) suggestions would *not* be good? I would surely like to see something like this, even though I disagree that "random events are unbalanced". If I gather correctly, Saber Cherry seems to have some sort of authoratitive role here -- have the Developers commented upon his/her suggestions? I mean, Luck/Order *was* retooled slightly in the Last patch, but that was also 3 months after the suggestions were given. Any news since then? merci |
Re: Big Problem - Unbalanced random events
Im playing a game misfortune 3 and order 3 right now. In the beginning it was VERY hard, but now it becomes less important if a provine is raided. But early on bad luck can prove to be a challenge, if not even the defeat.
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Re: Big Problem - Unbalanced random events
Getting one's temple destroyed on the second turn of an MP with 3 order is not a pleasant experience. http://forum.shrapnelgames.com/images/icons/icon8.gif
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