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-   -   Blood Hunting Bonuses (http://forum.shrapnelgames.com/showthread.php?t=38224)

quantum_mechani March 31st, 2008 04:01 PM

Re: Blood Hunting Bonuses
 
Quote:

Sombre said:
I'm 90% sure this topic came up before about magic site frequency altering blood hunting. KO said it was news to him and I think we concluded it wasn't the case.



Whether or not it actually works, I'm almost positive it was on the progress page back during beta.

Wyatt Hebert March 31st, 2008 04:09 PM

Re: Blood Hunting Bonuses
 
Alright, then. I guess it was something I convinced myself of. I will still test it to see if it was somehow added in.

As for the test involved, I'm thinking, 10 B Bloodhunters with Dowsing Rods, 2 per province, for 30 turns? That would give us:

300 hunts
Almost certainly zero unrest for all the hunting.
20% chance of a hunt failing completely.
d6(oe)+2 Slaves per success.

That would suggest 240d6(oe)+480 Slaves total... hmm... might have to reduce the total number of hunts and increase the iterations.

So... 50 Hunts would be 40d6(oe)+80 Slaves, which wouldn't overflow and have to stocked somewhere. Also only 5 turns once it is set up (and I could back up the game to run each test). 10-20 iterations would be nearly trivial to run at that point, and give pretty good average pull/hunt.

Also plan to have it be the only two nations in the game, with Order3/Dom10 Awake/Dormant Pretender so that I can, hopefully, minimize random events, or is this considered necessary?

Any input on checking this?

Wyatt


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