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-   -   Conceptual Balance Mod 1.5 (http://forum.shrapnelgames.com/showthread.php?t=43120)

Squirrelloid July 17th, 2009 02:42 AM

Re: Conceptual Balance Mod 1.5
 
Quote:

Originally Posted by chrispedersen (Post 701763)
I'm playing a game right now, and with +2 luck, in the first 5 turns, I've had earthquake(killed pop and temple), fire (burned lab), and plague.

I had a SP game i was trying to turn-bash expansion in. Lk+3. By the end of turn 8 the game was unplayable due to 3 overwhelming indie attacks (including one that put my capitol under siege), burned lab, and a capitol plague. Also numerous unrest and curse events. Number of positive events? 1 (woo, +15 province defense!). Combined with a really unlucky combat that lost most of my largest expansion army due to routing early (and my capitol getting sieged, so no retreat route), and there really wasn't much I could do.

Maybe more bad events need to become impossible with good luck scales as well? But I still maintain the lab burns event is really reamful.

llamabeast July 17th, 2009 04:33 AM

Re: Conceptual Balance Mod 1.5
 
Pointless discussion, since events can't be modded.

Alpine Joe July 17th, 2009 09:08 AM

Re: Conceptual Balance Mod 1.5
 
Still, luck should get some kind of boost in CBM I think. Or maybe reduce Order's gold penalty/bonus. Almost everyone still takes Order3/misf2

Gregstrom July 17th, 2009 12:32 PM

Re: Conceptual Balance Mod 1.5
 
Luck is already boosted in CBM.

Do you want a bigger boost?

Alpine Joe July 17th, 2009 12:46 PM

Re: Conceptual Balance Mod 1.5
 
Yes, I should have clarified, I think Luck needs a bigger boost, or order a nerf for turmoil/luck to be worthwhile for most nations.

quantum_mechani July 18th, 2009 12:36 AM

Re: Conceptual Balance Mod 1.5
 
Seems you really can't please everyone, I've recently had requests to remove the boost to luck.

Aethyr July 18th, 2009 08:43 AM

Re: Conceptual Balance Mod 1.5
 
I like it just the way it is.

Gregstrom July 18th, 2009 09:27 AM

Re: Conceptual Balance Mod 1.5
 
I can't really think of a good reason to remove the boost to luck, as it still doesn't seem to persuade most players out of Order/Misfortune.

Sombre July 18th, 2009 02:13 PM

Re: Conceptual Balance Mod 1.5
 
I also like it the way it is. I think the fact luck isn't popular doesn't necessarily mean it's underpowered - when I've used it the results have been satisfactory.

chrispedersen July 23rd, 2009 03:32 AM

Re: Conceptual Balance Mod 1.5
 
Two possible suggestions:

1. Some heros for some nations are replicated across ages. In a multiage game this precludes one nation from getting them, if a different nation already has. Can each nations hero be given a different monster number. Ie., its not hard to use the copy function.

2. In the interests of conserving head room, perhaps a script could be written that strips monsters, weapons etc out if they nation using them is not in play.

ie., if Abysian isn't in use all modded abysian monsters, weapons, heros etc can be deleted.


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