![]() |
Re: Luck/Order scales after 2.06 Patch
So what happens if someone casts baleful star on your capital?
|
Re: Luck/Order scales after 2.06 Patch
It sounds like you cry (especially if you have Turmoil), and hope that your Dominion reasserts quickly. And hope that your opponent doesn't keep casting it...
These spells have gone from nuisance in my book to potentially devestating. [ January 14, 2004, 00:30: Message edited by: Jasper ] |
Re: Luck/Order scales after 2.06 Patch
Quote:
Quote:
Quote:
|
Re: Luck/Order scales after 2.06 Patch
Quote:
Quote:
I personally find it more effective, in my games, to devote resources to reaching out and hitting the enemy than in defending myself. Quote:
|
Re: Luck/Order scales after 2.06 Patch
Quote:
Quote:
Quote:
Quote:
No, it really doesn't. You just claimed that a strategy that is effective in multiplayer is not necessarily going to be effective in single player. Quote:
|
Re: Luck/Order scales after 2.06 Patch
If anyone else is still interested in this topic, just pretend that Jaspar's is the most recent topic-related post.
|
Re: Luck/Order scales after 2.06 Patch
Back (more) on-topic :
I really have a problem with the "mix" between O/T and L/M : as it stands now you have to take Order to limit Misf effect, or to take Turmoil to amplify Luck. But Order is a rock hard good investment, whereas Luck is a gamble... http://forum.shrapnelgames.com/images/icons/icon12.gif In the end you have a 0 net Design cost in both case, but with O+M have +20% income, +6% res and *very few* bad events, in the other you have -20%, -6%, and may have unpredictable good events...(BTW getting 100's of Militias is just a waste of upkeep gold, not really a good news http://forum.shrapnelgames.com/images/icons/icon10.gif !) Who will be foolish enough to go for the second option ? Maybe for fun in SP, but no way in MP. THAT'S the issue IMHO.. |
Re: Luck/Order scales after 2.06 Patch
>I really have a problem with the "mix" between O/T and L/M : as it stands now you have to take Order to limit Misf effect, or to take Turmoil to amplify Luck.
I'm working on a mod that will take care of this (for those that want to use it). It should be done shortly, however I still need to know if there are mod commands that affect magic scale. They are missing from the docs, and I'd like to know if they are part of the available tools. It's hard to do balancing when one scale can't be modified. |
Re: Luck/Order scales after 2.06 Patch
Quote:
To me, Order+3/Luck-3 is usable but it is risky. You can get hit by something *very* nasty, even though the chance is smaller. And for some nations, you will definitely miss the heroes. Chao-3/Luck+3 is indeed stupid because of the disabling income. But it just show that negative scale is bad and you can't get something for nothing. It'll be more to my tastle if the effect of Order scale on random events decrease from +/-5% to +/-4%. But as what stands now, I don't think that it's such a no-brainer for Order+3/Luck-3. |
Re: Luck/Order scales after 2.06 Patch
Apoger,
For your mod I would suggest reducing Order to +/- 5% gold to balance it against all the other scales. Giving Luck a +/- 2% gold effect would be a quick fix for that scale. Kristoffer O, could you list all the population destroying events and the scales they require? |
All times are GMT -4. The time now is 02:40 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.