![]() |
The next patch
Any rumors on when it will be released ?
(?sometime this summer... or... ?sometime late this year?) Any new events, beings, magic sites ? |
Re: The next patch
i dont want to know details about the patch, just an ESTIMATED release date would be good. 1 month, 2 month ? more, less ?
|
Re: The next patch
I hope the next patch brings some new modding tools. And i really hope that it will be released in few weeks.
|
Re: The next patch
I hope it fixes the most important bugs which are, in order of importance (in my view):
1. Server crashes 2. Utgard theme 3. Call of the Wild works in non-forest |
Re: The next patch
I donīt want to read the whole Bug Threat, but what is the "Utgart Theme" Bug?
I think it is more important to make the AI better: -Bulding Forts -Building much more racespecific Units :-( -Changing Tactics |
Re: The next patch
Utgard theme bug makes Utgard theme of Jotunheim start with Abysian home site Smouldering Cone instead of their own site, and the Seithkonas are normal soldiers instead of mages... That is, you ONLY have the special mages of Abysia (and Gygja?)... http://forum.shrapnelgames.com/images/icons/icon9.gif
|
Re: The next patch
I tried it 10 Minutes ago... how can this happen:(
|
Re: The next patch
Quote:
The other problem is that while many say they want it improved, there is still very little work done by any of us to try and pinpoint specific suggestions. There is only one AI so it would take coming up with some specific rules on castles/national-units/tactics which are play-tested as though you were the AI (force yourself to play by those rules) and see if they hold up for just the one nation that comes to mind or for all nations. (there are a number of threads on this subject if you want to use the "search" to join in) [ March 22, 2004, 13:46: Message edited by: Gandalf Parker ] |
Re: The next patch
a misplaced comma or somesuch http://forum.shrapnelgames.com/images/icons/icon10.gif
Utgard gets skratti, warlock apprentices, warlocks, and demonbred. they can also build lava warriors, and have access to seithkona using Gift of Reason. Not too shabby, IMO. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: The next patch
Quote:
I'm tempted to say that the next patch is already on the download page, it's just nonexistant and unknown, but That Would Be Evil. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: The next patch
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, I hope us single-player gamers don't get shafted again. I've seen this happen in too many games and I'm sick and tired of it http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: The next patch
Quote:
|
Re: The next patch
Utgard should be all fixed up. There are a lot of other improvements as well. It'll be released as soon as everybody is sure there's not another problem like Utgard lurking in it, and since we've not been testing it for a full week even, that'll be a bit.
I can't talk too much about details, alas, but there are some heavily-requested things in it that should make people very happy. |
Re: The next patch
Eeeeexcellent.
Support this good for the original was a major reason why Dom II was, if memory serves, the only computer game I've ever preordered. |
Re: The next patch
I certainly don't see any signs they'll ever stop working on it. It is obviously a very fulfilling project for Illwinter and company. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: The next patch
Quote:
There are more ways to "pay" for the things you enjoy and support efforts to get more than by just dollars. All in all though THIS board has been pretty good at balancing praise and criticism http://smileys.smileycentral.com/cat/4/4_17_11.gif [ March 22, 2004, 20:05: Message edited by: Gandalf Parker ] |
Re: The next patch
Quote:
|
Re: The next patch
Quote:
Edit: Also megalomania is a helpfull trait for godgame design. [ March 22, 2004, 20:56: Message edited by: johan osterman ] |
Re: The next patch
Come on, this coming from a guy whose avatar is a big head?
Lets get realistic folks! Plus I thought swedes were already megalomaniacs by geography ;P [ March 22, 2004, 21:00: Message edited by: Zen ] |
Re: The next patch
One thing I'd like to see in the next patch is a 2nd visit to the races screen, after the map is chosen. It shouldn't be too hard to do, and you don't even have to allow any changes on this 2nd visit (open to debate but whatever), but just show us what changes the map selection has made to the race selections. This would vastly simplify the use of user-made maps and scenarios, especially for SP. Good for MP too - maybe you could choose a different race if you really didn't like the map they chose ....
CC |
Re: The next patch
What I would love to see is some way of selecting which players you want to send message to. (like to everybody other than Ermor http://forum.shrapnelgames.com/images/icons/icon12.gif ). It is huge pain in the butt to typ the same long message 15 times, especially since there there are no "copy and paste" function avalable.
It's not only ermor of course, you often have few allies and you oftten want to send them similar messadge. as it is you have to type it again and again, which is vert frustrating and discourages dimplomacy in the game, unless you have unlimited time to retype your Messages. Also as me and many other players have noticed, currently by the end of every medium and long MP games 99% of gem income comes from not from your provinces , but from stacked hundreds and hundreds of clams and fever fetishes. Many players myslef included think it is not how this game was intended to be played, with all these nice magic gem-producing sites , eetc. IMHO magic shold mostly come from the magical lands you control, not from 500 clams that give you astral to alchemy into everything else (mostly into water to make more clams). It would be great if the cost of clams would be increased to 15 or 20 and their would be moved to con6. That would still make them avalaible to people who really wants but it would make end game much more fun and strategic than current clam hording. Same (although to slighly lesser degree goes for fever fetishes). Btw the desease cost of them is not really a disadvantage, since you can just give two fetishes to the cheapest undeads asiting in your fort and and forget about them, since undeads have no deseases. Also I wanted to say that despite this the game is really fantastic and obviously work of love for developers, as well as pretty well balanced, I am enjoying it more than any otehr games during Last few years. That's why I am posting this - because I would love to see it a bit more balanced in the area where in my and many other MP players opinions it is still unfortuantly not very balanced. With best regards, Stormbinder |
Re: The next patch
That's an interesting way of saying you and other people define something a certain way without having them speak for themselves.. I personally think the game is extremely balanced.
It has slight issues, most of which stem from certain nations but "not very balanced" is what I would consider an innaccurate statement. |
Re: The next patch
Negative feedback in this case is simply ridiculous...this game is the FIRST game that beat Master of Magic. I didn't expect much when I downloaded the demo, but once I actually started playing and saw the sheer depth and detail of this masterpiece, I realized it was a MoM-killer. This is the end of the fantasy strategy genre...there's nothing else to make now http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: The next patch
Quote:
Quote:
Like I said, I am deeply in love with this game. However it doesn't turn me into "fanboy" who would say that everything is absolutely perfect in the game and there is no need to change or improve anything. With deep regards, Stormbinder [ March 25, 2004, 04:53: Message edited by: Stormbinder ] |
Re: The next patch
Quote:
Quote:
|
Re: The next patch
Quote:
[quote]Originally posted by Stormbinder: Quote:
[ March 25, 2004, 06:10: Message edited by: Argitoth ] |
Re: The next patch
I'd give the game more of a chance in "MP" me and people I play "MP" with think "this".
Truth be told, this game is massive. The level of depth requires alot to be known about it to even place a judgement of balance or what any ramifications mean. Just as the "Clam" debate. Some feel it is overpowered, others do not, you have to take the full impact of what it does. What nations rely on the Clams before a 'hoarding' phase and if they are taken or switched, will they be 'in balance' as they were. Atlantis is a good example of this. Just because you think something is 'out of balance' doesn't mean it is. And if you are still even learning the game what is your perspective of balance going to be? Someone uses something against you and you can't for some reason defeat it, suddenly it's imbalanced? If that is the criteria of balance then I'd much rather have the developers deciding balance. Just because I feel the developers have a pretty savvy grasp on the balance because they got it to this point doesn't make me any more of a fanboi, it does however stand to reason that if they see it pointed out enough they might have reason to look at it more. Try searching for Clams or SoS for an example. This is especially true of what I consider a minor 'balance' issue as these. Also messaging UI is covered by the general feeling of the current Developers willingness to do UI. That is not to say it is/will/willnot happen, but the priority of it and desire for it is probably low. [ March 25, 2004, 06:32: Message edited by: Zen ] |
Re: The next patch
Quote:
|
Re: The next patch
Quote:
|
Re: The next patch
Quote:
Quote:
Quote:
|
Re: The next patch
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">How long are your games? Are you playing 4-player games on the World map, or what? I mean, your initial gem production is 5/turn. Even if it's 5 Water, this means you get to make one Clam every 2 turns, initially. For even, say, 80% of your gem income to be item-produced, assuming your sites produce, say, 10 per turn (rather small), requires 50 gem-producing items. That's 50 turns of using your natural production (assuming it's all of the right types) to turn into items (500 gems), meaning those items will have produced roughly 1200 gems by that time. That's investing your whole production into them, plus 50 turns of a mage, plus (currently) 25 commanders holding the items, which you're not likely to send on the field as random kill-me commanders - which means "lost" upkeep. Anything faster, means your current return is smaller - because the already-produced items will have produced fewer gems. If, during those 50 turns, none of your opponents has taken advantage of your sinking gems into slow-return investments, your map is too big. Or maybe your playgroup is too focused on this being the only viable strategy, and isn't otherwise expanding/attacking fast enough. |
Re: The next patch
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I really cant see this. I tend to create a new game with more of an idea of what nation I want to play than with what map I want to play on. To choose from ALL the maps and then find out that my nation isnt a choice seems less desireable than to choose the nation then find out that all the maps are not available. Its not that hard anyway to just hit ESC and back up to make a change the way it is now. Quote:
|
Re: The next patch
Wouldn't it be even easier to simply compile a list of the maps&scenarios along with which nations could play them?
Then you can just consult that during the God creation process. No need for UI changes. |
Re: The next patch
Quote:
An option on the race selection screen to randomize which non-human-controlled races are in the game would be rather nice also, especially with graphs turned off. Let it be a surprise as you come across the nations in the game. (I guess this would also require the "send message" screen to only show those nations you've made contact with. That actually makes more sense anyway, imo. Unless of course all Pretenders have a divine ability to sense the other beings of power. Still - you can't teleport gems or magic items to commanders who aren't at one of your labs, why would you be able to teleport them to a nation you haven't made contact with?) |
Re: The next patch
Quote:
They definetly need some other kind of balancing factor, since they and earth blood stones are currently the only long term production item that doesn't have such a balancing factor. Soul contracts and lifelong protections horror mark the wearer so that he will get eaten before it gets too out of hand. Fever fetishes require you to alchemize with a 4 to 1 loss ratio to both nature and death gems to exploit severely, and earth blood stones require blood slaves, which are not available through alchemy. There should probably be _something_ done to the clams as currrently the best use of water gems and water magic is to convert them all to astral. |
Re: The next patch
Yes, I agree with the below posters that the biggest imbalance in MP is the low cost of clams. If you raise them to construction 6 and change the cost appropriately they would be much more in balance.
I'm REALLY not one to cry "nerf", but I honestly think that the clams are way out of balance for the power they bring to a player's economy. It is at the point that if you don't horde clams then you can't compete in MP on large maps. It would be nice to be able to restrict magic items to a specific number per player. Letting each player only use, say 10 clams maximum would help a lot. I'm not aware of anyone bringing up a magic item limit before, but if so what do the devs feel about that? Do they want the game to be decided by whoever hordes the most abusive items? |
Re: The next patch
Quote:
|
Re: The next patch
Quote:
Hoarding clams can be countered if you can find your opponent's holders before about turn 20-30. After that your chances of success become vanishingly small. |
Re: The next patch
Quote:
If he goes on to win despite being at war with the rest of the world, I'll join the throng declaring that this needs to be fixed, soon. |
Re: The next patch
Even if he loses in a 4 vs 1 match-up it hardly proves that Clams are fine as they are. If it takes four non-Clam nations to defeat one Clam nation it can hardly be called balanced.
|
Re: The next patch
Quote:
|
Re: The next patch
Quote:
Seriously KristofferO, you guys done terrific job in balancing everything in this game. Can't you please do something about clams? As you can see even in this tread many people feel that clam-haording gets way out of hand in long/medium games. And I would bet that many of those who don't feel this way just haven't meet with thier first addicitve clam-hoarder in MP game, or they would feel different. http://forum.shrapnelgames.com/images/icons/icon12.gif Really simple and efective solution would be to raise cost and Con level of the clam, making it 20 water geams con 6, or perhaps 10 water and 5 or 10 nature, con 6 (it is a living thing after all, so nature gems used in construction would make good sense). Or leave it as it is and like sergex suggested limit it to 10 per player. (it would take a little more coding than the first solution, but it can't be too dificult, right? After all you guys already have mechanisms in place to limit number of some items (Artifacts). Clams and fever fetishes could be named "Lesser Artifact" and have limit 10 or so per player. So could you tell us what is your position about it? If you strongly feel that Clams are perfect the way they are now and should nbot be changed, than persoanlly I'll just drop this topic and will resign to living with current Version of clams, although I'll almsot certanly switch to short MP or SP Dominion2 games from now on. But at least I would stop kicking this horse if it is dead on arrival. I have no intensions on trolling on this board since I love this game dearly. Like other people here I am just trying to point out that I feel is really spoiling the end game for long/medium MP games. And like other said - I am usually the Last person to cry "nerf!", but I just can't think of anything that would fix it... ;( [ April 02, 2004, 08:37: Message edited by: Stormbinder ] |
Re: The next patch
[quote]Originally posted by PhilD:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Stormbinder: Quote:
I mean, your initial gem production is 5/turn. Even if it's 5 Water, this means you get to make one Clam every 2 turns, initially. For even, say, 80% of your gem income to be item-produced, assuming your sites produce, say, 10 per turn (rather small), requires 50 gem-producing items. That's 50 turns of using your natural production (assuming it's all of the right types) to turn into items (500 gems), meaning those items will have produced roughly 1200 gems by that time. That's investing your whole production into them, plus 50 turns of a mage, plus (currently) 25 commanders holding the items, which you're not likely to send on the field as random kill-me commanders - which means "lost" upkeep. Anything faster, means your current return is smaller - because the already-produced items will have produced fewer gems. If, during those 50 turns, none of your opponents has taken advantage of your sinking gems into slow-return investments, your map is too big. Or maybe your playgroup is too focused on this being the only viable strategy, and isn't otherwise expanding/attacking fast enough. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I am sorry but your math is completely wrong PhilD. Just few most obvious examples: You keep refering to "initail production of 5 gems per turn". What it has to do with clams hoarding? Obviously you are going to search for avalailable water and astral sites _before_ you are going to start real clam hoarding. At can be done with water2/astral1 mages, for 2 and 3 gems, both easely available. And even few clams will will supply you with all astral gems that you'll need for Astral Probe spell, or for Archaic Records later in the game when you are swiming in astrals from your pearls. The argument about "high upkeep cost" on commanders hoarding clams is even worse. First of all what prevents you from giving clams to your reseachers, as everybody doing in MP? Or to your bloodhunting scouts/whatever? This way you lose nothing on upkeep. But even if you do have to hire special commanders for it later on, what prevents you from hiring 20 gp scouts and give them 2 clams each? Each scout cost 1.3 gp per turn in upkeep, and it'll supply you with 2 astrals per turn. Clearly 1.3 gp is nothing comparable to 2 astrals every turn, so it shouldn't be even seriously considered when deciding if clams are unbalanced. And I am not even talking about sites bonuses to forging, or having few dwarven hammers used to produce clams every turn. Yes, hammer is not cheap, being 20 earth gems, but it's a long time investment. By themself Hammers are totally fine and cool itme, but when applied to already severely unbalanced 10water gems clams, making them 7 water gems each... Sure, there is no quarantee that you'll find site with bonus production, but they are not _that_ rare, and they means the return of investent on _all_ your calms is 8 turns now instead of 10, since obviously you are going produce all your clams only on that site now for 8 water gems each. And that's even without Dwarven hammers. More arguments could be writen, but I think that should be enough. [ April 02, 2004, 08:25: Message edited by: Stormbinder ] |
Re: The next patch
IMHO you have not been at all convincing that Clams are broken.
You argument is essentially flawed, in that it assumes that the alternative to massive investment in clams is to do nothing with your water gems and forging mages, and that researching something other than Construction 4 early on has no value. The true alternative is to use your income aggresively, and seize income and gem sources from your opponents. This gains you income immediately, and deprives them of it as well. Needing 10 turns to recoup just your initial investment is pretty steep, and if you count oppurtunity cost IMHO it takes more like 15 turns before you begin to see returns. In games I've played half the players are typically out of the running by turn 30... I'd rather use my gems to try to stay in the surviving half, rather than invest them and pray I survive to the end game. |
Re: The next patch
Quote:
That also means that you have no high-level spells, no high level summons in your games, et cetera. There is nothing wrong with such games if it fits your playstyle, it's just entirely different type of game from the ones than me and Graeme, Sergex, Zapmaeser and others were refering to. What I don't understand is this - why some people are so opposed to it? If clam hoarding is not an issue according to them, than it shouldn't matter to them much if requirements for the clams would raise a little? One of the person (no names here, but he haven't posted on this thread yet http://forum.shrapnelgames.com/images/icons/icon7.gif ) who is a great player and whom I highly respect as a Dom2 opponent was strongly opposed increasing cost or reqs for Clams - and that despite the fact that he is notorious clam hoarder. (actually more likely not "despite" but "because" ) Now I am not suggesting that everybody who is against Clam-changes is the secret addicted clam hoarder. http://forum.shrapnelgames.com/images/icons/icon10.gif That would be way too much and I am not a conspiracy freak. http://forum.shrapnelgames.com/images/icons/icon7.gif But I know from experience that at least some of the most vocal ones are in fact using massive clam-haarding strategy again and again to great success, and they are objecting to any changes to Clams so strongly excactly because it would kill their favorite "I-Won" tactic. [ April 02, 2004, 08:59: Message edited by: Stormbinder ] |
Re: The next patch
Quote:
The greatest limitations on astral clam abuse remain the need for sufficient water 2 mages and not using your gems for other purposes. Personally, I think the other players have failed in a major way if one nation is able to survive without using a significant fraction of its gems each round but perhaps that is just me. Anyhow, I must certainly agree with Graeme Dice that it is potentially abusive in a major way in long term games. Just look at this output from the astral calculator using a 25% forge bonus and a base income of 5 astral and nothing else whatsoever, if you are in doubt: [Actually, there is a bug in the following, as it only costs 14 astral per clam due to the water price being rounded to 7 rather than 7.5 per clam] </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Astral Calculator Calculating Astral Clam abuse based on 5 base astal income and a 25 forge bonus (15 astral per clam) wasting 0 percent of surplus per turn 0: Clams= 0 Income= 5 Waste= 0 Store= 5 --> Produced 0 clams 1: Clams= 0 Income= 5 Waste= 0 Store= 10 --> Produced 0 clams 2: Clams= 0 Income= 5 Waste= 0 Store= 15 --> Produced 1 clams 3: Clams= 0 Income= 5 Waste= 0 Store= 5 --> Produced 0 clams 4: Clams= 1 Income= 6 Waste= 0 Store= 11 --> Produced 0 clams 5: Clams= 1 Income= 6 Waste= 0 Store= 17 --> Produced 1 clams 6: Clams= 1 Income= 6 Waste= 0 Store= 8 --> Produced 0 clams 7: Clams= 2 Income= 7 Waste= 0 Store= 15 --> Produced 1 clams 8: Clams= 2 Income= 7 Waste= 0 Store= 7 --> Produced 0 clams 9: Clams= 3 Income= 8 Waste= 0 Store= 15 --> Produced 1 clams 10: Clams= 3 Income= 8 Waste= 0 Store= 8 --> Produced 0 clams 11: Clams= 4 Income= 9 Waste= 0 Store= 17 --> Produced 1 clams 12: Clams= 4 Income= 9 Waste= 0 Store= 11 --> Produced 0 clams 13: Clams= 5 Income= 10 Waste= 0 Store= 21 --> Produced 1 clams 14: Clams= 5 Income= 10 Waste= 0 Store= 16 --> Produced 1 clams 15: Clams= 6 Income= 11 Waste= 0 Store= 12 --> Produced 0 clams 16: Clams= 7 Income= 12 Waste= 0 Store= 24 --> Produced 1 clams 17: Clams= 7 Income= 12 Waste= 0 Store= 21 --> Produced 1 clams 18: Clams= 8 Income= 13 Waste= 0 Store= 19 --> Produced 1 clams 19: Clams= 9 Income= 14 Waste= 0 Store= 18 --> Produced 1 clams 20: Clams= 10 Income= 15 Waste= 0 Store= 18 --> Produced 1 clams 21: Clams= 11 Income= 16 Waste= 0 Store= 19 --> Produced 1 clams 22: Clams= 12 Income= 17 Waste= 0 Store= 21 --> Produced 1 clams 23: Clams= 13 Income= 18 Waste= 0 Store= 24 --> Produced 1 clams 24: Clams= 14 Income= 19 Waste= 0 Store= 28 --> Produced 1 clams 25: Clams= 15 Income= 20 Waste= 0 Store= 33 --> Produced 2 clams 26: Clams= 16 Income= 21 Waste= 0 Store= 24 --> Produced 1 clams 27: Clams= 18 Income= 23 Waste= 0 Store= 32 --> Produced 2 clams 28: Clams= 19 Income= 24 Waste= 0 Store= 26 --> Produced 1 clams 29: Clams= 21 Income= 26 Waste= 0 Store= 37 --> Produced 2 clams 30: Clams= 22 Income= 27 Waste= 0 Store= 34 --> Produced 2 clams 31: Clams= 24 Income= 29 Waste= 0 Store= 33 --> Produced 2 clams 32: Clams= 26 Income= 31 Waste= 0 Store= 34 --> Produced 2 clams 33: Clams= 28 Income= 33 Waste= 0 Store= 37 --> Produced 2 clams 34: Clams= 30 Income= 35 Waste= 0 Store= 42 --> Produced 2 clams 35: Clams= 32 Income= 37 Waste= 0 Store= 49 --> Produced 3 clams 36: Clams= 34 Income= 39 Waste= 0 Store= 43 --> Produced 2 clams 37: Clams= 37 Income= 42 Waste= 0 Store= 55 --> Produced 3 clams 38: Clams= 39 Income= 44 Waste= 0 Store= 54 --> Produced 3 clams 39: Clams= 42 Income= 47 Waste= 0 Store= 56 --> Produced 3 clams 40: Clams= 45 Income= 50 Waste= 0 Store= 61 --> Produced 4 clams 41: Clams= 48 Income= 53 Waste= 0 Store= 54 --> Produced 3 clams 42: Clams= 52 Income= 57 Waste= 0 Store= 66 --> Produced 4 clams 43: Clams= 55 Income= 60 Waste= 0 Store= 66 --> Produced 4 clams 44: Clams= 59 Income= 64 Waste= 0 Store= 70 --> Produced 4 clams 45: Clams= 63 Income= 68 Waste= 0 Store= 78 --> Produced 5 clams 46: Clams= 67 Income= 72 Waste= 0 Store= 75 --> Produced 5 clams 47: Clams= 72 Income= 77 Waste= 0 Store= 77 --> Produced 5 clams 48: Clams= 77 Income= 82 Waste= 0 Store= 84 --> Produced 5 clams 49: Clams= 82 Income= 87 Waste= 0 Store= 96 --> Produced 6 clams 50: Clams= 87 Income= 92 Waste= 0 Store= 98 --> Produced 6 clams 51: Clams= 93 Income= 98 Waste= 0 Store= 106 --> Produced 7 clams 52: Clams= 99 Income= 104 Waste= 0 Store= 105 --> Produced 7 clams 53: Clams= 106 Income= 111 Waste= 0 Store= 111 --> Produced 7 clams 54: Clams= 113 Income= 118 Waste= 0 Store= 124 --> Produced 8 clams 55: Clams= 120 Income= 125 Waste= 0 Store= 129 --> Produced 8 clams 56: Clams= 128 Income= 133 Waste= 0 Store= 142 --> Produced 9 clams 57: Clams= 136 Income= 141 Waste= 0 Store= 148 --> Produced 9 clams 58: Clams= 145 Income= 150 Waste= 0 Store= 163 --> Produced 10 clams 59: Clams= 154 Income= 159 Waste= 0 Store= 172 --> Produced 11 clams 60: Clams= 164 Income= 169 Waste= 0 Store= 176 --> Produced 11 clams 61: Clams= 175 Income= 180 Waste= 0 Store= 191 --> Produced 12 clams 62: Clams= 186 Income= 191 Waste= 0 Store= 202 --> Produced 13 clams 63: Clams= 198 Income= 203 Waste= 0 Store= 210 --> Produced 14 clams 64: Clams= 211 Income= 216 Waste= 0 Store= 216 --> Produced 14 clams 65: Clams= 225 Income= 230 Waste= 0 Store= 236 --> Produced 15 clams 66: Clams= 239 Income= 244 Waste= 0 Store= 255 --> Produced 17 clams 67: Clams= 254 Income= 259 Waste= 0 Store= 259 --> Produced 17 clams 68: Clams= 271 Income= 276 Waste= 0 Store= 280 --> Produced 18 clams 69: Clams= 288 Income= 293 Waste= 0 Store= 303 --> Produced 20 clams 70: Clams= 306 Income= 311 Waste= 0 Store= 314 --> Produced 20 clams 71: Clams= 326 Income= 331 Waste= 0 Store= 345 --> Produced 23 clams 72: Clams= 346 Income= 351 Waste= 0 Store= 351 --> Produced 23 clams 73: Clams= 369 Income= 374 Waste= 0 Store= 380 --> Produced 25 clams 74: Clams= 392 Income= 397 Waste= 0 Store= 402 --> Produced 26 clams 75: Clams= 417 Income= 422 Waste= 0 Store= 434 --> Produced 28 clams 76: Clams= 443 Income= 448 Waste= 0 Store= 462 --> Produced 30 clams 77: Clams= 471 Income= 476 Waste= 0 Store= 488 --> Produced 32 clams 78: Clams= 501 Income= 506 Waste= 0 Store= 514 --> Produced 34 clams 79: Clams= 533 Income= 538 Waste= 0 Store= 542 --> Produced 36 clams 80: Clams= 567 Income= 572 Waste= 0 Store= 574 --> Produced 38 clams 81: Clams= 603 Income= 608 Waste= 0 Store= 612 --> Produced 40 clams 82: Clams= 641 Income= 646 Waste= 0 Store= 658 --> Produced 43 clams 83: Clams= 681 Income= 686 Waste= 0 Store= 699 --> Produced 46 clams 84: Clams= 724 Income= 729 Waste= 0 Store= 738 --> Produced 49 clams 85: Clams= 770 Income= 775 Waste= 0 Store= 778 --> Produced 51 clams 86: Clams= 819 Income= 824 Waste= 0 Store= 837 --> Produced 55 clams 87: Clams= 870 Income= 875 Waste= 0 Store= 887 --> Produced 59 clams 88: Clams= 925 Income= 930 Waste= 0 Store= 932 --> Produced 62 clams 89: Clams= 984 Income= 989 Waste= 0 Store= 991 --> Produced 66 clams 90: Clams=1046 Income=1051 Waste= 0 Store=1052 --> Produced 70 clams 91: Clams=1112 Income=1117 Waste= 0 Store=1119 --> Produced 74 clams 92: Clams=1182 Income=1187 Waste= 0 Store=1196 --> Produced 79 clams 93: Clams=1256 Income=1261 Waste= 0 Store=1272 --> Produced 84 clams 94: Clams=1335 Income=1340 Waste= 0 Store=1352 --> Produced 90 clams 95: Clams=1419 Income=1424 Waste= 0 Store=1426 --> Produced 95 clams 96: Clams=1509 Income=1514 Waste= 0 Store=1515 --> Produced 101 clams 97: Clams=1604 Income=1609 Waste= 0 Store=1609 --> Produced 107 clams 98: Clams=1705 Income=1710 Waste= 0 Store=1714 --> Produced 114 clams 99: Clams=1812 Income=1817 Waste= 0 Store=1821 --> Produced 121 clams 100: Clams=1926 Income=1931 Waste= 0 Store=1937 --> Produced 129 clams</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That was scary! http://forum.shrapnelgames.com/images/icons/shock.gif Let us make it less so. Assuming that 50% of all astral gems stored above those needed to make a single clam are "wasted" on other types of magic and that no Dwarven hammers whatsoever are made (utopian, but let us assume it for a moment), we get (still based on only the starting income and nothing else) </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Astral Calculator Calculating Astral Clam abuse based on 5 base astal income and a 0 forge bonus (20 astral per clam) wasting 50 percent of surplus per turn 0: Clams= 0 Income= 5 Waste= 0 Store= 5 --> Produced 0 clams 1: Clams= 0 Income= 5 Waste= 0 Store= 10 --> Produced 0 clams 2: Clams= 0 Income= 5 Waste= 0 Store= 15 --> Produced 0 clams 3: Clams= 0 Income= 5 Waste= 0 Store= 20 --> Produced 1 clams 4: Clams= 0 Income= 5 Waste= 0 Store= 5 --> Produced 0 clams 5: Clams= 1 Income= 6 Waste= 0 Store= 11 --> Produced 0 clams 6: Clams= 1 Income= 6 Waste= 0 Store= 17 --> Produced 0 clams 7: Clams= 1 Income= 6 Waste= 1 Store= 22 --> Produced 1 clams 8: Clams= 1 Income= 6 Waste= 0 Store= 8 --> Produced 0 clams 9: Clams= 2 Income= 7 Waste= 0 Store= 15 --> Produced 0 clams 10: Clams= 2 Income= 7 Waste= 1 Store= 21 --> Produced 1 clams 11: Clams= 2 Income= 7 Waste= 0 Store= 8 --> Produced 0 clams 12: Clams= 3 Income= 8 Waste= 0 Store= 16 --> Produced 0 clams 13: Clams= 3 Income= 8 Waste= 2 Store= 22 --> Produced 1 clams 14: Clams= 3 Income= 8 Waste= 0 Store= 10 --> Produced 0 clams 15: Clams= 4 Income= 9 Waste= 0 Store= 19 --> Produced 0 clams 16: Clams= 4 Income= 9 Waste= 4 Store= 24 --> Produced 1 clams 17: Clams= 4 Income= 9 Waste= 0 Store= 13 --> Produced 0 clams 18: Clams= 5 Income= 10 Waste= 1 Store= 22 --> Produced 1 clams 19: Clams= 5 Income= 10 Waste= 0 Store= 12 --> Produced 0 clams 20: Clams= 6 Income= 11 Waste= 1 Store= 22 --> Produced 1 clams 21: Clams= 6 Income= 11 Waste= 0 Store= 13 --> Produced 0 clams 22: Clams= 7 Income= 12 Waste= 2 Store= 23 --> Produced 1 clams 23: Clams= 7 Income= 12 Waste= 0 Store= 15 --> Produced 0 clams 24: Clams= 8 Income= 13 Waste= 4 Store= 24 --> Produced 1 clams 25: Clams= 8 Income= 13 Waste= 0 Store= 17 --> Produced 0 clams 26: Clams= 9 Income= 14 Waste= 5 Store= 26 --> Produced 1 clams 27: Clams= 9 Income= 14 Waste= 0 Store= 20 --> Produced 1 clams 28: Clams= 10 Income= 15 Waste= 0 Store= 15 --> Produced 0 clams 29: Clams= 11 Income= 16 Waste= 5 Store= 26 --> Produced 1 clams 30: Clams= 11 Income= 16 Waste= 1 Store= 21 --> Produced 1 clams 31: Clams= 12 Income= 17 Waste= 0 Store= 18 --> Produced 0 clams 32: Clams= 13 Income= 18 Waste= 8 Store= 28 --> Produced 1 clams 33: Clams= 13 Income= 18 Waste= 3 Store= 23 --> Produced 1 clams 34: Clams= 14 Income= 19 Waste= 1 Store= 21 --> Produced 1 clams 35: Clams= 15 Income= 20 Waste= 0 Store= 21 --> Produced 1 clams 36: Clams= 16 Income= 21 Waste= 1 Store= 21 --> Produced 1 clams 37: Clams= 17 Income= 22 Waste= 1 Store= 22 --> Produced 1 clams 38: Clams= 18 Income= 23 Waste= 2 Store= 23 --> Produced 1 clams 39: Clams= 19 Income= 24 Waste= 3 Store= 24 --> Produced 1 clams 40: Clams= 20 Income= 25 Waste= 4 Store= 25 --> Produced 1 clams 41: Clams= 21 Income= 26 Waste= 5 Store= 26 --> Produced 1 clams 42: Clams= 22 Income= 27 Waste= 6 Store= 27 --> Produced 1 clams 43: Clams= 23 Income= 28 Waste= 7 Store= 28 --> Produced 1 clams 44: Clams= 24 Income= 29 Waste= 8 Store= 29 --> Produced 1 clams 45: Clams= 25 Income= 30 Waste= 9 Store= 30 --> Produced 1 clams 46: Clams= 26 Income= 31 Waste= 10 Store= 31 --> Produced 1 clams 47: Clams= 27 Income= 32 Waste= 11 Store= 32 --> Produced 1 clams 48: Clams= 28 Income= 33 Waste= 12 Store= 33 --> Produced 1 clams 49: Clams= 29 Income= 34 Waste= 13 Store= 34 --> Produced 1 clams 50: Clams= 30 Income= 35 Waste= 14 Store= 35 --> Produced 1 clams 51: Clams= 31 Income= 36 Waste= 15 Store= 36 --> Produced 1 clams 52: Clams= 32 Income= 37 Waste= 16 Store= 37 --> Produced 1 clams 53: Clams= 33 Income= 38 Waste= 17 Store= 38 --> Produced 1 clams 54: Clams= 34 Income= 39 Waste= 18 Store= 39 --> Produced 1 clams 55: Clams= 35 Income= 40 Waste= 19 Store= 40 --> Produced 2 clams 56: Clams= 36 Income= 41 Waste= 10 Store= 31 --> Produced 1 clams 57: Clams= 38 Income= 43 Waste= 17 Store= 37 --> Produced 1 clams 58: Clams= 39 Income= 44 Waste= 20 Store= 41 --> Produced 2 clams 59: Clams= 40 Income= 45 Waste= 13 Store= 33 --> Produced 1 clams 60: Clams= 42 Income= 47 Waste= 20 Store= 40 --> Produced 2 clams 61: Clams= 43 Income= 48 Waste= 14 Store= 34 --> Produced 1 clams 62: Clams= 45 Income= 50 Waste= 22 Store= 42 --> Produced 2 clams 63: Clams= 46 Income= 51 Waste= 16 Store= 37 --> Produced 1 clams 64: Clams= 48 Income= 53 Waste= 25 Store= 45 --> Produced 2 clams 65: Clams= 49 Income= 54 Waste= 19 Store= 40 --> Produced 2 clams 66: Clams= 51 Income= 56 Waste= 18 Store= 38 --> Produced 1 clams 67: Clams= 53 Income= 58 Waste= 28 Store= 48 --> Produced 2 clams 68: Clams= 54 Income= 59 Waste= 23 Store= 44 --> Produced 2 clams 69: Clams= 56 Income= 61 Waste= 22 Store= 43 --> Produced 2 clams 70: Clams= 58 Income= 63 Waste= 23 Store= 43 --> Produced 2 clams 71: Clams= 60 Income= 65 Waste= 24 Store= 44 --> Produced 2 clams 72: Clams= 62 Income= 67 Waste= 25 Store= 46 --> Produced 2 clams 73: Clams= 64 Income= 69 Waste= 27 Store= 48 --> Produced 2 clams 74: Clams= 66 Income= 71 Waste= 29 Store= 50 --> Produced 2 clams 75: Clams= 68 Income= 73 Waste= 31 Store= 52 --> Produced 2 clams 76: Clams= 70 Income= 75 Waste= 33 Store= 54 --> Produced 2 clams 77: Clams= 72 Income= 77 Waste= 35 Store= 56 --> Produced 2 clams 78: Clams= 74 Income= 79 Waste= 37 Store= 58 --> Produced 2 clams 79: Clams= 76 Income= 81 Waste= 39 Store= 60 --> Produced 3 clams 80: Clams= 78 Income= 83 Waste= 31 Store= 52 --> Produced 2 clams 81: Clams= 81 Income= 86 Waste= 39 Store= 59 --> Produced 2 clams 82: Clams= 83 Income= 88 Waste= 43 Store= 64 --> Produced 3 clams 83: Clams= 85 Income= 90 Waste= 37 Store= 57 --> Produced 2 clams 84: Clams= 88 Income= 93 Waste= 45 Store= 65 --> Produced 3 clams 85: Clams= 90 Income= 95 Waste= 40 Store= 60 --> Produced 3 clams 86: Clams= 93 Income= 98 Waste= 39 Store= 59 --> Produced 2 clams 87: Clams= 96 Income= 101 Waste= 50 Store= 70 --> Produced 3 clams 88: Clams= 98 Income= 103 Waste= 46 Store= 67 --> Produced 3 clams 89: Clams= 101 Income= 106 Waste= 46 Store= 67 --> Produced 3 clams 90: Clams= 104 Income= 109 Waste= 48 Store= 68 --> Produced 3 clams 91: Clams= 107 Income= 112 Waste= 50 Store= 70 --> Produced 3 clams 92: Clams= 110 Income= 115 Waste= 52 Store= 73 --> Produced 3 clams 93: Clams= 113 Income= 118 Waste= 55 Store= 76 --> Produced 3 clams 94: Clams= 116 Income= 121 Waste= 58 Store= 79 --> Produced 3 clams 95: Clams= 119 Income= 124 Waste= 61 Store= 82 --> Produced 4 clams 96: Clams= 122 Income= 127 Waste= 54 Store= 75 --> Produced 3 clams 97: Clams= 126 Income= 131 Waste= 63 Store= 83 --> Produced 4 clams 98: Clams= 129 Income= 134 Waste= 58 Store= 79 --> Produced 3 clams 99: Clams= 133 Income= 138 Waste= 68 Store= 89 --> Produced 4 clams 100: Clams= 136 Income= 141 Waste= 65 Store= 85 --> Produced 4 clams</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">As far as I am concerned, that just means that nations with easy access to both water and astral magic must be hammered frequently to force them to use their astral for other things than astral abuse - for the numbers are potentially scary. http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 02, 2004, 10:50: Message edited by: Peter Ebbesen ] |
Re: The next patch
Quote:
/tables skiped/ ... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'll be damned! Thanks Peter. I knew it was scary, but I didn't realize it was _that_ scary. ;( [ April 02, 2004, 11:04: Message edited by: Stormbinder ] |
Re: The next patch
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I really cant see this. I tend to create a new game with more of an idea of what nation I want to play than with what map I want to play on. To choose from ALL the maps and then find out that my nation isnt a choice seems less desireable than to choose the nation then find out that all the maps are not available. Its not that hard anyway to just hit ESC and back up to make a change the way it is now. Quote:
Gandalf - you seem a little dismissive of the alternative view. It *IS* painful to Esc back up to the races screen, check/change all the selections and then reselect the map. It's tedious and, if the map has specific settings which override your choices, frustrating. Having a second visit to the races screen after choosing the map would simply and precisely alleviate this problem. It would cost you one single extra click on "Ok". At the moment there is no alternative but to know quite a lot about the map you want to play before you choose the races (ie. how much water, etc.). It would make the game more user-friendly if you could browse the maps before *finalising* the race selections. I don't mind a trip to the races screen first as well. CC |
Re: The next patch
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, that is going too far. http://forum.shrapnelgames.com/images/icons/icon7.gif Remember that THAT projection was based on ONLY using a starting income of 5 gems without using any gems gained through finding water or astral sites - which is a quite unlikely scenario; it just happens to be a scenario that is easy to calculate the results of. In other words, it was not the "best possible" scenario, it was the "best possible using only the gem income from your own capital" - which is a very different matter. Anyone who goes for a dedicated clam of pearls strategy is very likely to get better than 5 astral and 0 water/round from ordinary sources within a dozen rounds or so, which kickstarts the process. http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 02, 2004, 14:36: Message edited by: Peter Ebbesen ] |
Re: The next patch
Quote:
Quote:
|
All times are GMT -4. The time now is 05:18 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.