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-   -   Random Events (http://forum.shrapnelgames.com/showthread.php?t=31759)

Smalltalkman November 11th, 2006 12:20 AM

Random Events
 
The number of random events seems to be caped at three regardless of provinces & order/luck settings. This makes luck non scalable. Has anyone seen more than three random events per turn?

PhilD November 11th, 2006 05:39 AM

Re: Random Events
 
Sometimes you get more than 3 events, but usually it's just that some were caused by enemy spells, or happened to an opponent's province and you then captured the province (I sometimes see more than 3 good events, but I think each time one happened in a province I had just captured - not 100% sure though).

B0rsuk November 11th, 2006 05:50 AM

Re: Random Events
 
So, in short, taking Turmoil in hopes of benefiting more from Luck is foolish ? Except for early game, perhaps ?

Patriot November 11th, 2006 06:48 AM

Re: Random Events
 
I don't know if you can receive more than 3 random events, but I think Luck is important, just so that you can avoid the Evil Ancient Force event or whatever it's called, which happened to my capital in a game. That event is so evil. Decimating a population from 30k to a mere 1k in one month. My income dropped about 60-70%.

Gandalf Parker November 11th, 2006 11:48 PM

Re: Random Events
 
Taking luck is not only to get the good events but also to avoid those bad ones

Taqwus November 12th, 2006 12:17 AM

Re: Random Events
 
The arrival of the Ancient Presence is certainly one of the nastiest events; wherever it hits, the pop loss is severe enough to be essentially permanent. I've not seen it for a long time, but then I rarely take Misfortune dominion -- it would not surprise me if it was most likely with a combination of Magic and Misfortune.

HoneyBadger November 13th, 2006 06:07 AM

Re: Random Events
 
I haven't seen it, but I usually play -3 magic, -3 luck, and it would follow that such a thing would happen in high magic/low luck scales. The worst event I've seen, aside from the constant witch's curses I get, is the local vampire lord showing up and sacking my home province with 50+ vampires. I was plagued by the Devourer of Heroes for a couple of turns, but I ended that by guarding my Niefel Jarls with 3 skinshifters apiece. The next round, one of my tougher jarls took the devourer out.

Corwin November 13th, 2006 06:24 AM

Re: Random Events
 
Quote:

HoneyBadger said:
I haven't seen it, but I usually play -3 magic, -3 luck, and it would follow that such a thing would happen in high magic/low luck scales. The worst event I've seen, aside from the constant witch's curses I get, is the local vampire lord showing up and sacking my home province with 50+ vampires. I was plagued by the Devourer of Heroes for a couple of turns, but I ended that by guarding my Niefel Jarls with 3 skinshifters apiece. The next round, one of my tougher jarls took the devourer out.

He will be back, won't he? HoH is not like one o these unique rituals which lasts until someone defeats the being who is in the heart of it?

Hadrian_II November 13th, 2006 09:03 AM

Re: Random Events
 
Quote:

Smalltalkman said:
The number of random events seems to be caped at three regardless of provinces & order/luck settings. This makes luck non scalable. Has anyone seen more than three random events per turn?

I get more than 3 events per turn, last turn for an example:

-astral gems
-death gems
-150 gold -30 unrest
-200 gold
-huge number of immigrating people

i think this are all genuine random events, and not caused by any spells. (im playing with luck 3)

Gandalf Parker November 13th, 2006 10:55 AM

Re: Random Events
 
I think that the size of the map and number of provinces you have can have alot to do with it also.

Taqwus November 13th, 2006 03:32 PM

Death is so temporary...
 
Quote:

Corwin said:
He will be back, won't he? HoH is not like one o these unique rituals which lasts until someone defeats the being who is in the heart of it?

Yes, he'll return. Doom Horrors are forever. :p

Endoperez November 13th, 2006 03:33 PM

Re: Death is so temporary...
 
He might have some afflictions, though. Until he heals them, of course.

NTJedi November 13th, 2006 08:46 PM

Re: Death is so temporary...
 
Quote:

Endoperez said:
He might have some afflictions, though. Until he heals them, of course.

I know that it's not possible to use a doom horror after its captured because after the first battle it will disappear, however I have another idea.
Would it be possible to capture/charm/control one of these special doom horrors and then have it rest peacefully inside a castle thus keeping it from reappearing ??

Also if one of these special doom horrors are placed on the map in a province which cannot be reached... will that also prevent the creature from appearing ??

Gandalf Parker November 14th, 2006 12:48 AM

Re: Death is so temporary...
 
Placing it in a locked province might keep it from appearing. So someone could create a map for MP games that keeps it out. Of course you could also do something with a mod.

What might also be interesting is to make it the pretender of some AI nation. That might be a fun map/scenario to play against.

Taqwus November 14th, 2006 04:09 AM

Re: Death is so temporary...
 
Some quick testing tells me that they're capable of leaving on their own, even when preplaced.

Edit: and even when owned by a player at the start.

Corwin November 14th, 2006 08:35 PM

Re: Death is so temporary...
 
Quote:

Endoperez said:
He might have some afflictions, though. Until he heals them, of course.

You know, it could be used in a reverse compliment.

"You are sooo bad, you give a headache to the Doom Horror" http://forum.shrapnelgames.com/images/smilies/happy.gif

Corwin November 14th, 2006 08:39 PM

Re: Death is so temporary...
 
Quote:

NTJedi said:
Quote:

Endoperez said:
He might have some afflictions, though. Until he heals them, of course.

I know that it's not possible to use a doom horror after its captured because after the first battle it will disappear, however I have another idea.
Would it be possible to capture/charm/control one of these special doom horrors and then have it rest peacefully inside a castle thus keeping it from reappearing ??


If you'll manage to do it, I suggest putting it to sleep, than lock it in the deepest dungeon of your castle, sealed his cage, and put a sign - "MORTALS, WAKE HIM NOT". http://forum.shrapnelgames.com/images/smilies/mad.gif

NTJedi November 14th, 2006 08:39 PM

Re: Death is so temporary...
 
Quote:

Taqwus said:
Some quick testing tells me that they're capable of leaving on their own, even when preplaced.

Edit: and even when owned by a player at the start.

That's too bad. http://forum.shrapnelgames.com/images/smilies/fear.gif


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