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-   -   MA TC Fortune Teller Unit Ability (http://forum.shrapnelgames.com/showthread.php?t=44716)

Mysterio January 18th, 2010 02:15 PM

MA TC Fortune Teller Unit Ability
 
Hey, folks. I'm in the process of creating a pretender for a game in which I'm MA TC, and I noticed a unit ability I have never seen before: Fortune Teller. How does it work within the game, and what does the number in ( ) represent?

Thanks!

WingedDog January 18th, 2010 02:23 PM

Re: MA TC Fortune Teller Unit Ability
 
The number is a chance in percents this unit may prevent unfortunate random event if it is to happen in the province he(she) is currently in. This ability stucks, so more fortune tellers in province - safer it is from bad events.

Sombre January 18th, 2010 03:06 PM

Re: MA TC Fortune Teller Unit Ability
 
But how does it stack? Series of checks or single combined check?

WingedDog January 18th, 2010 03:22 PM

Re: MA TC Fortune Teller Unit Ability
 
Series of checks. So province can't be 100% safe from misfortune. :)

Gregstrom January 18th, 2010 05:38 PM

Re: MA TC Fortune Teller Unit Ability
 
Hrm. I think lch at one point said it was additive... I think he said it was bugged somehow, too.

rdonj January 18th, 2010 05:57 PM

Re: MA TC Fortune Teller Unit Ability
 
Huh? A while back people were talking about fortune telling and the consensus was that it stacked directly, so that at 100 fortune telling you couldn't get bad events. I don't remember which thread this was, but it definitely happened.

Foodstamp January 18th, 2010 07:23 PM

Re: MA TC Fortune Teller Unit Ability
 
Someone needs to make a document telling how it works for sure.

Sombre January 18th, 2010 08:42 PM

Re: MA TC Fortune Teller Unit Ability
 
I actually won't believe it until everything in the game is perfectly documented.

Wrana January 18th, 2010 10:08 PM

Re: MA TC Fortune Teller Unit Ability
 
Quote:

Originally Posted by Gregstrom (Post 726941)
Hrm. I think lch at one point said it was additive... I think he said it was bugged somehow, too.

Hm. I seem to remember the exact opposite - i.e., independent check for each unit. Should be testable, however. ;)

WaltF4 January 19th, 2010 01:45 AM

Re: MA TC Fortune Teller Unit Ability
 
For what it is worth, I just ran a 110 turn test with a 1.6 CBM oracle (50 fortune telling) and 10 enaries (5 fortune telling each) sitting in my capitol.

I only had my capitol. The scales were Turmoil 3/Misfortune 3 the entire test.

I had 6 events:
100 extra taxes
7 water gems
4 air gems
Defense increased by 15
1 earth gem
Defense increased by 15

I would consider all of the events good. I would think the sum of the fortune telling ability is used.

chrispedersen January 19th, 2010 02:18 AM

Re: MA TC Fortune Teller Unit Ability
 
Due to the bug in the way random magic paths are determined, and by my own tests of fortune telling I came to the conclusion that fortune telling was additive.

One of the gods gives a 2/3 chance of negating bad events. clone him via mod, stick two in a province.. auto run for 30 turns.

If you ever get a bad event (you won't) it will be proof its per unit checks...

Mysterio January 19th, 2010 07:54 AM

Re: MA TC Fortune Teller Unit Ability
 
Quote:

Originally Posted by chrispedersen (Post 727005)
Due to the bug in the way random magic paths are determined

Could you please explain this bug? I had never heard of it.

WaltF4 January 19th, 2010 09:34 PM

Re: MA TC Fortune Teller Unit Ability
 
As a follow up to my previous test, I ran an additional 30 turn test. This time I sat in my capitol with Turmoil 3/Misfortune 3 and no fortune telling units.

The events I received were:
turn 6: 15 astral gems stolen
turn 7: 1/5 of the population left
turn 8: festival held (good event)
turn 8: ill omen
turn 9: 1/5 of the population left
turn 9: barbarian horde - 45 barbarians
turn 9: 1/5 of the population left
turn 10: extra 100 gold in taxes (good event)
turn 11: earthquake destroyed temple (rebuilt it the same turn)
turn 11: brigands
turn 14: fire destroys lab (remained destroyed due to lack of funds)
turn 17: ill omen
turn 17: barbarian horde - 72 barbarians
turn 17: hurricane
turn 17: blight
turn 19: earthquake destroyed temple (rebuilt it the same turn)
turn 20: brigands
turn 20: 1/5 of population left
turn 21: 13 water gems found (good event)
turn 21: brigand leader
turn 23: blight
turn 23: barbarian horde - 95 barbarians
turn 25: trolls eat travelers
turn 26: earthquake destroyed temple (remained destroyed due to lack of funds)
turn 26: ill omen
turn 27: ill omen
turn 28: 1/5 of population left
turn 28: 1/5 of population left
turn 29: barbarian horde – see below
turn 29: barbarian horde – see below
turn 29: barbarian horde - 184 barbarians in total
turn 29: people immigrated (good event)
turn 30: ill omen

In total 33 events with 4 good and 29 bad events. It appears that an average of ~1 bad event per turn is likely for 1 province under Turmoil 3/Misfortune 3. This average is likely something of an underestimation due to an apparent period of lenience during the first few turns (3-5 turns?) and any lab/temple destruction events unable to occur due to a lack of lab/temple.

In light of my previous 110 turn test under similar conditions, but with a summed 100 fortune telling, I would expect the absence of any bad events to be the result of summed fortune telling ability being used.

chrispedersen January 20th, 2010 01:19 AM

Re: MA TC Fortune Teller Unit Ability
 
Quote:

Originally Posted by Mysterio (Post 727040)
Quote:

Originally Posted by chrispedersen (Post 727005)
Due to the bug in the way random magic paths are determined

Could you please explain this bug? I had never heard of it.

if you give a unit a 50% fire path and a 50% fire path the game will report it as 100% firepath.

I figure (without evidence) that a similar methodology would be used in other areas. Eg. two 10% ft abilities would get reported as a 20% fortune teller ability.

Additionally we had word from the developers that it was either this way (or the other way) which makes this way at least possible - and on the face of it, plausible.

Sombre January 20th, 2010 05:50 AM

Re: MA TC Fortune Teller Unit Ability
 
What do you mean by 'report it'? Do you mean it will function as 100% F?

chrispedersen January 20th, 2010 02:39 PM

Re: MA TC Fortune Teller Unit Ability
 
I don't remember sombre.
I do know that on several occassions I tried a simple path mask
like adding 4 50% fire. And when you view the unit on the recruit screen it would show 200% fire. And my remembrance is yes, I don't think I ever got any 4F mages.

I tried this using copies of arco's mystics, and yomis hannyas, iirc. And I'm perfectly willing for a more experienced modder to say I'm wrong, that its possible to do.

But I think the point remains that in at least a couple of occassions how ko performed the math is demonstrably a straight % addition; hence I think it lends weight to the observations w was making, that fortunetelling simply stacks.

Sombre January 20th, 2010 02:53 PM

Re: MA TC Fortune Teller Unit Ability
 
I tried this code:

#custommagic 128 50
#custommagic 128 50
#custommagic 128 50
#custommagic 128 50

It works as expected. Displays as 4 50% chances of fire, out of 10 recruits 6 had 2F, 1 had 4F, 3 had 3F.

So perhaps it has been fixed since you tried. Or more likely there was something strange about your code.


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