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-   -   Changes to misfortune/luck in latest Version? (http://forum.shrapnelgames.com/showthread.php?t=21223)

Tuidjy October 10th, 2004 03:58 PM

Changes to misfortune/luck in latest Version?
 
1 Attachment(s)
I am in the very late stage of ten player game on Karan. I hold roughly half of
the provinces of the map, and control three nations' capitals. My scales are
the 'no-brainer ones' Order3, Sloth3, Death 2, Misfortune 2, Magic 3.

In the Last six turns, I have consistantly had seven to ten events per turn.
They are mostly bad, mostly centered in Pythium and the other capitals. Every
other turn, a fire burns down the lab, an earthquake destroys the temple, and
barbarians or bandits show up in Pythium. I rebuild them only to lose them
exactly one turn later. It had happened three times in a row.
A screenshot of the Last turn events is attached http://forum.shrapnelgames.com/images/smilies/fear.gif

Now, it is much too late in the game for this to really matter. But this is not
how things used to be in 2.12, and I think this is going overboard. Three or
four bad events per turn in a capital with order three is silly. I am hoping
this is a bug, because if it is not, misfortune will become as much an
unattractive choice as turmoil is right now.

Something that may be relevant: I killed a Lady of Fortune recently. It would
be great if this is my punishment for doing so, but it sounds a bit farfetched.

Zen October 10th, 2004 04:09 PM

Re: Changes to misfortune/luck in latest Version?
 
Doom Horrors?

You can also see if any of the events are anonymous Enemy Spells.

Endoperez October 10th, 2004 04:12 PM

Re: Changes to misfortune/luck in latest Version?
 
Do you know about spells that seem to be events, like ones that cause Earthquake, Hurricane and exceptionally cold winter? I don't think there is any that can destroy your laboratory, though, and attack-causing rituals do not include barbarian invasion... So I think you were unlucky, but are also pestered by someone casting these spells.


About Lady of Fortune and possibe punishment, that sounds like a great idea! In fact, something among these lines would be wonderful addition to DomII or maybe III... Killing pretenders shouldn't be just lucky coinsidense, it should be something that you (might) get punished for! For Lady of Fortune, I can see the luck scale of atleast the province she died in being dropped down to Misfortune 3 (it would return normally), for Cyclops something akin to Odyssey's wanderings (units getting scattered all around as if they were fleeing from the province when they try to leave), killing human pretenders should do little if anything, maybe in relation to magics and/or stats... Making this the effect of titles instead of pretender forms would be rather interesting as well. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Tuidjy October 10th, 2004 04:15 PM

Re: Changes to misfortune/luck in latest Version?
 
Nope, no horror attacks. Actually I do not think that the horrors appear as
random events. On the other hand, I do control half a dozen sentient horrors.
Could they be the cause? Are you saying that doom horrows bring bad events?
I am an idiot. I'm off to hide in a dark damp hole. And I am not bringing the
Doom Horror in with me, no Sir!

---

The events are not caused by hostile spells. That province has air, astral,
and fire domes, and I have not had them disturbed in the Last turns.

Zen October 10th, 2004 04:20 PM

Re: Changes to misfortune/luck in latest Version?
 
Doom Horrors have a high chance of a bad event happening in the Province they are in, above and beyond the normal luck limit of 3.

Also having multiple Doom Horrors in one place seems to aggrivate this and I don't think it's limited to 1 per province but rather 1 per Doom Horror and that province is quickly under fire from every Barbarian tribe in the world, labs without fire extinguishers and temples built on fault lines.

Cheezeninja October 10th, 2004 04:27 PM

Re: Changes to misfortune/luck in latest Version?
 
I think it would be awesome if killing a Lady of Fortune led to a permanent bad luck presence in the province. Something akin to the effect of having a Doom Horror located their, which would lead to a new late game tactic... wished Lady of Fortune kamikaze misfortuning of enemy capitals!

Tuidjy October 10th, 2004 04:27 PM

Re: Changes to misfortune/luck in latest Version?
 
That is it, then! That game is pretty much over but for me and the player who
holds the other half of the map, and both she and I are concentrating forces for
Ragnarock (to be held a province halfway between our capitals)

Now, this is so appropriate for Doomsday, that it may get to me to start
roleplaying... Yeah, right, and be kicked out of the Powergamers club. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Graeme Dice October 10th, 2004 06:19 PM

Re: Changes to misfortune/luck in latest Version?
 
Quote:

Tuidjy said:
My scales are
the 'no-brainer ones' Order3, Sloth3, Death 2, Misfortune 2, Magic 3.

I fail to see how those are "no-brainers". Order 3 is obvious. Sloth 3 is suicide for Pyhtium unless you don't expect your enemies to expand at all (ie. they will only manage 1 province per turn for the first twenty turns instead of 1 per turn till turn 5, two per turn to turn 10, then three per turn sometime around turn 10-15.) Death 2 can be worked around, but you've thrown away 4% of your income just to start with there, and will now be much poorer than where you started. This is especially bad when combined with your sloth 3, as you've thrown away 10% of your income, and essentially nullified 1.5 order scales. Misfortune 2 is a gamble, but it looks like it paid off and you didn't have a couple of bad events ruin you at the start. Magic 3 was probably a waste though, since the scale has diminishing returns and you can overcome it by simply spending more money on mages to research faster. I probable would have either gone with magic 2 to make acolytes research more effectively than theurgs, or magic 0 and just stuck to theurgs.

Kel October 10th, 2004 06:28 PM

Re: Changes to misfortune/luck in latest Version?
 
While I don't think they are no-brainer scales, they do tend to be what I take when I have a strong pretender in mind (which is most of the time). Sloth is the only one that, for me, varies a lot (anywhere between +3 and -3) and I go to Death 3 occasionally if I need the points.

- Kel

Tuidjy October 10th, 2004 09:42 PM

Re: Changes to misfortune/luck in latest Version?
 
No-brainer may be an exageration, but I have found it works well for me.
I have all the turns from that game, so here is how I expanded:

Turn 1: 0
Turn 2: 0 (vampire count, but I was patrolling, no harm done)
Turn 3: 1
Turn 4: 0 (knights took a province)
Turn 5: 2 (temple went poof)
Turn 6: 1
Turn 7: 2
Turn 8: 0 (gems found in the wind)
Turn 9: 2 (rumors in capital, nasty)
Turn 10: 2

And then I contacted both my neighbors, and stuff slowed to one per turn.
But I was site searching as I was going. By turn 10, I had more than tripled
Pythium's starting gem income.

It is true that these scales leave you moderately poor, and force you to
expand agressively, but in return you get good research without relying on
accolytes. I never buy these unless I am out of cash, because a theurg is
a combat mage, while an accolyte is nothing but a cogwheel in a machine that
may fail to materialize. I think I made a total of three accolytes that game.

I rely on my pretender to defend against early intrusions. I also try not to
rely on gold income much. I instead try to quickly develop a gem economy, and
get my research to the point where troops do not matter in the least. In most
of my games, I trail on provinces, but it's been awhile since that bothered me.


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