
January 15th, 2004, 12:00 AM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Keir Maxwell:
ps. Saber don't take this as aimed at you as I realise what you are trying to do is make a major change in how the scales work not just fix luck. As such your mod represents an alternate way of playing not just an attempt to provide a new norm.
|
No problem=) I just don't like 2 scales being strongly aliased, so that moving one makes some settings of the other unviable... A minor influence is OK, though. I want fortune+order and misfortune+turmoil to be serious possibilties. With my changes, the first one is now useful, but the second one is only a little more viable than before...
Quote:
Originally posted by SurvivalistMerc:
If anyone uses the Cherry Mod and takes misfortune-3, I would love to hear their tales of woe. Because with events increased by 21% (assuming order zero) and 89% of them bad, I think you will be in dire straits.
|
The main problem with unluck is the major events (population loss), and those have been reduced, so overall it should prove safer than before...
...and I did not feel safe taking Luck 3 with the default 2.06 scale effects, because with luck 3 you get more events than luck 0... and thus, probably more bad events, but I can't say for sure because I don't know how event probabilities are calculated. "+21%" event frequency does NOT give you 21% more events - more like 100% more, I think.
[ January 14, 2004, 22:05: Message edited by: Saber Cherry ]
|