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Old January 15th, 2004, 12:00 AM
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Default 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 ]
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