View Single Post
  #1  
Old October 25th, 2007, 08:57 PM
cleveland's Avatar

cleveland cleveland is offline
Captain
 
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
cleveland is on a distinguished road
Default Research Mod: Help & Suggestions

I'd like to modify the game's research mechanics, as it's currently a bit too deterministic for my liking.

Specifically, I want to eliminate the "I've put 100 points toward research this month, thus I will get 100 research points" phenomenon.

Ideally, I'd like to have the total research allocation for a given magic path act as the input parameter for a Poisson random number generator (i.e. gamma, for you nerds out there). So, if you allocate 100 research points, you will actually receive a random number with mean=100 and stdev=10.

1) Can research be modded directly? I expect no, as it's probably hardcoded, but I've never tried to mod the game.

2) If not, could a "mandadory" random event be added that increases and/or decreases research each month by a random amount?

3) Would anyone even be interested in this? If so, what would you like to see changed & how?

Research is one of my main gripes with the game: in real life it's genuinely random, but in Dom3 you can know exactly which turn you'll have a spell available...nonsense. I think that randomizing it will take quite a bit of certainty out of the early game, and therefore make it much more interesting.
Reply With Quote