.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old January 12th, 2004, 06:43 PM

Catquiet Catquiet is offline
Sergeant
 
Join Date: Oct 2003
Posts: 286
Thanks: 0
Thanked 2 Times in 2 Posts
Catquiet is on a distinguished road
Default Luck/Order scales after 2.06 Patch

(Mis)fortune affects event frequency with 5% per step.
Order/Turmoil affects event frequency with 5% per step.

+3 Luck / 0 Order is more viable since you get an increased frequency of events without taking Turmoil

+3 Order / -3 Luck is now dangerous to take

However, the Order scale is still too powerful compared to all the others.

It should be reduced to +/- 5% gold.
Reply With Quote
  #2  
Old January 12th, 2004, 06:54 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: Luck/Order scales after 2.06 Patch

Catquiet,

The order scale does have a built-in negative. But only folks inclined to take luck will experience it....

It reduces the benefit of positive luck! The lower overall event frequency is the price you pay for taking order.
Reply With Quote
  #3  
Old January 12th, 2004, 07:27 PM
apoger's Avatar

apoger apoger is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
apoger is on a distinguished road
Default Re: Luck/Order scales after 2.06 Patch

Just ran a few hundred rounds of luck testing.

Results look very similar to Last Version.
Turmoil-3 is a killer.
Order-3 Misfortune-3 provides slightly less income than O-3 L-3 but nets you a ton of nation points.


I don't think this adjustment does much to address the issues.

A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
Reply With Quote
  #4  
Old January 12th, 2004, 07:56 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: Luck/Order scales after 2.06 Patch

Apoger,

Can you tell me what you are doing to test it?

Are you playing with common or rare events?

And how much territory do you control. I never seem to have much problem with unluck until I get a decent sized empire, then it becomes like a death scale with all the horrible random disasters.
Reply With Quote
  #5  
Old January 12th, 2004, 07:57 PM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by apoger:
A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
No, they could just be restricted to -2 and -3 luck provinces. No reason to eliminate them. -2 and -3 luck need to be made worse or I'll keep choosing them every time for every nation.
__________________
Cherry
Reply With Quote
  #6  
Old January 12th, 2004, 08:04 PM

johan osterman johan osterman is offline
Captain
 
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
johan osterman is on a distinguished road
Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by apoger:
Just ran a few hundred rounds of luck testing.

Results look very similar to Last Version.
Turmoil-3 is a killer.
Order-3 Misfortune-3 provides slightly less income than O-3 L-3 but nets you a ton of nation points.


I don't think this adjustment does much to address the issues.

A better method would be to remove the more dire events. There aren't corresponding good events. Plus nobody likes them. They do nothing to help the game, and they are unbalancing the luck/order scales.
So your solution to misfortune being a no brainer is making it better?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:20 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.