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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old March 29th, 2004, 05:46 AM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Mandalore:
Now normally temple losses arn't really bad, but it was my only temple.
You could have appointed your starting commander as the prophet, and had him build your temple.
Reply With Quote
  #2  
Old March 29th, 2004, 01:40 PM

Mandalore Mandalore is offline
Private
 
Join Date: Mar 2004
Location: Alabama[Military]
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
Mandalore is on a distinguished road
Default Re: Big Problem - Unbalanced random events

Quote:
You could have appointed your starting commander as the prophet, and had him build your temple.
Your right, I could have. I didn't think of that at the time, but if it ever happens again I will remember that.

Thanks!
Reply With Quote
  #3  
Old March 29th, 2004, 03:43 PM

PrinzMegaherz PrinzMegaherz is offline
Sergeant
 
Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
Thanks: 0
Thanked 0 Times in 0 Posts
PrinzMegaherz is on a distinguished road
Default Re: Big Problem - Unbalanced random events

Another thing to consider is the definition of luck.

If you play ermor, you wont mind population loss events that much. However, getting Militia units that demand upkeep will quickly reduce that 200 gold you saved for a temple to zero. Definitly no luck.

Anyway, everyone complains about those money gain/population loss events. So what would you like? Population gain/loss events or money gain/loss events? Money loss events can easily be avoided by having no money at the end of the turn. On the other hand, Illwinter already said that population gain events are out of the question.

So, what do you propose?

[ March 29, 2004, 13:44: Message edited by: PrinzMegaherz ]
Reply With Quote
  #4  
Old March 29th, 2004, 09:40 PM

Wyatt Hebert Wyatt Hebert is offline
Corporal
 
Join Date: Feb 2004
Posts: 105
Thanks: 0
Thanked 0 Times in 0 Posts
Wyatt Hebert is on a distinguished road
Default Re: Big Problem - Unbalanced random events

With all respect to the designer (and I'm actually on your side for this one, honestly), I think a real issue involved is simply that if I pay 120 points for Luck3, it is still possible (if not likely) that I will take a 25% Income loss in my capital first turn, which means that my start is slower and, from what I've heard, can be a death knell in MP.

To rephrase, if I'm taking Turmoil 3, I've worked that into my battle/strategic plan. Taking Luck 3 and getting too many negative events early (especially if they are nasty ones) can really skew the battle plan. And, please note, that if I don't spend those points, it is a case that it's more likely to happen.

Just my thoughts.

Wyatt
Reply With Quote
  #5  
Old March 29th, 2004, 10:49 PM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by johan osterman:
Many players tend to overvalue losses compared to gains (and I would argue that both Mr Cainehill and Mr Montya in this thread are guilty of this), [/QB]
Well, maybe. Turn 10, I lose 40% population (around 9000). Turn 11 - my VQ doesn't attack. Turn 12 - +1500 gold, magic item, and "huge amount of XXX gems".

I admit, that luck event overshadowed the population loss - and my population _still_ doesn't have nails in their shoes.
__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
  #6  
Old March 29th, 2004, 11:36 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Big Problem - Unbalanced random events

I think the events are ok. Another thing to keep in mind is that even if you buy high Luck and Order scales, you also have to keep those scales active over your important provinces, since the provinces scales determine what happens - not your base dominion scales.

Some possible ideas though:

* Since the random events are partly supposed to be the side-effect of a war between the gods, it would make sense, promote fairness, and reduce frustration, to limit their occurrance during the first year or so of play.
For example, two checks could be made for each potential random event:
1) If the event severity number is greater than the current turn number (or perhaps, half the current turn number), the event doesn't happen.
2) Roll 1d10 or 2d7 (or maybe 2d7 plus event severity * 2 ) against the current turn number - if the roll is higher, the event doesn't happen.

* The "rain kills 25%" event seems odd because rain isn't generally that deadly. Rain of infected blood, yes. Rain of molten lava, yes. Asteroid strike, yes. Unprecedented monsoon rains causing massive uncontrolled floods, yes. Plague of [random color] death, yes. But just rain? No. Dull but deadly? I'd suggest replacing the plain rain with a random dozen other very-deadly-sounding descriptions, for variety and so it sounds more appropriate.

* The "population are leaving the province" would be nice if some of the population would also arrive someplace else.

PvK
Reply With Quote
  #7  
Old March 29th, 2004, 11:52 PM

jaif jaif is offline
Corporal
 
Join Date: Mar 2004
Posts: 107
Thanks: 0
Thanked 0 Times in 0 Posts
jaif is on a distinguished road
Default Re: Big Problem - Unbalanced random events

I could think of a few things that could be done here:

1) Like I said, reduce the percentage of pop hits. It feels out of place to me.

2) Why can't "travellers from afar" decide to settle in a province? It needn't be a big number, but plopping down 500 new settlers from off-map into a province would be neat.

3) An at-start moratorium on *all* events as an option from 1 to 10, with events starting on turn X.

Just some thoughts.

-Jeff
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 09:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.