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  #1  
Old March 30th, 2004, 04:01 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Argitoth:
has anyone suggested that random events be totally disabled for the first 10 turns of the game? or 5 turns or 15 turns? maybe that could be a new game option. feel free to twist, add, subract, deform, and/or reform this idea.
If I remember correctly most of them are. For 10 turns I think. And the ones that arent are downplayed to the point that you almost have to take the extreme settings which could translate as "just plain asking for it" to get the worst ones to kick in. But this is foggy memory stuff.

And we do have a game setting for random events. Isnt there a thread somewhere here that tested all that?

The only test I ever did on this stuff was turning ALL scales to the worst possible settings to make maximum use of blessings (achieving all 4's and a couple 9's) and being very surprised that my capital didnt totally crumble in the early part of the game.

[ March 30, 2004, 02:02: Message edited by: Gandalf Parker ]
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Old March 30th, 2004, 04:04 AM
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Argitoth Argitoth is offline
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Default Re: Big Problem - Unbalanced random events

there are still events like labs burning down during the first 10 turns. One time I used a pretender with no magic, and before I could recruit my first mage, my lab burned. I just quit the game after that. (this was an MP game)
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Old March 30th, 2004, 05:44 AM
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Default Re: Big Problem - Unbalanced random events

Just remember - people who wimp out and quit games as soon as something goes wrong, don't get to complain later that the game is too easy or predictable.

A game can be completely fair in its odds, and some players will still think otherwise and/or get upset and cheat the odds by quitting, if there is any chance of luck playing a major part. Even if the major loss events were removed, there would probably be people quitting because they didn't get the event they wanted early enough, or complaining about unfairness in MP games. Ah well.

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Old March 30th, 2004, 06:13 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Argitoth:
there are still events like labs burning down during the first 10 turns. One time I used a pretender with no magic, and before I could recruit my first mage, my lab burned. I just quit the game after that. (this was an MP game)
Gee that would be a setback but there are plenty of merc mages that show up early in the game.
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Old March 30th, 2004, 06:47 AM

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Default Re: Big Problem - Unbalanced random events

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Originally posted by PvK:
* The "rain kills 25%" event seems odd because rain isn't generally that deadly.
Rain not deadly? Rain is very deadly. It'll burn holes through solid stone and eat away flesh and bone on contact, in some areas. If you go outside in the rain, you can be reduced to a dissolving skeleton in seconds.
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Old March 30th, 2004, 07:57 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Gandalf Parker:
If I remember correctly most of them are. For 10 turns I think. And the ones that arent are downplayed to the point that you almost have to take the extreme settings which could translate as "just plain asking for it" to get the worst ones to kick in. But this is foggy memory stuff.
I have had the unrest in my capital go from 0 to 58 in my capital in turn 3 due to the "Young raging rebels" random event in a luck 3/turmoil 3 setting. Turmoil 3 might be asking for it - luck 3 is not.

(That was the same game in which my capital temple was wiped out and 25% of my #2 province's population lost within the first 8 turns. With independents 9 slowing expansion, that really, truly, hurt. Sometimes, you are just plain unlucky - no matter what your luck scale)
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Old March 30th, 2004, 05:22 PM

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Default Re: Big Problem - Unbalanced random events

I have also toyed with the idea of having an option in game creation to tweak the scales rather than using a mod, which may be too complicated for some players.

Also, I wonder if it is possible to dispense with the luck/misfortune scale completely (so it can't generate points) and have no random events. That would be interesting to try a time or two.
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