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March 30th, 2004, 05:22 PM
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Second Lieutenant
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Join Date: Nov 2003
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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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March 30th, 2004, 08:36 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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Re: Big Problem - Unbalanced random events
Luck 1, Order 1, Turn 5
Random Event: Some local lord reveals himself to be a vampire and attacks your province. My home province of course.
I wonder why he did not bow to my vampire queen?
Thank you, new game please.
[ March 31, 2004, 18:22: Message edited by: PrinzMegaherz ]
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March 30th, 2004, 09:40 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Big Problem - Unbalanced random events
There are so many players who quit as soon as they run into some serious bad luck. It's really too bad. Against the AI, these events provide unique and difficult challenges which players will never face if the they just quit whenever something really tough happens. In a multi-player game, quitting when something bad happens is, well, quitting on the other players. Serious bad events are part of the game and can happen to everyone. Any low scales increase those risks - that's a big part of why they are worth creation points, and restarting whenever those events actually happen is like trying to gamble but refusing to pay up on a loss. Especially against the AI or in a large MP game, there are plenty of opportunities to overcome such problems.
Many players though do seem to have a hard time getting this, so for them it does seem like they would benefit from more scenario options and/or nation options that would severely reduce the possibility of bad events. Also it might help if the documentation had some more explanation of how serious random events are part of the game, and how all the scales (not just Luck) impact them.
PvK
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March 31st, 2004, 04:11 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: Big Problem - Unbalanced random events
PvK, I see your point, but having your home province beseiged by a vampire lord on turn 5 isn't a "unique and interesting challenge"; it's instant game over. You have no realistic chance of *ever* breaking that siege. You can't even raise an army to do so: your only fortress is beseiged!
Early loss of temples, labs, 50+ instant unrest, and even killing 1/4 of your population aren't necessarily instant death (although if you're in a MP game where the abilities of the players are anywhere near close, they're very likely to doom you). But having your home province beseiged by an immortal ethereal undead on turn 5? That's just ridiculous.
I thought certain events were supposed to be Banned from the first few turns - maybe Illwinter just forgot to put that one on the list.
IMO, the following should be Banned from capitol provinces only for at least the first 10 turns:
* Anything that attacks/beseiges the province (the aforementioned vampire lord, vinemen, the 5 heroes, etc.)
* Mass population killers (flood, emigration, hurricane)
* (maybe) Temple destruction - it's possible to recover from this by appointing a prophet to rebuild the temple, but I wouldn't mind seeing it added to the list anyway; prophet selection is crucial for some nations and this can force you to create the wrong prophet.
I'd also like to suggest some new bad events that I think are less severe than some of the existing ones:
* Some of your troops in (province) have contracted a deadly disease. (Immortals, undead and inanimates exempt, requires growth 0 or less)
* (Commandername) the (commandertype) has died of a sudden illness. (Pretenders, immortals, undead and inanimates exempt, requires growth 0 or less)
* Some of your troops in (province) have deserted your armies. (Pretender, prophet, sacred and mindless units exempt, chance of desertion depends on morale, requires order 0 or less)
* The province defense in (province) has become lax in its training and its effectiveness is reduced. (can only occur if there is some province defense there, requires order 1 or less)
* A thief has stolen (number) (type) magic gems from your treasury. (requires order 1 or less)
* [(Commander)'s] (magic item)'s power has dwindled and it is no longer effective. (artifacts exempt, requires magic -1 or less)
* (Province) has revolted against your rule and declared independence. (Requires high unrest but no scale requirements, the province generates a new set of independent forces which then attack your armies there; province defense fights on the side of the locals and if your armies win anyway, it is eliminated as if you had just conquered the province.)
* An unemployed mercenary commander has decided to set up his own kingdom in (province). (Requires the presence of an unemployed mercenary company in the mercenary list. It attacks the province and if it wins, becomes the garrison of the now independent province.)
Basically, anything that attacks your *present* power would be (IMO) less severe than the mass population killers which seem to be one of the most common bad events currently, even with high luck scales. Provinces attacked by neutral forces are fine - except if it's your home province very early - because you can always fight them and get it back relatively unharmed. But a province that has been torn down can't be built back up - at all, ever - and that makes pop hosers, especially early, very very bad for nations that aren't dead Ermor.
Taking away some troops, gems or items is clearly a bad event - even for Ermor, although some of the troop events I mentioned don't affect undead - but it isn't permanently crippling. And it's more in line with the good events, which give only one-time benefits (although some of them are fairly large one-time benefits, they still don't stack up to losing 50+ income *every turn forever*).
__________________
People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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March 31st, 2004, 04:51 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Big Problem - Unbalanced random events
Quote:
Originally posted by Chris Byler:
PvK, I see your point, but having your home province beseiged by a vampire lord on turn 5 isn't a "unique and interesting challenge"; it's instant game over. You have no realistic chance of *ever* breaking that siege. You can't even raise an army to do so: your only fortress is beseiged!
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It's only an "instant game over" if both your pretender and already produced troops are also dead, as the count's army isn't that hard to dislodge. You only need to make them rout after all.
Quote:
Early loss of temples, labs, 50+ instant unrest, and even killing 1/4 of your population aren't necessarily instant death (although if you're in a MP game where the abilities of the players are anywhere near close, they're very likely to doom you). But having your home province beseiged by an immortal ethereal undead on turn 5?
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It's not certain to doom you, since the other players also likely had similar events, or they paid the nation points to prevent them. The vampire count's immortality means nothing in this instance, since he isn't in friendly dominion.
Quote:
* A thief has stolen (number) (type) magic gems from your treasury. (requires order 1 or less)
* (Province) has revolted against your rule and declared independence.
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These two already exist.
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March 31st, 2004, 04:56 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Big Problem - Unbalanced random events
Quote:
Originally posted by Chris Byler:
PvK, I see your point, but having your home province beseiged by a vampire lord on turn 5 isn't a "unique and interesting challenge"; it's instant game over.
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I entirely agree! Luck is a part of the game, but it shouldnt decide a strategy game in an instant. I my opinion, a MP game is only interesting if all players are on an equal level:
A crippled development can hardly be recoverd quick enough in MP, hence that player is an easy prey, but not a challenge for the other neighboring players!
Please: include an option to disable severe random effects on capitals for the first 10 turns. Thats all that is required to settle the issue in my view.
[ March 31, 2004, 15:11: Message edited by: Chazar ]
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March 31st, 2004, 08:28 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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Re: Big Problem - Unbalanced random events
Quote:
It's only an "instant game over" if both your pretender and already produced troops are also dead, as the count's army isn't that hard to dislodge. You only need to make them rout after all.
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Well, of course not, unless the vampire count refuses to rout after killing his mindless peasants and begins to flood the field with soulless which, after a long battle, even kill my vampire queen.
I dont mind it, it was SP after all.
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