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January 13th, 2004, 05:26 AM
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Sergeant
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Join Date: Oct 2003
Posts: 363
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by SurvivalistMerc:
I actually think that the scales could be made such that the points which they either cost or produce are non-linear.
I'm not even sure you can mod them in this way.
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Don't think so. You can mod the effect of a scale upon the attribute of the game that it presently modifiers - ie reduce order to 5% extra tax.
I will be sticking with the existing scales structure for the War of the Ring mod - there will be enough to get used to without complicating ones understanding of race design and its impacts. I have no objection to mods that alter the existing game balence but I don't want to move that way until I have a far better understanding of dom2 than I presently do. The different but similar relationship to Dom1 have made it quite tricky for me to get a good feel as many dom1 reflexes remain.
Cheers
Keir
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January 13th, 2004, 05:33 AM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
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Re: Luck/Order scales after 2.06 Patch
I think the main issue, for me, is that the person taking Luck is not significantly luckier than the person taking Misfortune, because of the actual events.
I now agree with whoever-it-was that said that it's the events themselves, rather than the scales, that need the most attention (or words to that effect).
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
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January 13th, 2004, 05:37 AM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Luck/Order scales after 2.06 Patch
Zapmeister,
I think I was one of the folks who said that a while back. But I am probably not the only one to reach that conclusion.
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January 13th, 2004, 05:46 AM
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Re: Luck/Order scales after 2.06 Patch
I believe alot of the supposed 'imbalance' could be cleaned up with a reweighting of the luck scale. Or some sort of additive effect with it.
The main complaint, that I can see is the long term detriment of a bad event vs the 'instant gratification' of the good event.
Change the 1/4 population bad event to a single -500 gold, -250 Production event in tune with the corresponding good event and you more than likely wouldn't see it as a target for comparison.
If it's possible, bumping the population cutting event to +2 Luck and below and adding in a one shot -gold -resource event would more than likely calm a bit of the 'bad events are bad' talk.
Truth be told I prefer this way. It balances out some of the Turmoil nations so they are more feasible while not hurting any of the Order gold and making them pay for it with misfortune.
Maybe if some of the events were not so terrain regulated and finding a gold or iron mine in a valley or a barren it might take off some of the edge.
My choice of taking Order/Misfortune has not changed, I am more likely to do so, but I no longer groan at the thought of taking a forced Turmoil theme/nation.
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January 13th, 2004, 04:18 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Luck/Order scales after 2.06 Patch
Zen,
My understanding of the 500 gold event is that it is limited to luck +3 or is that not correct?
My least favorite event is actually the barbarian pillage, though it is less devastating than loss of 1/4 or 1/3 population in an unlucky disaster. They are quite common in my territory late in the game. I will sometimes get up to two a turn. I don't mind the knights as much as the barbarians.
The barbarians get to pillage even if they don't win the battle. And they attack civilized areas out of nowhere. It would be nice if (1) no pillaging if they don't win and (2) they can only attack within 2 provinces of (a) an independent province or (b) a province of a nation that has some sort of barbarian theme to it.
All these barbarians coming out of the woodwork in the middle of my order+3 empire in provinces with > 10 provincial defense that have the religious accoutrements of civilization (temples) just doesn't strike me as right. But maybe my imagination is warped in this regard.
Changing that to a knight attack under those circumstances, with no permanent population loss, though they are harder to defeat, would seem more reasonable to me. Knights are civilized. And nobles can rebel and have political disagreements with their overlords.
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January 13th, 2004, 04:55 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by SurvivalistMerc:
My understanding of the 500 gold event is that it is limited to luck +3 or is that not correct?
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Playing as R'yleh I received this event on turn 4 at luck+2. 
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January 13th, 2004, 05:29 PM
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Major
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Join Date: Sep 2003
Location: Oregon
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Re: Luck/Order scales after 2.06 Patch
Does anyone know how the various mages who can avert bad events work? Is there just some sort of percentage such an event is averted if there is a mage in the province? Does it scale with more mages? What are the percentages? Can you tell when misfortune has been averted? etc.
Also, which factions have such mages? I know of at least Midgard, Utgard, and Black Forest.
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