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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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January 13th, 2004, 05:45 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Luck/Order scales after 2.06 Patch
Two questions involving luck and modding.
#1 Luck scale changes the frequency of events. Right now by 5% per level of scale. I have seen people state that this means that misfortune raises the chances of events and luck supresses. Is this correct? Or is this 5% a positive modifier in both directions? If it isn't a positive modifier in both directions, is there anyway to mod the scale so it can be?
#2 Luck scales currently affect quantity and quality of events. Some players have suggested adding economic modifiers to luck. I'd like to do some experimenting with such ideas (and other scale effects that are non-standard). Is there anyway to do this? Or are we locked into what the scales affect, and only have the ability to wiggle the percentages?
Ok how about a third question that's about mods, but a shard off topic.
#3 The mod tools seems to allow the adjustment of scales via overall numbers that get applied across the board. It has been suggested that it might be good to have the scales ramp up in effect, I.E. instead of Order being a 7% adjustment per level of scale, possibly make it +7% for +1, +12% for +2, and +17 for +3. I am totally unsure if this is a balanced approach, however I want to know if it's even possible to experiment with.
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January 13th, 2004, 06:50 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
Apoger, I'm not sure, but my belief is that taking any luck scale (in either direction) will increase the frequency of events.
I can't answer your second question.
I like your idea of non-linearity of benefit with the order scale. I find that I take order as much to get rid of those horrible random events as I do to get income out of it. I think I would take order if it were 3% income per tick but -10% random events per tick.
Arryn, that is very good to know. If only the worst events could be limited to very low luck scale as some of the positive events are limited to positive luck scale. Does it come with 250 production points in that province? Or did Zen come up with the 250 production on his own?
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January 13th, 2004, 07:19 PM
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Major
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Join Date: Sep 2003
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Re: Luck/Order scales after 2.06 Patch
Hmmm, did 4 quick tests, just idling in the capital and generating turns. Settings were Growth+3, Turmoil+3, Luck+3, rest flat, events common.
After 40 turns I had between 11k and 18k pop left. So it seems if you're trying to maximize the frequency and quality of events, you have to accept a death scale like... +15?
Cool! From now on, I think I'll stick with Death+3 with this kind of setup. At least I might get a huge number of death gems from events and from Raven Feast, and summon a bunch of Mound Fiends to raise the biggest army of soulless ever. 
__________________
God does not play dice, He plays Dominions Albert von Ulm
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January 13th, 2004, 07:21 PM
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Sergeant
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Join Date: Sep 2003
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Arryn:
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. The 1500 Great Treasure event is supposed to be limited to Luck +3. I'm not sure whether I've seen it. But is there a 1000 gold event also?
I have also the suspicision some other very nice event might also be luck related. For example, the deepest cave event that give you an additional gem site...
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January 13th, 2004, 08:34 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by SurvivalistMerc:
Arryn, that is very good to know. If only the worst events could be limited to very low luck scale as some of the positive events are limited to positive luck scale. Does it come with 250 production points in that province? Or did Zen come up with the 250 production on his own?
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Most events are limited by scale settings. The big barbarian horde requires misfortune 3. Knights misfortune 2. Barbarians unluck 1. If you get one of these events with a neutral or positive luck scale it is a bug.
Other attacks require magic scales or other special settings such as death for the necromancer, growth for the druid etc.
The plague is rare when you have death 1 and common if you have death 3. Famine likewise at 0 and 2 death.
Emmigration (pop moves to a neighboring province) needs turmoil 2 as a common event and 0 as a rare event.
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