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October 20th, 2012, 09:35 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Proposal Plague Lands
Love the creative writing. Nice touch.
The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.
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October 20th, 2012, 11:20 AM
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Corporal
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Join Date: Nov 2011
Posts: 94
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Re: Proposal Plague Lands
Well I was trying to see if there's interest before going on further, and yes the nation is intended to have it's units die off regularly. So explosive but very short lived units.
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October 20th, 2012, 12:26 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
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Re: Proposal Plague Lands
Quote:
Originally Posted by Gandalf Parker
Love the creative writing. Nice touch.
The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.
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As I said, double luck can't be done. And even it could that would not make AI better.
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Voice of ***** and her spicy crew!
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October 20th, 2012, 01:31 PM
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Corporal
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Join Date: Nov 2011
Posts: 94
Thanks: 0
Thanked 4 Times in 1 Post
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Re: Proposal Plague Lands
Quote:
Originally Posted by Fantomen
Quote:
Originally Posted by Gandalf Parker
Love the creative writing. Nice touch.
The nation sounds like it would be interesting to play. And with things like double-luck possibly even a decent AI opponent.
Thanks.
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As I said, double luck can't be done. And even it could that would not make AI better.
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Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .
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October 20th, 2012, 01:38 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Proposal Plague Lands
The AI would receive the same benefits of events so thats bound to help it out. 
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October 20th, 2012, 03:43 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
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Re: Proposal Plague Lands
Quote:
Originally Posted by Minor Kitty
Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .
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You cannot make the national dominion affect luck scale in any way shape or form.
You can make a site that affects luck scale in that specific province, or a unit that affects luck scale and/or causes good events in the province it dwells. You could use this to mimic the effect of a "lucky" nation to some degree.
Quote:
Originally Posted by Gandalf Parker
The AI would receive the same benefits of events so thats bound to help it out. 
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Saying that something specifically improves the AI just because it increases the general power level of a nation isn't a meaningful statement, and a cop out useless answer.
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Voice of ***** and her spicy crew!
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October 20th, 2012, 03:59 PM
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Sergeant
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Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
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Re: Proposal Plague Lands
Quote:
Originally Posted by Minor Kitty
Not the max, but the occurrence can per lvl of luck certainly can, at least until it hits the ceiling .
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That is the global scales tag for lucky events. It applies to every nation; it is not nation specific. A nation mod that changes this value would be unusable in multiplayer. Even in singleplayer all the AI opponents would benefit from it as well, so the only relative advantage it provides would be because humans can better use resources than the AI.
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October 20th, 2012, 04:26 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Proposal Plague Lands
Along with a luck site maybe also add luck units?
Possibly a pretender with major luck boost and major dominion?
Or even make all of that nations clerics be luck boosting.
Could be an interesting turtling nation 
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November 5th, 2012, 03:30 PM
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Corporal
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Join Date: Nov 2011
Posts: 94
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Re: Proposal Plague Lands
Hmm well here's a concept, much like a blood-economy where one has to choose between cash or slaves why not an incubator economy where one has to choose between expensive capital only immobile commander recruits that generates 1 gem/turn for something like 600g & 90g/turn. It'll certainly add flexibility .
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