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November 19th, 2003, 11:25 PM
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Sergeant
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Re: Balance issue: order-luck, a no brainer?
Quote:
Originally posted by Saber Cherry:
Thus, if every (for example) 40 turns you got 100 events with a neutral scale, 50 of them should be good, and 50 bad. But with an order-3 unluck-3, you should only get 70 total events in the same time, of which 56 are bad and 14 are good.
So you get a tiny (12%) increase in bad events, a huge decrease (62%) in good events (which is OK, because they aren't as potent), and a 21% (or maybe 30%) increase in income. For free. ASSUMING all the published formulas are correct.
-Cherry
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By assumming that the chance of events is 100% and order decreases it by 10% you have assumed that orders modifies event likelyhood by 1/10 - do we know this? Given the frequency of events when using low order races and the frequency when using high order races it seems unlikely. My experiance indicates that order +3 does a very good job of dampening down events while turmoil +3 does a good job of increasing them.
On the general question I liked how it worked in Dom I more with Misfortune increasing the chance of events to happen. Its a bit odd saying someone suffers from bad luck if it seldom happens? You suffer more bad luck with turmoil/luck races than order/misfortune races. As people have pointed out good luck can be great but bad luck can ruin you at the start - so less luck is better at present by my reckoning.
cheers
Keir
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November 19th, 2003, 11:37 PM
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Major General
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Re: Balance issue: order-luck, a no brainer?
Quote:
Originally posted by Keir Maxwell:
By assumming that the chance of events is 100% and order decreases it by 10% you have assumed that orders modifies event likelyhood by 1/10 - do we know this?
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No, but that's the official word: "Order/turmoil scales increase or decrease the quantity of random events by 10% per step." This is not an exact quote, but I believe it is accurate.
(Edit: It says so in the newby guide, so it must be true! )
I made no assumptions, though, other than that the above paraphrase is true... the neutral-scale event frequency is always 100% if you regard that as your relative base
Quote:
On the general question I liked how it worked in Dom I more with Misfortune increasing the chance of events to happen.
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Yeah, I think that should be the case as well. And, in fact, I suspect it may be the case, and the devs just forgot to mention it=) If so, all my numbers are wrong. But you never know=)
[ November 19, 2003, 21:40: Message edited by: Saber Cherry ]
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November 19th, 2003, 11:37 PM
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Major
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Location: Budapest, Hungary
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Re: Balance issue: order-luck, a no brainer?
Quote:
Originally posted by Kristoffer O:
Lucky you! Scale effects will be moddable in the upcoming patch.
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What????!??!!? The mod tools will be released with the first patch???????
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November 19th, 2003, 11:48 PM
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Sergeant
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Re: Balance issue: order-luck, a no brainer?
Quote:
Originally posted by Saber Cherry:
quote: Originally posted by Keir Maxwell:
By assumming that the chance of events is 100% and order decreases it by 10% you have assumed that orders modifies event likelyhood by 1/10 - do we know this?
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No, but that's the official word: "Order/turmoil scales increase or decrease the quantity of random events by 10% per step." This is not an exact quote, but I believe it is accurate.
I made no assumptions, though, other than that the above paraphrase is true... the neutral-scale event frequency is always 100% if you regard that as your relative base
That is your assumption Saber - thats the base line is 100% and that is what is modified +-10%. This may "seem" logical but there could be another explanation based around the +-10% being an absolute modifier on your chance that turn (modified so we hear by such things as province numbers etc) of having a random event.
I don't know the answer but your projections do not fit with my Dominions experiance - Dom I could be confusing me.
cheers
Keir
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November 22nd, 2003, 03:05 AM
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Major
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Re: Balance issue: order-luck, a no brainer?
For reference, here's how JK explained luck in Doms 1 when I asked him 2 years ago:
Quote:
>"Fortune: 5% more events. 20% greater chance of event being good in friendly
>provinces."
>OK, but 5% and 20% of what? Without a base value to refer to, these
>percentages are pretty useless.
Base chance of an event happening is this:
event1 15%
event2 2% * #provinces owned
event3 2% * #provinces owned
These chances are then modified by the scales of your home province. And
chances are slightly lower the three first turns.
The good or bad event selection has changed to be somewhat simpler
in the coming Version of Dominions (1.04) and I will describe
the new system.
Chance of an event being good depend on the scales of the province that
gets the event. Basic chance for it to be good is 50%, then it is
modified by the scales also.
The old system was very hard to figure out, because it also depended on
the number of event that could possibly happen in a given province with
the current settings of scales, population, unrest etc.
And yes, the luck scale is very important. But so are the other
scales and I only think it is fair that the luck scale should be
equally good.
/Johan
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Quote:
>> Base chance of an event happening is this:
>>
>> event1 15%
>Hmmm.. there should be 2 different values here - for the 2 different game
>setup options (rare/common).
The chances mentioned are for common random events. If random events are
set to rare, divide chances by 2.
/Johan
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