|
|
|
|
 |

November 22nd, 2003, 10:46 AM
|
 |
Major
|
|
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: .. the game of mutual self-destruction ..
Take growth and order, and don't overtax --> steady increase of population. I do agree that there are too many really bad random events, makes taking order nearly a must.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
|

November 22nd, 2003, 11:04 AM
|
 |
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: .. the game of mutual self-destruction ..
The "mindess plants" event sounds like the spell Imprint Souls. Did the province get attacked?
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|

November 22nd, 2003, 11:26 AM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: .. the game of mutual self-destruction ..
mindless plants:
How likely is it that R'lyeh casts an Astral-4, Thaumaturgy-6 spell in turn 30/31?
They can do it, maybe.
It was recorded as random event, not an attacking spell (does it ever?). There was a battle with some mandragoras and manikin attacking. Look very much like a servere Version of the vine man attack too me (text is nearly the same).
Nevertheless the thing is broken: Judging from the description, it should kill some inhabitants, not 95% or 30.000 of them.
You cannot grow back such losses - it would have needed 500 turns (!) of growth+3 (remember, pop doesn't move so I would have had to start out with the remaining 1500 pop). That takes me to the second topic:
pop growth
At first, choosing growth+3, order+3 and some luck to get the hero commanders at all costs some 240+ design points. Most designs simply don't have so much points to spare.
Second, growth is too slow initially:
0,6% growth will give you +20% pop on turn 30, +80% pop at turn 100 - sounds great, isn't worth it.
All those pesky 7000-pop provinces will be at 8400 30 turns later, which doesn't make much of a difference .. one turn of quelling heay unrest or pillaging will reduce it to rubble anyway - with no chance of recovery.
S.
[ November 22, 2003, 09:30: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|

November 22nd, 2003, 11:49 AM
|
|
|
Re: .. the game of mutual self-destruction ..
That was more than likely an attack spell. No attack spells except artillery type (Vine Arrow etc) have a non-random message.
If you had that happen on your first 10 turns I'd say it didn't have a chance, but 30+ he could have researched well beyond that point. Especially if he has most of his underwater provinces still.
|

November 22nd, 2003, 11:52 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: .. the game of mutual self-destruction ..
Sadly the wars around the accension of the gods are not a positive thing for the ordinary folk of the world.
Two things I would like to see looked at on this:
Default growth scale of +1 - or maybe +1/2 - for both independents and player/ai races. This would mean that a death 1 race would still enevitably fail as they cannot grow while it can certainly lose population while a baseline race or inde would slowly grow. Growth should be slow and collapse into chaos is always a possibility but surely the norm, as Arralen says, should be slow growth not no growth.
I think luck needs reworking - more like the Dom 1 way where it affected likelyhood of events making luck 0 the safest option. This would increase the value of the luck scale (at least the not playing misfortune part) somewhat from its present degraded value.
At present I'm testing turmoil/luck races and they do seem to get more bad events than order/misfortune races though the occasional beauty (chainmail of displacement for PoD) makes up for alot and I have seen alot of hero's. The whole order/misfortune thing has a large impact on race designs as whatever fits this approach is easiest to make work - I don't get a meaningful amount of random events at order +3 so the misfortune 3 (or sometimes 2) only really effects national hero's.
I think the Barbarian Kings recruitment through pillaging/conquest/turmoil idea helps because it gives the race a better return from playing the, generally weak, turmoil approach. I also like being able to play the game in different ways and a barbarian horde that grows as it conquers would add to the variety of the game - as long as its balenced.
Cheers
Keir
|

November 22nd, 2003, 11:58 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: .. the game of mutual self-destruction ..
On this general theme I think what we are seeing is people putting alot more points into their pretenders and alot less into their dominion. I often have no points left (or negative) when it comes to my dominon scales - no wonder its bad for the people. All these self-centered gods worrying about their struggle for accension. Still wouldn't want to be on the losing side.
cheers
Keir
|

November 22nd, 2003, 12:04 PM
|
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: .. the game of mutual self-destruction ..
You mean Imprint Souls killed 95% pop? if it works like you said it must be bugged, I have had no time to check most of the new spells but this seems much more powerful than Black Death (which is higher research & much more fitting for population wasting).
I believe the devs said that AIs were more unlikely to pick negative scales the higher their lv, I do not consider this much of an issue in SP anyway.
That said, I like the idea of the world suffering after a global war, it would make no sense for it to end up richer & happier after such devastation, war is a grim affair.
It is also my experience that in Dom I MP players do not engage in province devastation until the very end game: you want the lands of your current opponent as untouched as possible to use vs the next one, only when it's down to the Last 2 nations/sides will the population be targeted.
Do not dismish the long term potential of a growth scale, a 25% pop increase in a minor province might not seem much, but 10,000 more citizens in your capitol is nice.
[ November 22, 2003, 10:06: Message edited by: Wendigo ]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|