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Old January 14th, 2004, 11:12 PM

Keir Maxwell Keir Maxwell is offline
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Default Re: Luck/Order scales after 2.06 Patch

Just ot repeat some things I said earlier as they seem out of keeping with much of the opinion being expressed and I'd like to know why.

1.Turmoil3/luck3 is not suicidial

As I understand it nothing has changed about this option with the patch and in my experiance it works for some races - just not as well as order/misfortune used to. I have played many test games with this combo using races like Tuatha, BK and S&A and have only once seen my capital hit big time. Thats playing events commen.

2. Order3/turmoil3 may well prove suicidal.

As I understand it this combo is like it was in dom1 and in dom1 it was a killer and Alex warned us all away from anything like it. I would like to hear back from games people have played with this combo, what the events frequency was, and how bad it proved. I find it hard to imagine taking this set of scales in MP yet most seem to assume its still the norm and some have expressed the idea you would be silly not to which I really doubt to be the case. It may be this is a entirely viable option but it needs to be tested.

I would like to hear alot more on this one as I'm working on the War of the Ring mod and have no time for testing.

3. Order3/luck0 would seem the new norm.

If point 2 above is true then this is what alot of people are going to go for. It costs 120 design points more then turmoil/luck and will be stronger even though its not as strong as it was and wasn't chosen often previously.

While Turmoil/luck has not improved order has got worse which makes turmoil/luck stronger.

I'm a little suprised that alot of people seem to have written off the value of the changes to order/luck scales and are working on their own yet I have still seen no sign of a thorough test of the new scales. If the patch has been ineffective I'd like to see this demonstrated not just claimed. Feedback from games played under the new system is the key.

I am not sure the value in moddding the main game features to fix luck unless you are sure it doesn't work and people seem to be guessing on this. They may be right but that will take serious testing to demonstrate not one province runs. Are you playing events commen or rare? If rare then try commen for some better balence. Playing events rare and then insisting the luck scale is weak and something needs to be changed seems odd to me when you have the option of increasing the events frequency. Sure it takes a bit of getting used to putting up with the setbacks you will get but then I'm sure ancient rulers were pissed when they discovered some of their lords had revolted - thats what you get with all that turmoil. On the other hand if you try Luck you will find you do get some real big bonus's and Turmoil/luck costs no design points.

Illwinter you could do yourselves a real favour on this one by removing things like gaining militia from the good list as many, many, players have pointed out this is generally a very minor bad event and very seldom useful. That events like this are still in the game is, I think, one of the issues heightening people irritation as its been complained about for a long time, without a counter argument I've heard of, yet it remains. Militia "good" events ranks up there with Abysian fire mages precision in a list of the mean things Illwinter inflicts upon us. I have read many times how annoying people find such features and never read a defence of them yet they remain. Features like this bias people against you.

Cheers

Keir

ps. Saber don't take this as aimed at you as I realise what you are trying to do is make a major change in how the scales work not just fix luck. As such your mod represents an alternate way of playing not just an attempt to provide a new norm.

[ January 14, 2004, 21:15: Message edited by: Keir Maxwell ]
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