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January 17th, 2004, 11:04 PM
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Sergeant
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Join Date: Oct 2003
Posts: 363
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Re: Luck/Order scales after 2.06 Patch
Here is some bits a bobs on luck from another post based on testing a T'ien Ch'i BK mod which has seen my use luck turmoil scales lot.
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When I tried using a pretender other than the Lady of Fortune I got severly manhandled by luck - 1/5th pop emmigrated from capital t.9 1/5th from biggest other province 3 turns late, plague, trog all in the first 16 turns. I was also been attacked by two neighbours early (bad starting position) and had Kau Feng (PoD) feebleminded by a random arrow shot as he lurked in the back wearing rainbow armour. I decide to give up on this one when my prophet bought it even though militarily I was still putting up a fight and taking the war to the enemy - I just didn't have enough gold coming in and hadn't got a second castle even though I was using the wizard tower. The random events did not destroy me and there were good ones (total of 150gps in cash) but I end up with that feeling described by so many - I'm paying for maximum luck scales and I still get bad luck.
I went back to LoF and things went much better. I have never had a significant bad event in my capital using LoF and while this is probably just luck she has become my lucky taliesmen. In fact I think the only reason I have a far kinder view of luck than most is using the Lady of Fortune. Have I just been really lucky with her or does she have an ability to stop bad events in the province she is in?
As luck issues are making it hard to get a good take on this I'm going to start using a simple luck mod. Basically its Saber Cherries idea of +-13% luck/misfortune on quality of events with no other changes to scales. This means with luck3 you have a 89% chance of an event being good - I think it was 95% in dom1 so this is not that extreme compared to what many of us are used to playing with.
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I noticed Humers comments on good luck using the Jade Emperor with interest. All my good experiance with luck is using the Lady of Fortune. I know there are characters out there who can prevent bad events - can these two. You read their description and you would think so but Kristoffer didn't mention it when he gave us details on their luck modding effects. Still you should not have to take one of these two to have a good time with Luck as Tuatha don't even get them.
If there is any desire for it I will post the +-13 luck mod. Its very easy to make. Seeing as there have been a number of problem with the mod tools I must sit down and run a mod which makes it impossible to get a bad event to make sure event modding is working.
cheers
Keir
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January 18th, 2004, 04:43 AM
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Sergeant
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Join Date: Oct 2003
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Re: Luck/Order scales after 2.06 Patch
Changing misfortune percent seems to work. I tried #misfortune 20 to make sure and ran a 50 turn test with no bad events. Best event was 1500gps, 10 fire gems, and a magic item. With the misfortune percent high enough to guarantee any event was good you get a pretty good return at turmoil3.
Cheers
Keir
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January 26th, 2004, 02:27 AM
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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
Folks have started another topic regarding luck/order and have asked the devs to comment. They already have in this thread.
So...I am bumping this thread to the top so that the folks who haven't read it may do so before asking the devs for further comment.
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January 25th, 2004, 05:42 PM
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Corporal
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Join Date: Jan 2004
Location: Vienna, Austria
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by johan osterman:
...you should think that militias are a good event.
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They are. Build a cheap leader to pick them up, take the Militias into your next large battle. Put them in front of your army, attack closest enemy. Let your Crossbows/Mages/whatever shoot into the melee.
Part of the opposition will get killed, others will get fatigued and you will win that battle easier/with fewer losses to your valuables. Also, you will have done some good, as befits a God, because the life of your Militias will have been meaningful, if short.
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February 8th, 2004, 04:55 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
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Re: Luck/Order scales after 2.06 Patch
Question about the positive money random events.
Been doing some luck vs. order revenue testing.
Through 900+ province/turns (event frequency is proportional to # of provinces, correct?) of turmoil-1/luck3 ....
I've gotten the +500 gold event MANY times, but never the +1000 gold or +1500 gold events. Do the latter require that one not take turmoil?
I noticed that turmoil3 significantly increased the number of pop destroying events... is this true or just a sample artifact?
In other words, turmoil doesn't affect the distribution, just the frequency as I currently understand it. (subject to event domain local contraints)
Did this change in the patch?
Rabe the Revenue Researcher
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February 8th, 2004, 10:57 AM
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Major General
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Join Date: Jan 2004
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by rabelais:
I noticed that turmoil3 significantly increased the number of pop destroying events... is this true or just a sample artifact?
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Well, certain events are altered in likelyhood based on the scales....and there ARE supposedly a number of population-destruction events that are keyed to Turmoil. Since Turmoil simultaneously promotes more random events, and unlocks some, obviously disorderly events, it stands to reason you'll see that much more of them, given that you're subjected to far more random events, of which some will surely be the unlocked pop-destroyers.
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February 8th, 2004, 08:31 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: Luck/Order scales after 2.06 Patch
While I am a vey new player, I had a suggestion that might help this.
Instead of luck affecting the % that a given event will be good or bad, could you perhaps make it so that good luck and/or bad luck has a chance of simply negating an event of the other type?
E.g.,
Luck-1 30% chance of negating a bad event at the province
Luck-2 60% chance
Luck-3 90% chance
Misfortune-1 30% chance of negating a good event at the province
Misfortune-2 60% chance
Misfortune-3 90% chance
This would have the overall effect of reducing the number of events, as well as tilting their frequency.
As an example, let's say you have 20 potential events in a province over 20 turns. These events would have a 50/50 chance of being good or bad. Under this system,
Luck-1 would give 10 good events and 7 bad events.
Luck-2 would give 10 good events and 4 bad events.
Luck-3 would give 10 good events and 1 bad event.
By contrast, currently it would be
Luck-1 would give 12 good events and 8 bad events.
Luck-2 would give 14 good events and 6 bad events.
Luck-3 would give 16 good events and 4 bad events.
I think this would streamline things a little.
My other idea would be to basically tie the scale effects tighter to the dominion rating. That is, Order would give +.75% income to a province per dominion point in that province, as an example. This would apply to the Luck scale in that you could juggle the numbers to the point that a province with Luck-3 Dominion-10 would have 100% good events. And one of the problems currently is the effect of population-destroying events in big (e.g., home) provinces, right?
Anyway, just some ideas...
Bayushi Tasogare
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Scott Hebert
Gaming Aficionado
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