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January 15th, 2004, 10:50 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 410
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Re: Two new MODs from me
>Regarding sloth : you do realize that sloth -3 means you get 10% of normal ? that means that even the best province/fortress will be around 20 resources. Only a nation that relies exclusively on summons can afford to do that,
Absolutely. That is my intent.
A nation with Sloth-3 is a wasteland that is devoid of resource. It's the worst production a nation can have, it should be frightningly low.
I do not like the current system where the difference between the best producer in the world and a nation of absolute sloth is about two heavy infantry per turn. As far as I'm concerned that's not enough consdiering that these are maximum opposites of production.
>I'll have to try your mod someday when I have the time. But I fear the AI won't know how tu use it, and I fear any sane player would jump at the scales, and use a vanilla oracle as pretender...
The AI makes poor choices now. Not much I can do about that.
> Caelum starts with a neutral temperature scale. And takes the income hit to prove it, poor AI.
And in what way is that my failing?
Hassle Ilwinter for making an AI that took no cold scale for Caelum.
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January 15th, 2004, 11:00 PM
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Captain
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Join Date: Aug 2003
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Thanked 13 Times in 5 Posts
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Re: Two new MODs from me
Quote:
Originally posted by apoger:
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My goal is to make both the gods and the scales seem like critical options, so there are no obvious choices. In Dom1 the game was a bit scale heavy. In Dom2 I feel it's a bit god heavy. Hence this patch which is an attempt to bridge the gap.
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To each his won. I do not think the game is too God heavy, but I used to pour more points into Gods than was competetive in dom1, probably still do.
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January 16th, 2004, 03:13 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Two new MODs from me
Quote:
Originally posted by apoger:
Absolutely. That is my intent.
A nation with Sloth-3 is a wasteland that is devoid of resource. It's the worst production a nation can have, it should be frightningly low.
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Sloth 3 is utter suicide in your mod. To take it is to limit yourself to a single light infantry, or four militia per turn. In the first turn, with a 30 admin castle, sloth 3 has a resource production of 8. Prod 3 on the other hand has a resource production of 152 at the same time. The prod 3 nation has twenty times the troop recruitment capability of the sloth 3 nation. TO say that there is any way to overcome this kind of handicap through pretender design is ridiculous, as the complete lack of troop production in every province means that you have no useful combat potential to speak of.
A quick run through of all 7 sloth scales shows that the resources available on the start to each will be around:152, 128, 104, 80, 56, 32, 8. Looks like my "conjecture", as you called it, was accurate after all. It's not like it's that difficult to apply percentage modifiers to a standard resource total, is it.
Quote:
I do not like the current system where the difference between the best producer in the world and a nation of absolute sloth is about two heavy infantry per turn.
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That's because the resource costs for heavy infantry are such that you can't build many per turn. Using the standard scales it is at least possible to play a nation with a sloth scale. A fully developed province can only hope to build around a maximum of 8, 28 resource troops per turn if they get very lucky with their surroundings. In the same circumstances sloth 3 has half of the resources available and can therefore only put out half as many troops.
As for the order scale, +3 gives an income of 227, -3 gives 80-100. How, exactly, you make Pangaea work when they can only afford a single centaur warrior a turn, or one Pan every five turns?
Quite frankly, it's pretty clear that your mod is designed to prevent people from being able to effectively play a nation with negative scales. You might like that kind of game, but I certainly doubt that many other people would.
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