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June 10th, 2005, 04:49 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: MR & SP
Quote:
magnate said:
I am playing pretty crowded maps though, where capitals are often only 2 or 3 provinces apart.
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Which game settings do you use?
The AI still does not build forts at all, so it has troubles building heavy/nation-specific units.
I'll try and attach a modified version of the cradle map (which is quite big), which has pre-placed fortresses for the AI to conquer.
Run it with the following settings:
Indies 7+
Magic 45-
Research slow-
__________________
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 ...
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June 10th, 2005, 10:31 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: MR & SP
You can play with the AIs allied. Its pretty easy to do.
Such as my WEvsTHEM scenario where I have the lower end of the map blocked off from being starting locations. And down in the lower left corner is the Deadly Atlantis Rlyeh Ermor alliance. In the description on my site I recommended starting Ulm, Arcos, and Marignon as human players then playing all 3 as a way to get the hang of multiplayer alliances. If I remember correctly they do start with additional castles in strategic locations. And they will NOT attack each other.
I was going to expand it with a cover story about how each was ruled by a suped-up dragon which were nest siblings but I dont think I ever got it done. If someone wants to take the idea and go with it, that would be great.
And the Random Opponents scenarios at my site also include not only random opponents but also random alliances between them. It could probably be done better but it is there for you.
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www.Dom2Minions.com
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 10th, 2005, 10:41 AM
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First Lieutenant
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Join Date: Sep 2004
Posts: 666
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Re: MR & SP
http://www.shrapnelcommunity.com/thr...rt=&PHPSESSID=
Look at the table in that thread.
Take the enemy's magic penetration and subtract your magic resistance. Call this value the enemy's "penetration advantage". If he is casting a normal spell his penetration is 11, if there isn't magic+2 or drain+2 scale, and he doesn't have a Spell Focus, and he doesn't have sufficiently high magic levels in the required path, and so on. So if your guy has magic resistance 18 then the caster's "penetration advantage" is -7. Looking in the table, his chance of penetrating your magic resistance (each time that he tries) is about 4%.
But keep in mind that repeated attempts can always get lucky. For example, if he casts this spell at you seventeen times in a row, then he has about a 50% chance of getting through at least one time.
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June 10th, 2005, 11:08 AM
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Sergeant
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Join Date: Mar 2004
Location: London, UK
Posts: 341
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Re: MR & SP
Zooko - thank you, that's a very helpful table. It assumes that a tie equals a save, so presumably all the equations are > not >= (so a tie means a miss in combat). I don't think I realised that 2d6OE was also used in damage calculations, but it makes sense.
So with MR 16 I am 90% like to save against a spell cast by a mage with no bonuses (extra paths, spell focus etc.), and with MR 20 I am 98% likely to save. Good.
Now, what about attacks which require an MR check, such as paralysis - are they just a basic 11? There are no paths involved, and it would be silly if spell focus helped a barbed tail paralyse you ...
... so MR of 22 or higher is pretty much proof against those annoying little paralysing buggers (dispossessed spirits?), right? (Notwithstanding the Markov principle in a large number of attacks etc.) *That's* what I was after!
Thanks to Boron, Arralen and Gandalf for the extra info - my SP games will definitely get a new lease of life. I tend to play with most settings unchanged, though I put random events to rare (otherwise you get stupid numbers of them even with Order 3) and the HoF to 15 because I love heroes. I used to play with indys 9 but that's actually worse because I can beat tough indies sooner than the AI can, so I've put it back to 3 and the AIs expand much quicker, which is tougher for me (except when they start killing each other).
I'm really hoping that Dom3 will feature some dynamic diplomacy for the AI so it can make strategic decisions about peace and war with its neighbours. In the meantime I'll check out some of these pre-allied maps you've pointed me to.
Thanks again,
CC
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There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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June 10th, 2005, 11:37 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: MR & SP
Quote:
magnate said:
Alneyan - so for proof against a basic spell penetration of 11 I need MR of 21 or 22, right? (21 if a draw means a save, 22 if a draw means the spell takes effect)
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You are never proof against basic spell penetration, as an unlimited number of open ended die rolls are possible.
Quote:
I presume that the bonus for high paths is +1 per path level higher than needed to cast the spell.
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+1 per 2 levels higher than needed.
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I know it's not exactly proof because of the open-ended rolls, but apart from that possibility (which you can never eliminate altogether), MR of 21 or 22 should be enough for most things ...?
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21 or 22 puts the probability of failure down to somewhere in the neighbourhood of 1%. As such, you are probably going to lose it eventually to a dedicated mage squad that carries spell foci.
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June 11th, 2005, 10:34 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: MR & SP
Play on larger maps also. It makes for a different game.
The www.Dom2Minions.com site has maps that are all the way up to the maximum size the game will allow. They are randomly generated and not as pretty as handmade. But they can have interesting situations caused by placement of water and uncrossable borders. Plus they are re-generated every day.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 13th, 2005, 07:02 AM
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Sergeant
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Join Date: Mar 2004
Location: London, UK
Posts: 341
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Re: MR & SP
Hmmm. Those of you who play SP on large maps, do you play to the death? I find that to-the-death games on maps like Brittain and Aran (and even the Desert Eye) can be quite fun, because it's not *too* boring for the last mopping up bit. But when I play on Orania I have to choose a victory condition because I can't bear the tedium of wiping out the last 20 provinces when I already control 220+ .... so large maps are not really my thing, until more interesting VCs are possible. I really don't like the VP provinces, so I tend to choose a dominion VC, which is quite hard to judge - often the game ends way too early, or it ends up being to the death if set too high.
CC
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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June 13th, 2005, 10:01 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: MR & SP
I usually use victory points. Take few enemies, give every capital a vp, add enough single-vp provinces to double or triple the number of vp's (so you don't know whether that vp is a capital or just a vp and so that there are enough vp's on land), and put the requirement to 50% - 70% of the total vp's. That means I have to conquer most of the map, but also that I can end the game quite fast if I decide I really want to.
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