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March 31st, 2008, 01:25 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Blood Hunting Bonuses
Hmmmm, I remember when I wrote the bloodhunting guide I dug through the dom2 forums for the formulas and there was no mention of AP, luck, etc effecting it. Working from dusty memory but I think it was something like each of these is checked to see if the blood hunt fails, here's the percent chance of failure:
100 - blood level of hunter * 40
unrest/200
100 - population/5000
If blood slaves found, number of slaves captured is one open ended d6 roll plus blood level of hunter.
Obviously this may have changed (or not been correct in the first place), and it doesn't take into account blood hunting bonus for the blood fountain (no idea how that works). So, seems like when I ran the numbers 3 b1 mages with rods (b2 for the sake of blood hunting) in a 5k+ province with no unrest should average 16 slaves or so, with a lot of variation.
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March 31st, 2008, 02:44 PM
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Corporal
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Re: Blood Hunting Bonuses
That was my understanding, roughly, of the formulae involved as well, but I seem to remember (or it may have just been a thought I had that would be cool and I convinced myself it had made it in the game) that, to balance spectacularly low site settings, blood hunting would be affected by the site setting parameter of the game.
Oh, well, I'll test that, too, at some point.
Wyatt
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March 31st, 2008, 03:38 PM
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BANNED USER
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Re: Blood Hunting Bonuses
I'm 90% sure this topic came up before about magic site frequency altering blood hunting. KO said it was news to him and I think we concluded it wasn't the case.
The blood hunting douse bonus that the Blood fountain has adds levels to blood magic for the purpose of hunting only. I don't know hot big a bonus it is, but when you add the #douse bonus in modding, you can choose the strength. 1 is used in a few mods to make lvl1 blood guys who can hunt as if they were lvl2, lvl3 if they have the dousing rod. I would guess the bonus on the fountain is 1 or 2, but that's just a stab in the dark.
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March 31st, 2008, 04:01 PM
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Lieutenant General
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Re: Blood Hunting Bonuses
Quote:
Sombre said:
I'm 90% sure this topic came up before about magic site frequency altering blood hunting. KO said it was news to him and I think we concluded it wasn't the case.
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Whether or not it actually works, I'm almost positive it was on the progress page back during beta.
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March 31st, 2008, 04:09 PM
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Corporal
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Re: Blood Hunting Bonuses
Alright, then. I guess it was something I convinced myself of. I will still test it to see if it was somehow added in.
As for the test involved, I'm thinking, 10 B Bloodhunters with Dowsing Rods, 2 per province, for 30 turns? That would give us:
300 hunts
Almost certainly zero unrest for all the hunting.
20% chance of a hunt failing completely.
d6(oe)+2 Slaves per success.
That would suggest 240d6(oe)+480 Slaves total... hmm... might have to reduce the total number of hunts and increase the iterations.
So... 50 Hunts would be 40d6(oe)+80 Slaves, which wouldn't overflow and have to stocked somewhere. Also only 5 turns once it is set up (and I could back up the game to run each test). 10-20 iterations would be nearly trivial to run at that point, and give pretty good average pull/hunt.
Also plan to have it be the only two nations in the game, with Order3/Dom10 Awake/Dormant Pretender so that I can, hopefully, minimize random events, or is this considered necessary?
Any input on checking this?
Wyatt
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