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  #1  
Old January 18th, 2010, 05:38 PM
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Gregstrom Gregstrom is offline
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Default Re: MA TC Fortune Teller Unit Ability

Hrm. I think lch at one point said it was additive... I think he said it was bugged somehow, too.
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  #2  
Old January 18th, 2010, 10:08 PM
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Default Re: MA TC Fortune Teller Unit Ability

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Originally Posted by Gregstrom View Post
Hrm. I think lch at one point said it was additive... I think he said it was bugged somehow, too.
Hm. I seem to remember the exact opposite - i.e., independent check for each unit. Should be testable, however.
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Old January 19th, 2010, 01:45 AM

WaltF4 WaltF4 is offline
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Default Re: MA TC Fortune Teller Unit Ability

For what it is worth, I just ran a 110 turn test with a 1.6 CBM oracle (50 fortune telling) and 10 enaries (5 fortune telling each) sitting in my capitol.

I only had my capitol. The scales were Turmoil 3/Misfortune 3 the entire test.

I had 6 events:
100 extra taxes
7 water gems
4 air gems
Defense increased by 15
1 earth gem
Defense increased by 15

I would consider all of the events good. I would think the sum of the fortune telling ability is used.
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Old January 19th, 2010, 02:18 AM

chrispedersen chrispedersen is offline
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Default Re: MA TC Fortune Teller Unit Ability

Due to the bug in the way random magic paths are determined, and by my own tests of fortune telling I came to the conclusion that fortune telling was additive.

One of the gods gives a 2/3 chance of negating bad events. clone him via mod, stick two in a province.. auto run for 30 turns.

If you ever get a bad event (you won't) it will be proof its per unit checks...
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  #5  
Old January 19th, 2010, 07:54 AM
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Default Re: MA TC Fortune Teller Unit Ability

Quote:
Originally Posted by chrispedersen View Post
Due to the bug in the way random magic paths are determined
Could you please explain this bug? I had never heard of it.
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  #6  
Old January 19th, 2010, 09:34 PM

WaltF4 WaltF4 is offline
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Default Re: MA TC Fortune Teller Unit Ability

As a follow up to my previous test, I ran an additional 30 turn test. This time I sat in my capitol with Turmoil 3/Misfortune 3 and no fortune telling units.

The events I received were:
turn 6: 15 astral gems stolen
turn 7: 1/5 of the population left
turn 8: festival held (good event)
turn 8: ill omen
turn 9: 1/5 of the population left
turn 9: barbarian horde - 45 barbarians
turn 9: 1/5 of the population left
turn 10: extra 100 gold in taxes (good event)
turn 11: earthquake destroyed temple (rebuilt it the same turn)
turn 11: brigands
turn 14: fire destroys lab (remained destroyed due to lack of funds)
turn 17: ill omen
turn 17: barbarian horde - 72 barbarians
turn 17: hurricane
turn 17: blight
turn 19: earthquake destroyed temple (rebuilt it the same turn)
turn 20: brigands
turn 20: 1/5 of population left
turn 21: 13 water gems found (good event)
turn 21: brigand leader
turn 23: blight
turn 23: barbarian horde - 95 barbarians
turn 25: trolls eat travelers
turn 26: earthquake destroyed temple (remained destroyed due to lack of funds)
turn 26: ill omen
turn 27: ill omen
turn 28: 1/5 of population left
turn 28: 1/5 of population left
turn 29: barbarian horde – see below
turn 29: barbarian horde – see below
turn 29: barbarian horde - 184 barbarians in total
turn 29: people immigrated (good event)
turn 30: ill omen

In total 33 events with 4 good and 29 bad events. It appears that an average of ~1 bad event per turn is likely for 1 province under Turmoil 3/Misfortune 3. This average is likely something of an underestimation due to an apparent period of lenience during the first few turns (3-5 turns?) and any lab/temple destruction events unable to occur due to a lack of lab/temple.

In light of my previous 110 turn test under similar conditions, but with a summed 100 fortune telling, I would expect the absence of any bad events to be the result of summed fortune telling ability being used.

Last edited by WaltF4; January 19th, 2010 at 09:44 PM..
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  #7  
Old January 20th, 2010, 01:19 AM

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Default Re: MA TC Fortune Teller Unit Ability

Quote:
Originally Posted by Mysterio View Post
Quote:
Originally Posted by chrispedersen View Post
Due to the bug in the way random magic paths are determined
Could you please explain this bug? I had never heard of it.
if you give a unit a 50% fire path and a 50% fire path the game will report it as 100% firepath.

I figure (without evidence) that a similar methodology would be used in other areas. Eg. two 10% ft abilities would get reported as a 20% fortune teller ability.

Additionally we had word from the developers that it was either this way (or the other way) which makes this way at least possible - and on the face of it, plausible.
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