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				January 19th, 2010, 02:18 AM
			
			
			
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				 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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				January 19th, 2010, 07:54 AM
			
			
			
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				 Re: MA TC Fortune Teller Unit Ability 
 
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					Originally Posted by chrispedersen  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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				January 19th, 2010, 09:34 PM
			
			
			
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				 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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				January 20th, 2010, 01:19 AM
			
			
			
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				 Re: MA TC Fortune Teller Unit Ability 
 
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					Originally Posted by Mysterio  
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					Originally Posted by chrispedersen  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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				January 20th, 2010, 05:50 AM
			
			
			
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				 Re: MA TC Fortune Teller Unit Ability 
 What do you mean by 'report it'? Do you mean it will function as 100% F? |  
	
		
	
	
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				January 20th, 2010, 02:39 PM
			
			
			
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				 Re: MA TC Fortune Teller Unit Ability 
 I don't remember sombre.I do know that on several occassions I tried a simple path mask
 like adding 4 50% fire.  And when you view the unit on the recruit screen it would show 200% fire.  And my remembrance is yes, I don't think I ever got any 4F mages.
 
 I tried this using copies of arco's mystics, and yomis hannyas, iirc.  And I'm perfectly willing for a more experienced modder to say I'm wrong, that its possible to do.
 
 But I think the point remains that in at least a couple of occassions how ko performed the math is demonstrably a straight % addition; hence I think it lends weight to the observations w was making, that fortunetelling simply stacks.
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				January 20th, 2010, 02:53 PM
			
			
			
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				 Re: MA TC Fortune Teller Unit Ability 
 I tried this code:
 #custommagic 128 50
 #custommagic 128 50
 #custommagic 128 50
 #custommagic 128 50
 
 It works as expected. Displays as 4 50% chances of fire, out of 10 recruits 6 had 2F, 1 had 4F, 3 had 3F.
 
 So perhaps it has been fixed since you tried. Or more likely there was something strange about your code.
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