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  #21  
Old November 23rd, 2003, 01:43 AM
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by apoger:
>It bothers me that there is a default setting that everyone feels compulsed to use, but I'm not yet sure what should be done and what effects we wish to avoid and what to add.

Trying to fidget the system might be difficult from your perspective. I suggest doing work on mod tools. Given a chance the players will create mods galore. These would be put through much more intensive playtesting than you would normally get in house, and if it is poor you get no blame, only credit for releasing the tools. With many well tested mods out there, most players will be satisfied.

There are many disturbingly dedicated players like Gandalf, Saber Cherry, and myself, who will gladly do the work and take the heat... if you get us ANY significant tools to work with.

If we could edit- Scales, Units (including pretenders), Nations, Spells, and Forts, we could produce a beautiful supply of new content. More content would help sell your core game. I don't see any downside.
There are no downsides and the modding tools exist. They are just not released yet.

As of yet the mod tools are rather simple. For example: Scales can be altered to have higher or lower effects, but unless we reinsert an effect on luck affecting the number of events occuring you will not be able to change that aspect of the events. More moddable variables are of course better, but it might take more work to implement.

The first nation modding beta was finished by JK today. The tools will now be tested for a while.
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  #22  
Old November 23rd, 2003, 01:54 AM
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Default Re: Big Problem - Unbalanced random events

>There are no downsides and the modding tools exist. They are just not released yet.

Excellent!


>The first nation modding beta was finished by JK today. The tools will now be tested for a while.

As always, if you need help testing, let me know, as I'd be glad to help.
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  #23  
Old November 23rd, 2003, 02:03 AM
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Kristoffer O Kristoffer O is offline
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by apoger:
>There are no downsides and the modding tools exist. They are just not released yet.

Excellent!


>The first nation modding beta was finished by JK today. The tools will now be tested for a while.

As always, if you need help testing, let me know, as I'd be glad to help.
I'm sure you are , but I think our Shrapnel group is supposed to do the testing. Thanks anyway!
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  #24  
Old November 23rd, 2003, 02:57 AM

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Default Big Problem - Unbalanced random events

I just played 3 games in a row where a large random event just lost me the game before turn 10.

I would like to see the larger bad random events limited to Misfortune 3 and scale them down from there. I don't like losseing 1/4 of my capitals population on turn 3 with luck 1. I want to win or loose the game based on how well I played not a roll of the dice.

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  #25  
Old November 23rd, 2003, 03:18 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Big Problem - Unbalanced random events

Quote:
There are many disturbingly dedicated players like Gandalf, Saber Cherry, and myself, who will gladly do the work and take the heat... if you get us ANY significant tools to work with.
Disturbingly dedicated? heehee.

Actually Ive always been against mods that change how a game plays. Im more in favor of external additions. Exporting more data, more command line switches, adding more commands for .map files, third party software.

[ November 23, 2003, 01:19: Message edited by: Gandalf Parker ]
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  #26  
Old March 24th, 2004, 12:41 PM
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Default Re: Big Problem - Unbalanced random events

Umh, I am bringing up an old thread, but what about that:

Include an option that sets luck initially to +3 in a players capitial province, regardless of his dominion scales?

If a player has choosen misfortune, the scale will certainly drop back to it within ~10 turns, but it might protect everybody from severe disasters in their home provinces (only) in the beginning!

I am fine with the random events as they are, but given the importance of your starting province, loosing half of your population, a burned-down lab or a temple swallowed by an earthquake in the first three turns _is_ devastating a multiplayer game - and it still happened to me in V2.08 with Order+3, Luck+0...

Random events for non-home provinces are ok as they are, imho, and they are ok later on when the game is going, but I think that they are not ok within the first few turns in the captial province! It simply ruins a multiplayer game based on strategy.

I know that this point is controversial, hence I am only asking for an option, which might be easy to implement, as it works similar to spells like "WolvenWinter" (Although I have no real ideas about the difficulty of that.)

[ March 24, 2004, 10:44: Message edited by: Chazar ]
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  #27  
Old March 24th, 2004, 04:21 PM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Wyatt Hebert:
Couple of questions for Raen.
...Check the date of Raen's post. Remembering details of four months' old games is not all that common.
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  #28  
Old March 24th, 2004, 04:43 PM
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Default Re: Big Problem - Unbalanced random events

Um ok this thread is 4 months old, but since it is here....

Those suggestions for the Luck scales that Saber Cherry spelled out in that post back there --- they seem *very* reasonable to me. They werent really commented here.
Does anybody feel that his/her (which?) suggestions would *not* be good? I would surely like to see something like this, even though I disagree that "random events are unbalanced".
If I gather correctly, Saber Cherry seems to have some sort of authoratitive role here -- have the Developers commented upon his/her suggestions? I mean, Luck/Order *was* retooled slightly in the Last patch, but that was also 3 months after the suggestions were given. Any news since then?
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  #29  
Old March 24th, 2004, 05:33 PM
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Default Re: Big Problem - Unbalanced random events

Im playing a game misfortune 3 and order 3 right now. In the beginning it was VERY hard, but now it becomes less important if a provine is raided. But early on bad luck can prove to be a challenge, if not even the defeat.
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  #30  
Old March 24th, 2004, 06:51 PM
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Default Re: Big Problem - Unbalanced random events

Getting one's temple destroyed on the second turn of an MP with 3 order is not a pleasant experience.
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