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  #61  
Old July 17th, 2009, 02:42 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.5

Quote:
Originally Posted by chrispedersen View Post
I'm playing a game right now, and with +2 luck, in the first 5 turns, I've had earthquake(killed pop and temple), fire (burned lab), and plague.
I had a SP game i was trying to turn-bash expansion in. Lk+3. By the end of turn 8 the game was unplayable due to 3 overwhelming indie attacks (including one that put my capitol under siege), burned lab, and a capitol plague. Also numerous unrest and curse events. Number of positive events? 1 (woo, +15 province defense!). Combined with a really unlucky combat that lost most of my largest expansion army due to routing early (and my capitol getting sieged, so no retreat route), and there really wasn't much I could do.

Maybe more bad events need to become impossible with good luck scales as well? But I still maintain the lab burns event is really reamful.
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  #62  
Old July 17th, 2009, 04:33 AM

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Default Re: Conceptual Balance Mod 1.5

Pointless discussion, since events can't be modded.
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  #63  
Old July 17th, 2009, 09:08 AM

Alpine Joe Alpine Joe is offline
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Default Re: Conceptual Balance Mod 1.5

Still, luck should get some kind of boost in CBM I think. Or maybe reduce Order's gold penalty/bonus. Almost everyone still takes Order3/misf2
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  #64  
Old July 17th, 2009, 12:32 PM
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Gregstrom Gregstrom is offline
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Default Re: Conceptual Balance Mod 1.5

Luck is already boosted in CBM.

Do you want a bigger boost?
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  #65  
Old July 17th, 2009, 12:46 PM

Alpine Joe Alpine Joe is offline
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Default Re: Conceptual Balance Mod 1.5

Yes, I should have clarified, I think Luck needs a bigger boost, or order a nerf for turmoil/luck to be worthwhile for most nations.
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  #66  
Old July 18th, 2009, 12:36 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.5

Seems you really can't please everyone, I've recently had requests to remove the boost to luck.
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  #67  
Old July 18th, 2009, 08:43 AM
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Default Re: Conceptual Balance Mod 1.5

I like it just the way it is.
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  #68  
Old July 18th, 2009, 09:27 AM
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Gregstrom Gregstrom is offline
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Default Re: Conceptual Balance Mod 1.5

I can't really think of a good reason to remove the boost to luck, as it still doesn't seem to persuade most players out of Order/Misfortune.
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  #69  
Old July 18th, 2009, 02:13 PM

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Default Re: Conceptual Balance Mod 1.5

I also like it the way it is. I think the fact luck isn't popular doesn't necessarily mean it's underpowered - when I've used it the results have been satisfactory.
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  #70  
Old July 23rd, 2009, 03:32 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

Two possible suggestions:

1. Some heros for some nations are replicated across ages. In a multiage game this precludes one nation from getting them, if a different nation already has. Can each nations hero be given a different monster number. Ie., its not hard to use the copy function.

2. In the interests of conserving head room, perhaps a script could be written that strips monsters, weapons etc out if they nation using them is not in play.

ie., if Abysian isn't in use all modded abysian monsters, weapons, heros etc can be deleted.
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