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  #81  
Old January 14th, 2004, 07:28 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Luck/Order scales after 2.06 Patch

I wonder what folks would think about these effects:

Order: 6% income, -13% events per tick
Turmoil: -6% income, +13% events per tick

Luck: 1% income, +13% chance that event will be good per tick
Misfortune: -1% income, +13% chance that events will be bad per tick.

Order 3, Misfortune 3 would eliminate almost all random eents but only yeild 15% gold, and you wouldn't get the heroes.

Turmoil 3, Luck 3 would only be a 15% monetary loss, but you would have lots of luck, and 89% or almost all of them would be good.

Under Catquiet's scales, order3, misfortune 3 nets only 9% additional gold. And I assume you would still have 80% of events bad, normal numbers of events, and you don't get the heroes? That doesn't sound all that viable to me.

I still want them to let us mod the events. Because I want to make some really good events, like getting 20 units you would love to have in the late game rather than militia or flagellants. Some of the lucky events don't strike me as all that great right now, and I would like to fix that and go back to the pre-patch luck-order scales. But that's just me.
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  #82  
Old January 14th, 2004, 08:06 PM

Catquiet Catquiet is offline
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by SurvivalistMerc:

Under Catquiet's scales, order3, misfortune 3 nets only 9% additional gold. And I assume you would still have 80% of events bad, normal numbers of events, and you don't get the heroes? That doesn't sound all that viable to me.
Is it as viable as +3 Order , +3 Death ?
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  #83  
Old January 14th, 2004, 08:08 PM
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Default Re: Luck/Order scales after 2.06 Patch

Adding income to Luck scale cannot be done with the current mod tools. Only % changes to affects that already exist.

I have been testing my new scales pretty heavily and I like what I see so far. Once I have a bit more testing done I'll release it.

Also I'm still waiting on any indication of whether there is -any- cabability to alter the affects of magic/drain scale.
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  #84  
Old January 14th, 2004, 08:18 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Luck/Order scales after 2.06 Patch

Oooh, my modified scales got put up here: http://www.illwinter.com/dom2/mods.html

Make sure to tell me if you think the banner is cute! That's really the most important part, since it took 99% of the time.

-Cherry

P.S. I think it makes all the scales useful, and reduces catastrophic event frequency. Certainly Growth was made more useful; it was nearly worthless before. The scales cannot be adjusted perfectly (or even very well) until a couple more factors are added, like cost nOnlinearity, magic scale adjustment, and some additional effects, like scaling of major good and major bad events wth luck scales. A 3-tier event system would be nice: minor, moderate, major... and even a "maximal event severity" setting in game-setup, like in Space Empires IV. And for the magic scale... having it affect site gem output, and giving mages occasional extra randoms, would be nice. These Last two are not currently doable and would require major reprogramming=)

[ January 14, 2004, 18:22: Message edited by: Saber Cherry ]
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  #85  
Old January 14th, 2004, 08:27 PM
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Default Re: Luck/Order scales after 2.06 Patch

Quote:
Originally posted by apoger:
Also I'm still waiting on any indication of whether there is -any- cabability to alter the affects of magic/drain scale.
That's a negative.
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  #86  
Old January 14th, 2004, 08:27 PM
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aldin aldin is offline
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Default Re: Luck/Order scales after 2.06 Patch

The banner's great Cherry, but what, exactly, are the changes to the scales?

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  #87  
Old January 14th, 2004, 08:31 PM
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Default Re: Luck/Order scales after 2.06 Patch

Ah... to be specific:

Changes:

Major event frequency changed from 15% of events to 12%.

Order affects event frequency at 2% per scale, not 5%. I felt decoupling order and luck was very important.

Luck/Misfortune increases events by 7% per scale, not 5%. This is to make up for reducing the event frequency with a high turmoil.

Luck/Misfortune affect event polarity (good/bad) by 13% per scale, not 10%. Now the percentage of positive events is like this:

Luck : probability an event is good
3 : 89
2 : 76
1 : 63
0 : 50
-1 : 37
-2 : 24
-3 : 11

Growth/death changed from 0.2% population change per scale to 0.3%. Before there was no reason to ever choose Growth 3.

Capitol population by turn 30 (2.5 years):

Original, 3 growth: 35900
Rebalanced, 3 growth: 39200
Original, 3 death: 25000
Rebalanced, 3 death: 22900
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  #88  
Old January 14th, 2004, 08:35 PM
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Default Re: Luck/Order scales after 2.06 Patch

Looks great, I imagine I'll switch to the mod for my SP games. Having the mod won't screw up my MP games, will it?

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  #89  
Old January 14th, 2004, 08:36 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Luck/Order scales after 2.06 Patch

Catquiet,

I haven't tested it, but with current luck events, it seems less viable than 3 death. At least you get the heroes with death. And death doesn't cause you to lose provinces, only to lose population in a predictable manner.

I think the long-term problem of death dominion is why order has a 7% bonus to income now. I just about think they were balancing order relative to the death scale.

I don't ever take death with the nations I like to play. Because large armies are hard to move around in a death dominion. And Catquiet, I don't think the devs intended for most nations to take death 3. Though I could be wrong. I think select nations like Abyssia and the undead nations with dominion that will kill the population anyway were meant to take death. Death dominion is actually beneficial if you don't have living armies. For certain nations, death 3 is very viable. Ermor. Abyssia. Carrion Woods Pangea if they weren't required to take growth.

My real point is that 9% increase in income does not balance on the order side of the equation what your scales take on the misfortune side. I think most folks would agree with me. We could do a poll if you you'd like. I actually think just the economic effects of that much unluck in terms of tax loss, destruction of equipment, and the like will more than equal the 9% net income in your example. And that's not counting the heroes, population loss, getting Bogus the Troll, gem theft, etc.
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  #90  
Old January 14th, 2004, 08:48 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Luck/Order scales after 2.06 Patch

Saber Cherry,

I think your banner is extremely cute.

I like the coupling of order to event frequency, though. For me, random things good or bad just seem inherently chaotic.

I notice you reduced the base event frequency. That gives everyone a bit of intrinsic order effect even if they don't take order scales.

Do you think there are "too many" random events on the default game settings of "common" random events? I know you can always just change that to "rare," but common events appears to be the default in MP.
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