|
|
|
|
 |

January 14th, 2004, 08:27 PM
|
 |
Brigadier General
|
|
Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
|
|
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.
|

January 14th, 2004, 08:27 PM
|
 |
Corporal
|
|
Join Date: Dec 2003
Location: Land of the Setting Sun
Posts: 195
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Luck/Order scales after 2.06 Patch
The banner's great Cherry, but what, exactly, are the changes to the scales?
~Aldin
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
|

January 14th, 2004, 08:31 PM
|
 |
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

January 14th, 2004, 08:35 PM
|
 |
Corporal
|
|
Join Date: Dec 2003
Location: Land of the Setting Sun
Posts: 195
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
~Aldin
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
|

January 14th, 2004, 08:36 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

January 14th, 2004, 08:48 PM
|
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

January 14th, 2004, 08:59 PM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 286
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by SurvivalistMerc:
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.
|
My point was that +3 Scales are not supposed to balance with -3 Scales. +3 Order, +3 Drain would be terrible for most nations. The same with Sloth, Turmoil, or Heat/Cold. Some nations are resistant to one or more negative scales, but that is built into their balance.
You shouldn't try to balance +3 Order with -3 Luck. It's like saying Sight is as important as Hearing, therefore making your vision 75% better is worth reducing your Hearing by 75%.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|