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May 25th, 2010, 02:10 AM
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Major General
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Re: Luck/Turmoil versus Nothing.
I think the math bit was a reference to
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If you build nothing but Fortuneteller (5) units in your capital, you will have %badevent = -100 by the time turn 10 winds around.
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May 25th, 2010, 05:56 AM
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BANNED USER
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by chrispedersen
You wanna test item bonuses on global dispels btw?
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Can't say I have any plans to test the global mechanics for a while. IIRC how I tested it last year, shortly after being enlightened to the truth from a talk with Micah, it was something like this.... (not 100% I remember, as it was literally a five minute job)
Two N5 pretenders casting minimum Mother Oaks. First one casting it with a load of boosters (probably +6 from MLich with tree staff, twisty armour, three Misc), then having the second one try to overwrite the global without boosters. The extra 6 levels (so 30 bonus points at 5 per level) from the boosters should have made the global virtually immune to a base level overwrite, but it didn't, and since the random element on the global mechanic is only a drn, I thought it unlikely that a drn roll would have resulted in a 30+ score so often. So I concluded from that brief run-through that Micah was correct when telling me boosters are ignored for global bonus levels.
I suppose a drn roll could have thrown out a load of 30+ returns just to trick me, but for now I'll assume it didn't
Quote:
Originally Posted by Gregstrom
I think the math bit was a reference to
Quote:
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If you build nothing but Fortuneteller (5) units in your capital, you will have %badevent = -100 by the time turn 10 winds around.
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Yep, Greg has it with regards my mattymatics reference. My decaying mental abilities are not yet degraded to a sufficient level where it can't spot that 5x10 is 50 and not 100
Also with regards the Fortune Teller ability, I should add that it does not stack with the Luck scale. ie. If you are getting +39% (+45% CBM) chance of good events from Luck 3, you still need a total of 100 Fortune Teller ability to stop bad events, as I'm pretty certain they are two separate mechanics. At least they appear to be. ie. You can not prevent all bad events by making-up the shortfall from the Luck scale bonus with a Fortune Teller total of 61 (55 CBM).
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May 25th, 2010, 05:26 PM
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BANNED USER
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Re: Luck/Turmoil versus Nothing.
Quote:
Also with regards the Fortune Teller ability, I should add that it does not stack with the Luck scale. ie. If you are getting +39% (+45% CBM) chance of good events from Luck 3, you still need a total of 100 Fortune Teller ability to stop bad events, as I'm pretty certain they are two separate mechanics. At least they appear to be. ie. You can not prevent all bad events by making-up the shortfall from the Luck scale bonus with a Fortune Teller total of 61 (55 CBM).
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I'm pretty sure you're wrong.
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May 25th, 2010, 08:18 PM
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Second Lieutenant
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by chrispedersen
Quote:
Also with regards the Fortune Teller ability, I should add that it does not stack with the Luck scale. ie. If you are getting +39% (+45% CBM) chance of good events from Luck 3, you still need a total of 100 Fortune Teller ability to stop bad events, as I'm pretty certain they are two separate mechanics. At least they appear to be. ie. You can not prevent all bad events by making-up the shortfall from the Luck scale bonus with a Fortune Teller total of 61 (55 CBM).
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I'm pretty sure you're wrong.
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You can make a province immune to bad events with 100 total points of fortune telling ability, but it doesn't "shift" the even to a good event, it just nullifies it. This was shown in a statistically significant test elsewhere on the board.
Basically, your Luck scale operates independently, saying yes there is an event or no there is not and then selects an event from the list of possible events based on how your luck scale has been tipped.
Then when the event has been selected, if it is bad, the computer rolls dice to see if your fortune tellers successfully counter it based on a d100 versus the total fortunetelling skill in your province and if successful, no event occurs.
That's my understanding of event mechanics.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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May 25th, 2010, 10:34 PM
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Verjigorm
Quote:
Originally Posted by chrispedersen
Quote:
Also with regards the Fortune Teller ability, I should add that it does not stack with the Luck scale. ie. If you are getting +39% (+45% CBM) chance of good events from Luck 3, you still need a total of 100 Fortune Teller ability to stop bad events, as I'm pretty certain they are two separate mechanics. At least they appear to be. ie. You can not prevent all bad events by making-up the shortfall from the Luck scale bonus with a Fortune Teller total of 61 (55 CBM).
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I'm pretty sure you're wrong.
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You can make a province immune to bad events with 100 total points of fortune telling ability, but it doesn't "shift" the even to a good event, it just nullifies it. This was shown in a statistically significant test elsewhere on the board.
Basically, your Luck scale operates independently, saying yes there is an event or no there is not and then selects an event from the list of possible events based on how your luck scale has been tipped.
Then when the event has been selected, if it is bad, the computer rolls dice to see if your fortune tellers successfully counter it based on a d100 versus the total fortunetelling skill in your province and if successful, no event occurs.
That's my understanding of event mechanics.
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We agree on a lot.
We agree the luck scale increases or decreases the chance of a luck event.
However, the luck scale also changes the chance if an event is good or not. At issue is whether the fortune teller ability stacks with luck scale.
My memory (old and infirm as it is) recalls that a jade emperor (66% fortune teller event) stacks with 45 % luck to yield no bad events in the province that he dwells.
I find it hard to believe that illwinter would invent two mechanisms to do the same thing.
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May 26th, 2010, 01:07 AM
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National Security Advisor
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by chrispedersen
I find it hard to believe that illwinter would invent two mechanisms to do the same thing.
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This is a dangerous assumption, since they have a history of having done with certain aspects of the game.
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May 26th, 2010, 04:00 AM
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BANNED USER
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Join Date: Nov 2007
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by chrispedersen
Quote:
Also with regards the Fortune Teller ability, I should add that it does not stack with the Luck scale. ie. If you are getting +39% (+45% CBM) chance of good events from Luck 3, you still need a total of 100 Fortune Teller ability to stop bad events, as I'm pretty certain they are two separate mechanics. At least they appear to be. ie. You can not prevent all bad events by making-up the shortfall from the Luck scale bonus with a Fortune Teller total of 61 (55 CBM).
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I'm pretty sure you're wrong.
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Surprised to see people arguing over this instead of just spending the two minutes it takes to test it. And yet again my pet hate of someone making a claim about a game mechanic without any test data to back it up. Even worse in this instance as the test game I already provided showed the date required for this. As Misfortune 3 is -39% Luck, so 140 Fortune Teller ability would be needed if the Luck scale stacked with Fortune Teller ability, and not the 100 that is successfully preventing all bad events in the test game I posted.
Anyway, attached is yet another save file that shows, as I said, the Luck scale and Fortune Teller ability do not stack with each other as they are two separate mechanics. Which is as Verjigorm and Squirrelloid pointed out in more detail in their posts.
The save game attached shows a Luck 3 province (so 39%) plus a total of 70 Fortune Teller ability, for a total of 109. Yet as the message log shows, an Earthquake just occurred. Which I'm pretty sure we can all agree on is a bad event.
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May 26th, 2010, 03:28 PM
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BANNED USER
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Re: Luck/Turmoil versus Nothing.
Quote:
Originally Posted by Calahan
I'm pretty sure you're wrong.
Surprised to see people arguing over this instead of just spending the two minutes it takes to test it. And yet again my pet hate of someone making a claim about a game mechanic without any test data to back it up.
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Its why I said pretty sure, rather than represent it as fact. I do try to distinguish. But thanks for the test = )
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