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January 12th, 2004, 09:11 PM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: Luck/Order scales after 2.06 Patch
I agree, apoger. And it will be nice if the mod tools eventually let you decide how to limit the unlucky and lucky events.
And just in real estate, it's all about location, location, location with regard to luck and unluck events.
If you were really "lucky," that new lab would be discovered at a location where it will enable you to recruit a new type of mage that you don't already have access to. (Early in the game, it might be in a druid province.) Location is an element of luck that isn't affected by the scales. For instance, the Bogus event is supposed to be unlucky, but if it happens in the one border province you share with a mighty nation that just declared war on you, then maybe it's not such a bad event after all.
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January 12th, 2004, 09:23 PM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: Luck/Order scales after 2.06 Patch
Has anyone gotten heroes with -2 luck? I don't seem to, even though folks say you are supposed to. I just figured I'd ask since folks are doing lots of tests right now.
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January 12th, 2004, 09:27 PM
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Sergeant
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Join Date: Sep 2003
Posts: 296
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by SurvivalistMerc:
Has anyone gotten heroes with -2 luck? I don't seem to, even though folks say you are supposed to. I just figured I'd ask since folks are doing lots of tests right now.
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In Dom 1, I heard that you don't get any below luck -1. Some people said luck -2 is the limit in Dom 2. I don't know.
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January 12th, 2004, 09:40 PM
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Sergeant
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Join Date: Oct 2003
Posts: 286
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Re: Luck/Order scales after 2.06 Patch
Population loss events should kill a set number of people. Multiplied by Misfortune or divided by Fortune.
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January 12th, 2004, 09:44 PM
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Sergeant
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Join Date: Sep 2003
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by apoger:
>So your solution to misfortune being a no brainer is making it better?
>I take it you would prefer to leave misfortune without effect so you could have high incomes and many events that are mainly good
No, but I see luck/misfortune differently than you guys.
Good Event: Gain a lab
Bad Event: Lose lab
On the surface these look equal and symetric.
However the lost lab will often happen at a protected location where mages are being produced and research is being done. The gained lab occurs at a random spot that is vastly less likey to be helpful. Effectively, losing a lab is much more hurtful than gaining a lab is helpful. The luck tables you are using don't account for this at all, and this skews things towards bad luck.
Furthermore there are events like losing 1/3 of a population or being attacked by powerful armies. These events are much worse and more common, than their opposite effects.
Honestly, we could agrue forever about this.
What I'll do is play with the mod tools and see if I can make a formula that make me happy. That way everyone wins.
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The same can be said for the unlucky events though. Losing 1/4 of population in the mostly unpopulated mountain province is not significant neither. When your Kingdom get bigger, those population event is less likely to hit home.
But as you said, just have numbers that everybody agreed beforehand. They're now mostly modifiable now.
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January 12th, 2004, 10:00 PM
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Re: Luck/Order scales after 2.06 Patch
Alex, that is not a very deterministic test.
Luck is modified by terrain. If you wanted to do a realistic test, try getting one of each base type of province (1 Forest, 1 Coast/Riverland, 1 Mountain, 1 Barren/Desert).
Then test.
Then you can more accurately judge the effects of both luck and unluck. Just doing a home province test is more like shooting in the barrel. Because if one of your 'testers' is on a river province/coastline and the other is not, suddenly that coastal province has terrible luck no matter what because it gets hit by flood/hurricanes while the mountain province gets 'good' events like mines.
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January 12th, 2004, 10:59 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Luck/Order scales after 2.06 Patch
Quote:
Originally posted by Zen:
Alex, that is not a very deterministic test.
Luck is modified by terrain. If you wanted to do a realistic test, try getting one of each base type of province (1 Forest, 1 Coast/Riverland, 1 Mountain, 1 Barren/Desert).
Then test.
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Ouch. Feel free to use the mini map for that. The game doesnt really care what the TGA says so editing the terrains in the .map file would be fast and easy.
http://www.techno-mage.com/~dominion...ions2/Mini.tga
http://www.techno-mage.com/~dominion...ions2/Mini.map
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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