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  #11  
Old January 19th, 2010, 02:18 AM

chrispedersen chrispedersen is offline
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Default Re: MA TC Fortune Teller Unit Ability

Due to the bug in the way random magic paths are determined, and by my own tests of fortune telling I came to the conclusion that fortune telling was additive.

One of the gods gives a 2/3 chance of negating bad events. clone him via mod, stick two in a province.. auto run for 30 turns.

If you ever get a bad event (you won't) it will be proof its per unit checks...
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  #12  
Old January 19th, 2010, 07:54 AM
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Mysterio Mysterio is offline
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Default Re: MA TC Fortune Teller Unit Ability

Quote:
Originally Posted by chrispedersen View Post
Due to the bug in the way random magic paths are determined
Could you please explain this bug? I had never heard of it.
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  #13  
Old January 19th, 2010, 09:34 PM

WaltF4 WaltF4 is offline
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Default Re: MA TC Fortune Teller Unit Ability

As a follow up to my previous test, I ran an additional 30 turn test. This time I sat in my capitol with Turmoil 3/Misfortune 3 and no fortune telling units.

The events I received were:
turn 6: 15 astral gems stolen
turn 7: 1/5 of the population left
turn 8: festival held (good event)
turn 8: ill omen
turn 9: 1/5 of the population left
turn 9: barbarian horde - 45 barbarians
turn 9: 1/5 of the population left
turn 10: extra 100 gold in taxes (good event)
turn 11: earthquake destroyed temple (rebuilt it the same turn)
turn 11: brigands
turn 14: fire destroys lab (remained destroyed due to lack of funds)
turn 17: ill omen
turn 17: barbarian horde - 72 barbarians
turn 17: hurricane
turn 17: blight
turn 19: earthquake destroyed temple (rebuilt it the same turn)
turn 20: brigands
turn 20: 1/5 of population left
turn 21: 13 water gems found (good event)
turn 21: brigand leader
turn 23: blight
turn 23: barbarian horde - 95 barbarians
turn 25: trolls eat travelers
turn 26: earthquake destroyed temple (remained destroyed due to lack of funds)
turn 26: ill omen
turn 27: ill omen
turn 28: 1/5 of population left
turn 28: 1/5 of population left
turn 29: barbarian horde – see below
turn 29: barbarian horde – see below
turn 29: barbarian horde - 184 barbarians in total
turn 29: people immigrated (good event)
turn 30: ill omen

In total 33 events with 4 good and 29 bad events. It appears that an average of ~1 bad event per turn is likely for 1 province under Turmoil 3/Misfortune 3. This average is likely something of an underestimation due to an apparent period of lenience during the first few turns (3-5 turns?) and any lab/temple destruction events unable to occur due to a lack of lab/temple.

In light of my previous 110 turn test under similar conditions, but with a summed 100 fortune telling, I would expect the absence of any bad events to be the result of summed fortune telling ability being used.

Last edited by WaltF4; January 19th, 2010 at 09:44 PM..
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  #14  
Old January 20th, 2010, 01:19 AM

chrispedersen chrispedersen is offline
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Default Re: MA TC Fortune Teller Unit Ability

Quote:
Originally Posted by Mysterio View Post
Quote:
Originally Posted by chrispedersen View Post
Due to the bug in the way random magic paths are determined
Could you please explain this bug? I had never heard of it.
if you give a unit a 50% fire path and a 50% fire path the game will report it as 100% firepath.

I figure (without evidence) that a similar methodology would be used in other areas. Eg. two 10% ft abilities would get reported as a 20% fortune teller ability.

Additionally we had word from the developers that it was either this way (or the other way) which makes this way at least possible - and on the face of it, plausible.
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  #15  
Old January 20th, 2010, 05:50 AM

Sombre Sombre is offline
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Default Re: MA TC Fortune Teller Unit Ability

What do you mean by 'report it'? Do you mean it will function as 100% F?
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  #16  
Old January 20th, 2010, 02:39 PM

chrispedersen chrispedersen is offline
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Default Re: MA TC Fortune Teller Unit Ability

I don't remember sombre.
I do know that on several occassions I tried a simple path mask
like adding 4 50% fire. And when you view the unit on the recruit screen it would show 200% fire. And my remembrance is yes, I don't think I ever got any 4F mages.

I tried this using copies of arco's mystics, and yomis hannyas, iirc. And I'm perfectly willing for a more experienced modder to say I'm wrong, that its possible to do.

But I think the point remains that in at least a couple of occassions how ko performed the math is demonstrably a straight % addition; hence I think it lends weight to the observations w was making, that fortunetelling simply stacks.
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  #17  
Old January 20th, 2010, 02:53 PM

Sombre Sombre is offline
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Default Re: MA TC Fortune Teller Unit Ability

I tried this code:

#custommagic 128 50
#custommagic 128 50
#custommagic 128 50
#custommagic 128 50

It works as expected. Displays as 4 50% chances of fire, out of 10 recruits 6 had 2F, 1 had 4F, 3 had 3F.

So perhaps it has been fixed since you tried. Or more likely there was something strange about your code.
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