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Re: patch 2.06 out
>Three questions involving luck and modding.
>#1 Luck scale changes the frequency of events. Right now by 5% per level of scale. I have seen people state that this means that misfortune raises the chances of events and luck supresses. Is this correct? Or is this 5% a positive modifier in both directions? If it isn't a positive modifier in both directions, is there anyway to mod the scale so it can be? Positive in both directions. Misfortune increases chances of bad events as do fortune. >#2 Luck scales currently affect quantity and quality of events. Some players have suggested adding economic modifiers to luck. I'd like to do some experimenting with such ideas (and other scale effects that are non-standard). Is there anyway to do this? Or are we locked into what the scales affect, and only have the ability to wiggle the percentages? Currently wiggling only. >#3 The mod tools seems to allow the adjustment of scales via overall numbers that get applied across the board. It has been suggested that it might be good to have the scales ramp up in effect, I.E. instead of Order being a 7% adjustment per level of scale, possibly make it +7% for +1, +12% for +2, and +17 for +3. I am totally unsure if this is a balanced approach, however I want to know if it's even possible to experiment with. Not currently. In the prehistoric age (1997) scales costed 10 for the first step, 20 for thesecond and 30 for the third (or perhaps it was the effects, I do not remember). I think we were concerned that a progressive cost would make people go for -3 and never use -1 scales. Progressive costs in one direction might have some merits and do exist in some games where you choose attributes. |
Re: patch 2.06 out
3/4 Yes http://forum.shrapnelgames.com/images/icons/icon12.gif I worded it wrong.
Stellar Fires is nice don't get me wrong, but I don't know if you are seeing my point, let say it more clearly. My main point with the Air is the Communion effect with Orb Lightning. The power of casting the spell (Yes a Level 1 Spell) in a communion increases the power of the spell (Suddenly casting 3, 4, 5 lightning bolts, with a higher precision) and reduced the fatigue (so they can cast more and don't kill slaves). Because you customarily go for something with normal Marginon doesn't mean you might not go for something else with another theme. That can be just as effective http://forum.shrapnelgames.com/images/icons/icon12.gif Instead of Enchantment 4 it might be another path. Maybe I don't see it because its after your initial expansion and you don't initially get the spell it's usefulness is limited to only a few turns before it can be totally negated (Storm/SoS). Part of the reason I don't put all my eggs in the xbow basket. Also you seem to be saying that the early money might be suddenly overpowering vs mercs, but I've found in my MP games, that unless you are a few select nations, you arn't going to get mercs (Ermor, Ulm for example) even if you alchemize 4 gems instead of 1. (That is for the most part, the people I play with bid on mercs and know their usefulness, they don't forget like others may) This isn't saying it doesn't happen, but when I think "I'm alchemizing" it's not for mercs as much as it is for cash I'm going to use. Saying Drastically may be a bit much, getting quite a bit while only losing very little (Sacred units) |
Re: patch 2.06 out
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[Edit: typos] [ January 13, 2004, 23:04: Message edited by: Nagot Gick Fel ] |
Re: patch 2.06 out
Desert Tombs has problems? I didn't find that the case. Sure its not as good as C'tis base but not much is. I don't think themes have to be as strong as the base races as different races arn't as strong as each other. DT worked fine when I played it. Pretty darn tight really and giving up on nature for fire on Sauromancers seems appropriate as you don't need nature for supplies and in genreral the focus on the whole growing thing has declined.
Dual bless effect races again as Kristoffer still seemed all at sea on what I mean: All the successful dual bless effect races I designed (two 9's) where order3/misfortune2-3 races. It was the only way I had found to get the points for the magic and keep enough gold to pay for expensive sacred troops. In my opinion this is not a realistic option anymore so its back to square one and the only one of my dual bless effect races that I'm fairly confident will still work ok is Jotun. Most people felt that two 9's was hopeless in the first place so my opinion is not a conservative one. cheers Keir [ January 13, 2004, 23:58: Message edited by: Keir Maxwell ] |
Re: patch 2.06 out
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- CotS costs 25 more points - CotS lost most of its ability to generate extra early income through alchemy - Lost the wonderful flaming crossbows (Wind Guide is not nearly as effective, besides it's easier for the other Marignon themes to find air-1 mages to cast Wind Guide, it's much harder for CotS to find fire-2 mages for Flaming Arrows) - Diabolical Faith has access to Mind Duel-proof communion. - (minor point, but still) Air/astral is a bit redundant: Teleport/Cloud Trapeze on the same unit. Can't really see a synergy in air+astral. At least fire+astral gave Astral Fires. |
Re: patch 2.06 out
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Re: patch 2.06 out
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I think dual-blessings are still possible, but you have to skrimp on the castle OR order OR productivity... so your capitol-only sacred should only be limited by gold OR resources, not both. P.S. Ashen Ermor can go triple-9, a 4, and still have 9 dominion and massive research. That makes some hefty Knights of the Sepulchre... P.P.S. I think I'll test them=) [ January 14, 2004, 07:22: Message edited by: Saber Cherry ] |
Re: patch 2.06 out
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Plus they have a use for their fire gem income, which is always nice. And fire magic always goes well with a heat scale (sauromancers have decent PREC too). A sauromancer with his random in astral or blood can lead a shaman communion too. |
Re: patch 2.06 out
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I would warn you that there are major problems involved in treating nations such as Abysia as Bless Effects nations. 1 strat move troops who can only be built in their capital make a really frustrating basis for a race as the game progresses. With Abysia its the mages you have to work on and they are so sap with their fire magic that it doesn't really seem worth it in my tests with dual bless effects but one earth9 is a goer. In the end there is only one way to get an answer to the impact of the patch on dual bless effects races and thats to play them. I have played them extensively pre patch and IMO this catagory of races has been butchered to such a degree that we only speak of it because it was once viable. Sure you will get 1or2 two 9 races but I don't think it will be enough to talk of a Category of race designs. In truth dual bless effects races were borderline pre the patch with only the best looking like they have what it takes for MP. I'm not really annoyed about what I've lost. Johan O. made it fairly clear awhile back that he didn't see any problem with returning to the old scales and its impact on dual bless effect designs would be minimal. While I think he was wrong in his assessment at least I knew what was coming. I didn't enjoy giving up on my main area of race design but I can cope. Ciao Keir [I edited the post as it was too grumpy, I guess I'm missing my toys - Keir] [ January 15, 2004, 00:50: Message edited by: Keir Maxwell ] |
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