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-   -   Pythium revelers (http://forum.shrapnelgames.com/showthread.php?t=39362)

Coldshard June 20th, 2008 08:58 PM

Re: Pythium revelers
 
I did go and run another test game.. 4 keeps on 4 different terrain types and recruited 50 revelers on each.. at the end there were 22 with +1 nature and 5 with +1 blood total but the distribution between keeps wasn't definitive enough with such a low sample set.. I just got tired of clicking after that http://forum.shrapnelgames.com/images/smilies/wink.gif

My first two tests definitely went much worse, this one was at least somewhat close overall. Still not really happy with it though.

PvK June 20th, 2008 10:09 PM

Re: Pythium revelers
 
A hypothetical equation comes to mind:

nCOSG * O(P * 1/f) * cPer = nF + nPH

control-oriented strategy gamers * high-payoff/low-probability options * personality coefficient = number of frustrated gamers & paranoid hypotheses

JimMorrison June 21st, 2008 12:43 AM

Re: Pythium revelers
 
Hahaha <3 PvK!

Sounds like a way to finally quantify the elusive "bull**** tolerance" that I have been chasing since I bought EverQuest 8 years ago. http://forum.shrapnelgames.com/image...ies/tongue.gif

Lingchih June 21st, 2008 12:45 AM

Re: Pythium revelers
 
Quote:

PvK said:
A hypothetical equation comes to mind:

nCOSG * O(P * 1/f) * cPer = nF + nPH

control-oriented strategy gamers * high-payoff/low-probability options * personality coefficient = number of frustrated gamers & paranoid hypotheses

Hehe. Nice equation.

Seriously though, if you feel you must have a blood mage, just recruit them until you get one. Send all the rest of them off to die on the front. Or, if you have provinces enough, make one them the heretic province, and send all your failed revelers there to research or whatever.


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