Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Myrran lair budgets

I'd rather not have a set number of ultra weak nodes. It removes from replayability, and just forces us to accept early AI nodes.

Especially for games with only 1 myrran AI ,- they will just get all of those nodes without competition every game.
Reply

So would you prefer the random 8-10 with the -6 in the formula? Tho honestly, I think that's actually not good enough...only 2.8 easy nodes on average, so luck factor is far higher on getting one. With 4 guaranteed, it's very likely to have at least one or two at an acceptable distance.

(Note that on Arcanus there are at least this many or likely much more easy nodes due to how the formula works, which is why I want it to be myrran only.)

Another option we have (though I already added the guaranteed 4 nodes so I'll only change it if there is a vastly superior option, is to change the (3+random(3)) in the formula to alter the 200-300 budget per node tile.

Here is the desired goal : make sure there are an average of 4-5 nodes on Myrror with a budget in the 0-1100 range. Tweak the formula and number of tiles any way you want (albeit I would prefer if the number of tiles remained 8-20 to preserve the "myrran nodes are stronger" trait to at least some extent.) that yields that result and let me know if you find one solution that you like.
Reply

PS : I think giving the lone Myrran AI a semi-guaranteed 4 midgame nodes helps making the AI's performance more stable but that's just guessing. The important part here is playing the game without nodes as a human is both frustrating/unfun, and hard to manage for slow strategies.
(also, if there are no easy lairs, what are dark elves for? They need it even more badly than Draconians... )
Reply

What does it look like if you add 2 tiles to arcanus nodes across the board, and reduce myyran tikes to 7-19?
Reply

If arcanus is 7-16 and myrror is 7-19 what's the point of having it different in the first place?
Reply

That's ecch yes. Um. Blah. Maybe when I get on the bus and have time. 5-15, 7-19, -5 tiles on myrror. I'll need to look at it. Personally, I'd like to do something more like.. 5-14, with a tiny (say, if its 14, roll a d10; on a 10, it goes up 1, and rolls again) chance of going up to 20. And myrror 7-18 with a small chance (if 18, then roll d10, and on a 9 or 10 go up 1 then roll again) of going up to 30. 

But that's probably totally unrealistic.

So 5-15, and 7-19 is what I want to look at.
Reply

Anything above 20 crashes the game instantly.
Reply

Nifty! In a slightly bad way, since anything higher is probably overkill anyway!
Reply

I tried generating a few maps with what's already implemented and I like the results : one of the maps was full of hard nodes with sky drakes and djinn, but it still had a few easy ones to take (probably the required 4 only), the other map had quite a lot more easier nodes so there is a lot of variety. I think the chance of having at least one or two in range is reasonably good, not the same as Arcanus but only slightly less.
Reply



Forum Jump: