March 6th, 2017, 18:29
(This post was last modified: March 6th, 2017, 18:31 by zitro1987.)
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I do sort of agree with Drax that the availability of spells spread out more evenly across rarity tiers might work better in a balanced way, resulting in some limits to earlier spells but more availability of later spells with fewer books. This can at times help both low-books/multi-realm as well as high-books/mono-realm in different ways.
Something like
Common # 1 + X (always having 2 spells beyond initial selection)
Uncommon # X
Rare # X
Very Rare # X - 1
1 book is 2-1-1
2 book is 3-2-2-1
3 book is 4-3-3-2
....
7 book is 8-7-7-6
8 book is 9-8-8-7
9 book is 10-9-9-8
10 book is all
Another approach is a simple X-X-X-X (1-1-1-1, 2-2-2-2, ... 9-9-9-9, all)
This seems like wishful thinking, I figure it's too hard to code and many (including you) may find it worse than original system.
March 6th, 2017, 19:42
(This post was last modified: March 6th, 2017, 19:47 by Seravy.)
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(March 6th, 2017, 18:29)zitro1987 Wrote: Something like
Common # 1 + X (always having 2 spells beyond initial selection)
Uncommon # X
Rare # X
Very Rare # X - 1
1 book is 2-1-1
2 book is 3-2-2-1
3 book is 4-3-3-2
....
7 book is 8-7-7-6
8 book is 9-8-8-7
9 book is 10-9-9-8
10 book is all
Another approach is a simple X-X-X-X (1-1-1-1, 2-2-2-2, ... 9-9-9-9, all)
Aside from my personal preferences, this system is very vulnerable to research abuse. There are way too few commons, and rares/very rares can appear way too early.
It even manages to eliminate a very significant advantage of 9-10 book starts. In the current system, you have 1 common, a few arcane, and many uncommons to select from with 10 books - you have a good chance to get a key uncommon and research it before turn 20, giving you a strong start. (Werewolves, Giant Spiders, Gargoyles come into mind first.) At 9 books there are two commons but otherwise same deal.
In your suggestion(s), the player will always only get 1 or 2 commons (there are X-1 starting commons, so X total commons result in 1, X+1 result in 2 for research.), so even with a low book start, uncommons are available, it is not unique for higher book counts - in fact if the book count is low enough rares or very rares can appear on turn 1 which is really bad.
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Myrran opponent, 3 settlers on the same continent (dwarf, life/chaos); I have the myrror retort. I thought they were only supposed to build 2 settlers per continent?
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(March 6th, 2017, 23:00)Nelphine Wrote: Myrran opponent, 3 settlers on the same continent (dwarf, life/chaos); I have the myrror retort. I thought they were only supposed to build 2 settlers per continent?
Yes they should. The only reason I can think of, if one settler left the continent temporarily, that allows for a third one. (for example moved through a water tile with water walking because that was the shortest path to the destination)
March 7th, 2017, 07:11
(This post was last modified: March 7th, 2017, 07:15 by Nelphine.)
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I realized they were expansionist? Does that give them an extra one? (No water walking due to race/books, even better, inquisitor, no triremes in play yet, and even still all 3 are heading into my territory on our shared home continent) maybe because its impossible?
I was wondering if the new myrran settling was being used despite me having the myrran retort? Or if its because its super early? (1404 ish)
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(March 7th, 2017, 07:11)Nelphine Wrote: I realized they were expansionist? Does that give them an extra one? (No water walking due to race/books, even better, inquisitor, no triremes in play yet, and even still all 3 are heading into my territory on our shared home continent) maybe because its impossible?
I was wondering if the new myrran settling was being used despite me having the myrran retort? Or if its because its super early? (1404 ish)
No, I think it might be some bug.
Oh... The coordinates of city are wrong when checking the continent, I used 9,10,11 instead of F,10,11. Will be fixed in the next update.
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I agree that there should be a bigger difference between few books and many books. Suggestion:
3 books = 1 uncommon spell
4 books = external access to uncommon spells
5 books = 1 rare
Etc
Each book past 6 gives 5% casting discount and 10% research bonus (make Sage Master multiplicative).
New table of spells per level, don't have time to one now. It should include guaranteed spells at high book counts.
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(March 8th, 2017, 05:56)Catwalk Wrote: I agree that there should be a bigger difference between few books and many books. Suggestion:
3 books = 1 uncommon spell
4 books = external access to uncommon spells
5 books = 1 rare
Etc
Each book past 6 gives 5% casting discount and 10% research bonus (make Sage Master multiplicative).
New table of spells per level, don't have time to one now. It should include guaranteed spells at high book counts.
I've already said I'm against this - I want to keep 2 and 3 realms playable. Also, fewer spells means easier to beat enemies - they also get fewer spells.
Furthermore, this system encourages early strategies and stacking retorts even more than the current - if I can't get very rare spells anyway, I might as well go "all in" and pick 6 retorts to make up for being unable to win through spells.
Finally, fewer spells reduce choices available, taking out important strategic and tactical decisions - If I only have spells for strategy X, then I have to go for that one instead of picking the best for the circumstances out of many different options.
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Quote:3.25
-Gnolls now have +1 resistance on all units.
-Lizardmen now have -1 resistance on all units except Dragon Turtles.
-Gnolls can now build the Amplifying Tower.
-Wolf Riders now cost 80.
-Every Gnoll unit gains an additional movement.
-Fixed : Surveyor reports 4 monsters as “many” instead of “few”.
-Water Walking now costs 20.
-The Wizcopy tool can now copy the starting race.
-Gorgons gain +1 Resistance.
-Fixed bug - AI settler being produced in cities count towards the limit on the wrong continent.
-AI Crack's Call targeting - units that will die to the damage have doubled priority
-AI Crack's Call targeting - heroes have 4 times the priority
-Fixed 3.23 bug - Entangle's effect is applied immediately even on immune units.
-When starting the game, the first two screens (Simtex and Microporse) are skipped automatically.
-Angels now have +2 movement and +1 Resistance.
-Banishing another wizard now generates a -30 relation penalty with that wizard's friends instead of -20.
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Quote:-When starting the game, the first two screens (Simtex and Microporse) are skipped automatically.
best feature ever
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