Riot_Starter
Warlord
- Joined
- May 8, 2009
- Messages
- 169
If you've been keeping up in the ideas thread, then you probably already know what this is. For those slackers among us, this is a module which eliminates the diminishing returns formula for training/arcane XP and replaces it with a constant per turn gain of XP. I have gone through and changed all the relevant promos and buildings.
Put the FlatXP folder into your Assets\Modules\NormalModules folder.
Let me explain a little on how this works now. The old training rate system is gone from all sources (training yard, channeling, etc.) and is replaced by a per turn system which uses the Hero promotion mechanics. This makes everything consistent, easily predictable, and easier to balance different sources of XP. Figure 1 (below) shows the turns needed for a 0 XP adept to become a mage and an archmage. It also shows the turns required under the new system under the same circumstances.
So you can see the turns are similar between the two, with the notable difference being the much shorter archmage times. I think this is fine since who is going to wait 200 turns for an archmage anyway?
So the system works and creates times we are already used to seeing. The differences? Well, a significant difference is how it interacts with free XP on creation (like apprenticeship, for example). Before, gaining 2 XP for an adept would save you about 4 turns of waiting to become a mage. Now, that same adept would wait 20 turns less for a plain adept and around 13 turns less for one with potency. Same idea applies to military and disciple units. Second difference: It is very easy to balance and predict different sources of XP. Say an adept just has channeling 1, so he gets 0.1 XP a turn, he will have to wait 100 turns to become a mage. If you can get him a mages guild and alchemy lab (each give 0.05 XP for a total of 0.1 XP) then you double his XP per turn. This means he only waits 50 turns (exactly half). Combining sources is intuitive unlike the previous system.
So, try it out and let me know what you think. I like feedback since I'm a big balance guy and all experience helps since I can't try everything.
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A couple of known bugs:
- The maximum cap for XP is bugged. I'll just give an example: If a warrior has Hero promotion (1 XP per turn till 100) and a dummy promo which gives 3 XP per turn till 20, then he'll gain 4 XP per turn till 120. This isn't what we want. We want 4 XP till 20 and 1 XP till 100. This isn't my bug to fix, but it shouldn't come up too often. Just a heads up since currently I have most promos each going to 100, so someone with 2 of these can gain XP till 200. The only ones which I changed to work correctly in this bugged state are the training yard-type buildings, command post, and dwarven vaults.
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1.03 Changelog: -Fully Compatible with RifE 1.2
1) Updated temple of the hand to its new version and the white hand's citadel updated.
2) Fixed the help text on buildings that already had help text and gave xp. They now correctly show that they give a training promo.
Old Changelogs:
Put the FlatXP folder into your Assets\Modules\NormalModules folder.
Let me explain a little on how this works now. The old training rate system is gone from all sources (training yard, channeling, etc.) and is replaced by a per turn system which uses the Hero promotion mechanics. This makes everything consistent, easily predictable, and easier to balance different sources of XP. Figure 1 (below) shows the turns needed for a 0 XP adept to become a mage and an archmage. It also shows the turns required under the new system under the same circumstances.

So you can see the turns are similar between the two, with the notable difference being the much shorter archmage times. I think this is fine since who is going to wait 200 turns for an archmage anyway?
So the system works and creates times we are already used to seeing. The differences? Well, a significant difference is how it interacts with free XP on creation (like apprenticeship, for example). Before, gaining 2 XP for an adept would save you about 4 turns of waiting to become a mage. Now, that same adept would wait 20 turns less for a plain adept and around 13 turns less for one with potency. Same idea applies to military and disciple units. Second difference: It is very easy to balance and predict different sources of XP. Say an adept just has channeling 1, so he gets 0.1 XP a turn, he will have to wait 100 turns to become a mage. If you can get him a mages guild and alchemy lab (each give 0.05 XP for a total of 0.1 XP) then you double his XP per turn. This means he only waits 50 turns (exactly half). Combining sources is intuitive unlike the previous system.
So, try it out and let me know what you think. I like feedback since I'm a big balance guy and all experience helps since I can't try everything.
--------------------
A couple of known bugs:
- The maximum cap for XP is bugged. I'll just give an example: If a warrior has Hero promotion (1 XP per turn till 100) and a dummy promo which gives 3 XP per turn till 20, then he'll gain 4 XP per turn till 120. This isn't what we want. We want 4 XP till 20 and 1 XP till 100. This isn't my bug to fix, but it shouldn't come up too often. Just a heads up since currently I have most promos each going to 100, so someone with 2 of these can gain XP till 200. The only ones which I changed to work correctly in this bugged state are the training yard-type buildings, command post, and dwarven vaults.
--------------
1.03 Changelog: -Fully Compatible with RifE 1.2
1) Updated temple of the hand to its new version and the white hand's citadel updated.
2) Fixed the help text on buildings that already had help text and gave xp. They now correctly show that they give a training promo.
Old Changelogs:
Spoiler :
1.02 Changelog:
1. Tweaks to rates to make them play nicely with different gamespeeds and for balance.
Stand out changes:
-Channeling 1 raised from 0.1 to 0.15
-Channeling 2 lowered to 0.09 from 0.1
-Channeling 3 raised from 0.1 to 0.18
2. Fixed promos that were missed (most notably, Divine)
1.01 Changelog:
-Fix bugs
1. Tweaks to rates to make them play nicely with different gamespeeds and for balance.
Stand out changes:
-Channeling 1 raised from 0.1 to 0.15
-Channeling 2 lowered to 0.09 from 0.1
-Channeling 3 raised from 0.1 to 0.18
2. Fixed promos that were missed (most notably, Divine)
1.01 Changelog:
-Fix bugs