It is displayed in the pedia entry.
How terribly derp of me. I had actually loaded the game up to check for myself, I don't know how I missed it. Maybe the coloring made it hard to see. Oh well.
It is displayed in the pedia entry.
It did happen...Glad you like it.
Shouldn't be able to lose Mutated; I'll check it out.
As for the balance: Right now it is 50/50 good and negative. I'm planning to rewrite the weight method, and weight it more towards positive effects than negative (though negative may be stronger! Depends on how much I weight it). As for effects being limited... They more or less are. What's happening is you are pulling the same promotion multiple times. It's only limited in number for each promo generation.
As for your points about the old system:
- I agree, less clear, but FAR less cluttered, and overall better IMO.
- You are only seeing Dynamic Mutations. That is only one half of the system, but the other half simply cannot be done until I have added multiple new tags.
- That last point is balance, and I've already addressed it.
On lairs:
- Doubtful, but I'm going over lairs in 1.31 anyway. Once I finish my side-project, that is.
- Dragon Bones was removed as a Unique Feature (they are placed when dragons die, instead); I've seen Pristin Pass a few times, but I've also had games without it. Will look into it.
as for mutation, after reading many comments, I propose my analysis :
you said Valk, that mutation is 50/50 good/bad.
If I understood the comments (never having mutated a unit in 1.3)
the good and bad effects are affected to the mutated unit with a 50/50 ratio.
meaning, each mutation gets almost half good effects and almost half bad effects. Meaning that in most cases the bad effects balance the good ones, per mutation.
In the end, most mutation are neutral. or weakly good or weakly bad.
on a +50 -50 range, I would say most mutations are in the +10/-10 range.
People would be IMO happier with having mutations that are +50/+30 good or -30/-50 bad (with a 50% occurence of good or of bad mutations when you cast the spell). Meaning the mutations are overtly good are clearly bad. You know if the unit is to be kept or if you have to scrap it/suicide-bomb it.
said with other words : people would be happier if good mutations were balanced by bad mutations on an army basis but that each mutated unit has a clearly good or clearly bad mutation, some with a bit of the opposite, and some good being better than some other good and the reverse.
Maybe the mutation algorithm could first decide randomly a "total effect of promotion" on a +50-50 axis, weigthed more heavily in the extremities (inverse gaussian),
then apply the mutations, taking into account the total effect
-ex :
-random +30 good :
-+10%*6 = +30 good
- -6FS : -30 good
-+10%heal*2 after combat = +20 good
-+1 mvt : +10 good
total = 30-30+20+10 = 30
I don't know how you weighted the different +/- promotions. That can be a matter of balance.
I hope my analysis is not warped. and That my proposition can be of use.
-some units loses control and runs like crazy(adept, cultist,lunatic)
as for mutation, after reading many comments, I propose my analysis :
you said Valk, that mutation is 50/50 good/bad.
If I understood the comments (never having mutated a unit in 1.3)
the good and bad effects are affected to the mutated unit with a 50/50 ratio.
meaning, each mutation gets almost half good effects and almost half bad effects. Meaning that in most cases the bad effects balance the good ones, per mutation.
In the end, most mutation are neutral. or weakly good or weakly bad.
on a +50 -50 range, I would say most mutations are in the +10/-10 range.
People would be IMO happier with having mutations that are +50/+30 good or -30/-50 bad (with a 50% occurence of good or of bad mutations when you cast the spell). Meaning the mutations are overtly good are clearly bad. You know if the unit is to be kept or if you have to scrap it/suicide-bomb it.
said with other words : people would be happier if good mutations were balanced by bad mutations on an army basis but that each mutated unit has a clearly good or clearly bad mutation, some with a bit of the opposite, and some good being better than some other good and the reverse.
Maybe the mutation algorithm could first decide randomly a "total effect of promotion" on a +50-50 axis, weigthed more heavily in the extremities (inverse gaussian),
then apply the mutations, taking into account the total effect
-ex :
-random +30 good :
-+10%*6 = +30 good
- -6FS : -30 good
-+10%heal*2 after combat = +20 good
-+1 mvt : +10 good
total = 30-30+20+10 = 30
I don't know how you weighted the different +/- promotions. That can be a matter of balance.
I hope my analysis is not warped. and That my proposition can be of use.
Thanks for your answer.
It did happen...
Mutations were supposed to be good on the average (otherwise it would not make sense to have a level 2 spell with it). Many nasty muts could be removed by a priest or the pool. The only unremovable nasty one were weak, enervated, sensibility to fire or something else, and crazed (which is not so nasty) IIRC. None made your unit completely useless. And sometimes it was even good to have a weak unit with for instance 2 extra movement.
50/50 is not balanced. A unit with +70% str, -70% healing is not balanced, it is negative (except with a stockpile of healing salves or Sirona or for a suicide mission). And the opposite is even worse.
Curious about the second part of the system.
OK for Dragon bones. I am absolutely certain to never have seen an item in a lair (but I was maybe unlucky).
And for the Pass also. Easy to verify. Just start a new game with "all unique" checked and you do not have Pristin Pass.
You did not answered for the "hidden mutation" bug. There is a graphical illustration at the end of the post.
In the first one, the scout has combat3 and subdue. Period. And if I look at the unit, I have 10% str, -70% healing!!
I go to WB, add a real mutation and it is correctly displayed (in the mutated promo or in the unit characteristic).
I go again to WB, remove the mutation and the second illutration give the result. 40 % str (instead of 60) and always -70% healing....
BTW, I have a display problem as you can see. The unit are properly displayed during a fight, but otherwise only the generic image is shown (but it already happened with the previous version in one of my computers).
-the game periodically crashes
-some units loses control and runs like crazy(adept, cultist,lunatic)
The problem with controlling mutations is that it really depends on on considered characteristic of your unit that is affected.
In some case it is linear. Str for instance is more or less linear; +60% str is more or less twice better than +30% str (and -60% str twice nastier than -30% str). For healing it is not true. +60% healing is only slightly better than +30% healing. And -60% healing and -30% healing are more or less equivalent; in either case, you never heal.
Some mutations are symmetrical, some others are not. For instance, -4 first strike chances and -13 first strike chances are identical meaning no 1st strike chance. While, +4 first strike chances and +13 first strike chances are definitely not!! Similarly +2 motion is great, -2 motion kills your unit (especially if is a a melee unit).
Some negative mutations should be limited to avoid to make a unit completely useless (for instance -20% for healing, -50% str, -1 movement).
Others characteristic do not need this limitation.
I think limitations of the nasty effect is a key point. A very simple mean to do that would be:
1/ apply the present mutation system
2/ Get a random number N between 0 and 10.
3/ Use -5*N as the minimal value for str and if str or attack str or defense str is below -5*N set them to -5*N. This means that -50% is the absolute maximum for negative str and on the average it will be limited to -25%
4/ Similarly use -2*N as a limit for the negative effect on healing (-20% max, -10% avg).
Simple to implement and probably effective to make mutations useful.
Alright, it has been two days already.
Is no one going to even comment on it?
http://forums.civfanatics.com/showpost.php?p=9538246&postcount=801
While I know why this happened, this actually caused a situation once where I could not end my turn, because a crazed unit still had moves left (guess it couldn't find anything useful to do, even to run around aimlessly, but wasn't told to wait for the next turn). I couldn't select it to tell it to wait myself, but luckily I was had a reasonable idea who it was and was able to remove the enraged promotion to regain control and end my turn.
The city that produced the unit was deep in my territory, with no real access to pressing targets or areas of opportunity, so I guess the AI figured there was no point in moving it. I would guess it's an uncommon occurance; usually the AI sends them out into the wild if there are no close targets visible.
Hey guys, I'm new, here started playing Rise from Erebus yesterday, it's really a vast improvement over Fall Further, but I have a really nasty issue. For some reason the game crashes every time when a building is finished with "program stopped working" message. It happens on every second building I finish. Sometimes it crashes with no reason at all. I have Scion Healthcare, start with a worker modules and NoLinkedBulds. Could they be causing this somehow? Also, it crashes every time Illians finish Samhain...
Huh? My catapult has just taken 70% damage from losing Unwholesome addiction. I didn't know that a piece of wood could be addicted to something!
Than I guess this is it.If I had an idea, I would have answered. However, no other module creator has run into anything of that sort, including myself (and yes, I do edit art, as opposed to simply adding it; My side-project will show some of that).
Huh? My catapult has just taken 70% damage from losing Unwholesome addiction. I didn't know that a piece of wood could be addicted to something!
Some random questions to finish...
* In the lairs I never found any *item* (ring of striking, rod of winds, etc...). Have they been removed in 1.3?