Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
We're currently working on a set of fairly substantial changes to the way experience works in Fall Further. The following describes the effects of those changes.
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Decimal Experience
Units will now be able to gain fractions of an XP (upto 2 decimal places).
Passive Training
No longer will the warmongers get all the glory - builder civs may construct buildings that allow their units to gain experience slowly over time. Some buildings will increase the rate experience is gained, others will raise the maximum experience that can be reached.
Using the current formula and the basic "10 XP Cap" building with no speed increase, you'll be looking at around 30 turns to gain 5 experience, and 110 turns to gain 10 experience (levels 3 and 4 respectively). Combat is still by far the best way to level troops in a hurry, but the passive civ which builds a couple of archers at the start of the game will find that they have a few promotions by the time Daracaat comes knocking.
For reference, passive leveling to level 5 would take 306 turns and to level 6 would take 702 turns - and each would require several additional buildings to raise the cap that high. It is not a system designed to produce high level units, just give peaceful civs a few levels to help hold off the hordes.
Barbarian/Animal Limit
Barbarians and Animals will lose the 100XP cap. The main reason this is needed is that the XP gained from combat is rounded up to the next whole XP, which means you'll always gain at least 1XP per combat. With decimal experience, high level units will find that fighting >99% battles against simple barbarians may earn them less than 1XP. After a certain point, it naturally becomes "not worth their time" rather than there being an arbitrary hard-limit. After all - what sort of Hero spends their whole life killing goblins when there are Dragons to slay?
Workers/Casters
Workers and casters will be switched over to a similar system to the passive training, with fixed gains per turn rather than the current random gains. This allows for better planning of strategy, as you know that your adept will be due to upgrade to a mage in X turns time...
Hero Promotion
It will now be possible to have "lesser heroes" - some units that have not qualified for a full hero promotion in the past may be able to gain 0.25 XP per turn rather than the more impressive 1XP that a standard hero might. Likewise, some of the less heroic-hero's may find themselves demoted to a "Champion" level unit. Equally - it's possible that certain super-beings (Hyborem, Basium) may be capable of gaining 1.5 or more XP per turn...
Game Speed Scaling
All of these changes will scale according to game speed, including Hero XP which didn't previously. A quick Hero may find they gain 1.33 XP per turn, whilst a Marathon Hero may only be gaining fractions of an experience point each turn.
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We're looking for feedback on any of the above. Passive Experience gain is something that I suspect there will be some fairly strong opinions about, but efforts have been made to ensure that it does not outshine combat for creating strong units - just provides some security for those who prefer to build peacefully, without the normal need for very large stacks of maintenance hungry level 1 troops.
=====
Decimal Experience
Units will now be able to gain fractions of an XP (upto 2 decimal places).
Passive Training
No longer will the warmongers get all the glory - builder civs may construct buildings that allow their units to gain experience slowly over time. Some buildings will increase the rate experience is gained, others will raise the maximum experience that can be reached.
Using the current formula and the basic "10 XP Cap" building with no speed increase, you'll be looking at around 30 turns to gain 5 experience, and 110 turns to gain 10 experience (levels 3 and 4 respectively). Combat is still by far the best way to level troops in a hurry, but the passive civ which builds a couple of archers at the start of the game will find that they have a few promotions by the time Daracaat comes knocking.
For reference, passive leveling to level 5 would take 306 turns and to level 6 would take 702 turns - and each would require several additional buildings to raise the cap that high. It is not a system designed to produce high level units, just give peaceful civs a few levels to help hold off the hordes.
Barbarian/Animal Limit
Barbarians and Animals will lose the 100XP cap. The main reason this is needed is that the XP gained from combat is rounded up to the next whole XP, which means you'll always gain at least 1XP per combat. With decimal experience, high level units will find that fighting >99% battles against simple barbarians may earn them less than 1XP. After a certain point, it naturally becomes "not worth their time" rather than there being an arbitrary hard-limit. After all - what sort of Hero spends their whole life killing goblins when there are Dragons to slay?
Workers/Casters
Workers and casters will be switched over to a similar system to the passive training, with fixed gains per turn rather than the current random gains. This allows for better planning of strategy, as you know that your adept will be due to upgrade to a mage in X turns time...
Hero Promotion
It will now be possible to have "lesser heroes" - some units that have not qualified for a full hero promotion in the past may be able to gain 0.25 XP per turn rather than the more impressive 1XP that a standard hero might. Likewise, some of the less heroic-hero's may find themselves demoted to a "Champion" level unit. Equally - it's possible that certain super-beings (Hyborem, Basium) may be capable of gaining 1.5 or more XP per turn...
Game Speed Scaling
All of these changes will scale according to game speed, including Hero XP which didn't previously. A quick Hero may find they gain 1.33 XP per turn, whilst a Marathon Hero may only be gaining fractions of an experience point each turn.
====
We're looking for feedback on any of the above. Passive Experience gain is something that I suspect there will be some fairly strong opinions about, but efforts have been made to ensure that it does not outshine combat for creating strong units - just provides some security for those who prefer to build peacefully, without the normal need for very large stacks of maintenance hungry level 1 troops.