I wanted to do some minor tweaking to the game and started to research those tweaks, but haven't come up with many answers.
Bare with me here.
Part 1: Adepts
This all started out when I made my first Adepts. I tend to make 4 in a row right away and just have them sit there for awhile. After many turns - and no, I have no idea how many - I moused over them and noticed they had gained about 4 xp.
I thought that was a little low, and started to try to figure out the math behind it. Along the way I realized I have very little knowledge of how the adept/mage xp progression works, except for the very basic: they gain xp over time or via killing.
So. I tried to figure out what the base rate of xp gain for an adept was. I noticed they were gaining .03 xp per turn after keeping an eye on them for a few turns. This seemed pretty low...doing the quick math, this guy had been hanging out in the city for 132 turns. Seems like a pretty low rate of return. I realize .03 is not the base rate as the Mage Guild in the city - and perhaps the city itself? - affects the rate.
I did do a bit of digging and found the promotions besides Potency that I didn't know affected xp rate.
I'm wondering if there is a list out there of what affects the xp rate, and if someone can tell me what the base, unmodified, rate is in the first place.
Next, I will need to figure out if I'm just an idiot and haven't been doing the right things to help their progression along - entirely possible - or if I want to tweak that base rate a bit and speed it up some. I don't think the xp rate is totally out of whack, but...it does seem slow to me.
So there's got to be an entry somewhere with this base rate. Again, I did a little digging around the forums and couldn't come up with an answer. I don't know my way around the xml files at all, so while I dug thru a few of those, I easily could have missed the necessary tag.
Part B: Sea Monsters.
Just a pet peeve of mine. I like 'em, really. But I like 'em rare. Erm...well rarer, as in not so many. On my huge map there's got to be close to 100 critters roaming the seas. I'd rather have...15, maybe 20.
Is there a way to adjust the rate at which they spawn, or spread out or to limit their number? Again, I did some xml file digging...but while I understand xml, I have absolutely no idea what I'm looking for specifically.
Part C: Gaelen.
Never seen him, starting to think I never will. I read ages ago that there was some sort of bug with building the Catacomb Libralus...but also thought that that had been ironed out.
I realize it's a low % to get his event chain, but besides adjusting the event weight (which I changed from 200 to 1000) is there anything else I can do - short of resorting to the Worldbuilder - to get this to pop?
Don't get me wrong, I love this mod and think it's great. I just wanted to make some minor adjustments. No harm in that right?
I think that's it...thanks for reading if you did, and hope starting a new thread for this was ok. I almost put this in the modding thread...but figured I might be trespassing there
Bare with me here.
Part 1: Adepts
This all started out when I made my first Adepts. I tend to make 4 in a row right away and just have them sit there for awhile. After many turns - and no, I have no idea how many - I moused over them and noticed they had gained about 4 xp.
I thought that was a little low, and started to try to figure out the math behind it. Along the way I realized I have very little knowledge of how the adept/mage xp progression works, except for the very basic: they gain xp over time or via killing.
So. I tried to figure out what the base rate of xp gain for an adept was. I noticed they were gaining .03 xp per turn after keeping an eye on them for a few turns. This seemed pretty low...doing the quick math, this guy had been hanging out in the city for 132 turns. Seems like a pretty low rate of return. I realize .03 is not the base rate as the Mage Guild in the city - and perhaps the city itself? - affects the rate.
I did do a bit of digging and found the promotions besides Potency that I didn't know affected xp rate.
I'm wondering if there is a list out there of what affects the xp rate, and if someone can tell me what the base, unmodified, rate is in the first place.
Next, I will need to figure out if I'm just an idiot and haven't been doing the right things to help their progression along - entirely possible - or if I want to tweak that base rate a bit and speed it up some. I don't think the xp rate is totally out of whack, but...it does seem slow to me.
So there's got to be an entry somewhere with this base rate. Again, I did a little digging around the forums and couldn't come up with an answer. I don't know my way around the xml files at all, so while I dug thru a few of those, I easily could have missed the necessary tag.
Part B: Sea Monsters.
Just a pet peeve of mine. I like 'em, really. But I like 'em rare. Erm...well rarer, as in not so many. On my huge map there's got to be close to 100 critters roaming the seas. I'd rather have...15, maybe 20.
Is there a way to adjust the rate at which they spawn, or spread out or to limit their number? Again, I did some xml file digging...but while I understand xml, I have absolutely no idea what I'm looking for specifically.
Part C: Gaelen.
Never seen him, starting to think I never will. I read ages ago that there was some sort of bug with building the Catacomb Libralus...but also thought that that had been ironed out.
I realize it's a low % to get his event chain, but besides adjusting the event weight (which I changed from 200 to 1000) is there anything else I can do - short of resorting to the Worldbuilder - to get this to pop?
Don't get me wrong, I love this mod and think it's great. I just wanted to make some minor adjustments. No harm in that right?
I think that's it...thanks for reading if you did, and hope starting a new thread for this was ok. I almost put this in the modding thread...but figured I might be trespassing there