[Questions] A few questions about 0.952

1.   Are tile resources (i.e., grain, materials, and essence) supposed to be permanently destroyed in the area around a razed city?  This seems a little harsh in a world that can already have fairly sparse settlement locations.

2.   Is there a reason that the champion traits with multiple tiers (i.e., Evoker I, Evoker II, Evoker III) display all the traits of that particular line rather than having, for example, Evoker III replace Evoker II which replaced Evoker I and having the tool-tip for Evoker III show the total benefit of the trait series to that point (+75% spell damage) as compared to the current model where each of the traits lists its benefits and the total benefit is the sum (I think) of all the trait boni?

3.   Is it a known bug that the sovereign selection screen and the similar images in the unit detail screen do not show any image, or is there a setting I need to change?

4.   I found it amusing when the loading screen came up with a tip about the presence of champions and sovereigns reducing unrest by being present in the city and the image for the loading screen was a skeleton being consumed by fire.  Are the images and tips on the loading screen independent of one another, or are the tips associated with the image?

6,223 views 6 replies
Reply #1 Top

2) Some spells require, e.g., water 2 and air 2. This gets more complicated, plus you get problems where you get Air III w/o the pre-reqs, so you get 3-for-the-price-of-one. This way is easier to code, which means fewer bugs to sqquash, which is a Good Thing(TM).

Reply #2 Top

related question:

There is a level up trait choice of +15% exp, then the next rank says +20% exp and the next +25% exp

Do these stack so if you have all 3 you have +60%?

Theer are similar things like +1 init, +2 init. i always thought that these 2 examples don't stack, it just takes the highest but other ones do stack like spell evoker 1, evoker 2, etc.

Is there one consistent answer?

 

Second question:

When making a faction/race If I take the weakness for -10% research and the advantage of +10% research and start with something already researched is that always upside, or is the math done in a way to make it a bad idea? Like if you do the -10% first then the +10% it would be 99%. 

Thanks.

Reply #3 Top

4. No Its a random match from what I have seen, I got that same tip with a background of a mage tower.

Reply #4 Top

Quoting mdonais, reply 2
Second question:

When making a faction/race If I take the weakness for -10% research and the advantage of +10% research and start with something already researched is that always upside, or is the math done in a way to make it a bad idea? Like if you do the -10% first then the +10% it would be 99%. 
End of mdonais's quote

 

I can tell you from experiance, if you get the -10% racial research reduction and the +10% hero research increase, you get 99% research, 'the math makes it a bad idea'.

Reply #5 Top

@windscion2:   My second question was with regards to hero traits like Merchant, Evoker, Precision, Potential, and Summon, which all have at least three tiers (Merchant I, Merchant II, Merchant III).  The question for these in my mind is why the trait display doesn't work more like the way the spellbook mastery traits work.

For example, if I have a champion with the Fire I trait, when s/he levels up and I take the Fire II trait, Fire I disappears from the list and you see only Fire II.  However, if I have a champion with Potential I and take Potential II at level up, Potential I and Potential II are both present in the list of traits, and moreover require me to make some assumptions about how the bonus from Potential I stacks with Potential II.

Currently, watching the experience increase from one of the experience-granting books that I can find as loot, I can see that the bonuses from both Potential I (+15% exp) and Potential II (+20% exp) are affecting the experience gained.  My question for this is why do I need to have both of these traits displayed in the trait list, which currently becomes very difficult to read very quickly, rather than having Potential II replace Potential I in the trait list and having the tooltip for Potential II display the total experience bonus from the two traits (i.e., +35% exp if the boni are additive, or +43.75% if the boni are multiplicative).  Also, since as far as I can tell you can only get traits like this if you have the prior trait in the sequence, the tooltip text could be defined in the file rather than calculated on the spot.

 

This does bring up another question, though:  does anyone know whether the experience bonus from Potential I is added to the bonus from Potential II, or multiplied by the bonus from Potential II?

I.e., does the experience gain formula look like this:

              exp_gained = exp*(1 + exp_bonus_1 + exp_bonus_2 + ...)

Or like this:

              exp_gained = exp*(1 + exp_bonus_1)*(1 + exp_bonus_2)* ...

where exp_bonus_1, etc, are the decimal equivalents of the listed experience bonus from the tooltip.

Reply #6 Top

Quoting windscion2, reply 1
2) Some spells require, e.g., water 2 and air 2. This gets more complicated, plus you get problems where you get Air III w/o the pre-reqs, so you get 3-for-the-price-of-one. This way is easier to code, which means fewer bugs to sqquash, which is a Good Thing(TM).
End of windscion2's quote

Air, water, fire, earth, light, and dark spells are actually the EXCEPTION to this rule. Where upgrades REPLACE lower tier abilities.

A sov who gains Earth 4 will only display Earth 4. Earth 1, 2 and 3 are not displayed.

Besides, there is no problem with the sov HAVING the lower tier abilities while HIDING them from player's view and adjusting tooltips accordingly.

Such that getting Evoker 3 means that you still have Evoker 1 and Evoker 2, but the player can only see Evoker 3 and the tool tip gives the aggregate bonus from evoker 1, 2, and 3.