yes please indeedYes, please!
I think jake orient anyway into make a dice roll factor the one that change the abillities ( canning, authority, zeal ) and all the other effects. The base age script ( example: 20-30 years old - effects: bad in admin good in battle ) will be fixed and for all generals.I also think that the dice roll will be better here.
This is what i thought about it and is just a suggestion. On second thought Jake has it right and leave it ( if ever ) for another time. I am not good neither on math nor on scripting , so The script he propose is complicated allready with all te parameters and factors for a first approach .Yes, I thought it mostly for having a kid to get a little more attached to, or a problematic one that with a little care can overcame his own problems and maybe thrive. Depending on traits , especially the ones that show the character ( hestriotic, sociopath, philosophic ) was my first thought thought, but I believe would make the script much more complicated and maybe prone to problems and dont make so sense either. A dice roll seams better since that way would be the extreme case ( 1 out of 30 maybe ) that someone has natural talents ( or be completely incompetent ) and givven the opportunity could stand up despite his young age. ( or be lame despite his prime age ) . The dice roll should be on the start of the creation of the character and determ him as an exception from the main age script ( not the other parameters linked to zeal, authority, canning) that all the other ( ordinary ) generals will follow.Anyway, just elements to make back stories for the generals . Fair enough was just a suggestion . The age system that you propose here is a huge evolution from the first age script . Fixed numbers and effects are always blunt. I am really excited for this project .
Last edited by nikossaiz; February 20, 2019 at 03:21 AM.
Yes, I thought it mostly for having a kid to get a little more attached to, or a problematic one that with a little care can overcame his own problems and maybe thrive. Depending on traits , especially the ones that show the character ( hestriotic, sociopath, philosophic ) was my first thought thought, but I believe would make the script much more complicated and maybe prone to problems and dont make so sense either. A dice roll seams better since that way would be the extreme case ( 1 out of 30 maybe ) that someone has natural talents ( or be completely incompetent ) and givven the opportunity could stand up despite his young age. ( or be lame despite his prime age ) . The dice roll should be on the start of the creation of the character and determ him as an exception from the main age script ( not the other parameters linked to zeal, authority, canning) that all the other ( ordinary ) generals will follow.Anyway, just elements to make back stories for the generals . Fair enough was just a suggestion . The age system that you propose here is a huge evolution from the first age script . Fixed numbers and effects are always blunt. I am really excited for this project .
Yeah, it's a good way to see a possible future implementation.
But micromanagement has to be stopped at some point, you know.
We'll see.
just came the RPGu in mindBut micromanagement have to be stopped at some point, you know.
i edit my last post and add this. didnt want to distact the conversation on this parameter. The extended of the age script was something that i didnt even expect so early, so we sould primary speak for the effects of it.This is what i thought about it and is just a suggestion. On second thought Jake has it right and leave it ( if ever ) for another time. I am not good neither on math nor on scripting , so The script he propose is complicated allready with all te parameters and factors for a first approach .
Dunno.
GEN_CND_FORCE_HAS_EFFECT_BUNDLE feature should have priority imo.
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This is the autistic sheet I made yesterday for dice rolls (1000). Values probaly are for age 30-39 characters.
41 different effects, interpolated with the 7 about age
287 possibilities...
But 90% of probabilities will stay inside/near average values
Spoiler Alert, click show to read:
these are the possibillities from bad to good and how many points of authority-zeal-canning a genreral will loose/gain right? sounds very legit the way you arrenge the possibilities. Have you thought about the other side effects? i am very idrigued of what you might think about them. Something else. Coming from medieval and the the order of the public order UI faces, may i suggest something ? UI from bad to Good . - RED - PURPLE ( OR SUBTLE RED ) - ORANGE - WHITE - BLUE - YELLOW - GREEN.
Nope, light spectrum works in the other way, google it. Or better, duckgo it - https://duckduckgo.com/
I've just put white between yellow and orange.
I would never betray my quantistic friends.
Never heard of it. searching machine without cookies.., but then how they...
yes, yes, i know a little things about light, mostly its use to be honest ( i'm a photografer ) but i was talking mostly the meaning that the colours have on our and especially my subconcious. Traffic lights, medieval 2 total war public order faces...
ok, it just happens to see that very good loyalty in PIGs is also represented by blue as a UI colour, so yeah, i see you respect patterns.
Last edited by ♔Greek Strategos♔; February 26, 2019 at 12:56 PM. Reason: Merged posts.
Yes there will be some effects I'm doing and I'll do which will have this pattern, so it will be easier to notice changes.
NEWS!
- General's Status -
this feature will be added in the upcoming PIGS_Alpha_01
Some news from the General's Status feature
As you'll notice I've put many effects, even if Selukos and nikossaiz preferred less.
I didn't want to leave behind any related feature.
So, every turn every deployed general will be affected by a 1000 dice roll, then depending on the roll (90% probabilities will stay inside"average ranges") and the general's age range, specific values for every effect will be applied.
Every age range has its features (adolescent will always tend to have penalties, due to inexperience, 30-40 ages tend to have positive values).
This is how I divided factors:
Spoiler Alert, click show to read:
Damn jake, these are the most beautiful, in light spectrum order,square shaped , pop Obama style ui icons i ever seen the only part I would like to suggest, or better discuss about, are the arregment of the effects for every feature. the army replenishment, you clearly put it under the last category because of the zeal, and is army related, but since zeal is attached to physical abilities seems a little of. Same as generals gravitas, would put it under the mental category, since an ill mind general would clearly lose personality weight. And maybe trade it with the unit upkeep costs effect . since moral category affects unit moral as well, let's say more money (upkeep ) will be needed to persuade a unit to stay and fight. Again, Great work us always ! And I'm sure that seleukos will agree here, when you match quantity with this kind of quality is becoming something like your trademark and is hard for us to want less ( except maybe RPGu, RPGu as it is is still a little more )
Last edited by nikossaiz; February 24, 2019 at 01:09 AM.
Merveillous ! Waiting for alpha.
@nikos:
It is quite tricky to change those things, let's stay as I planned for now, let's test how it works and then let's do some changes when we'll have some experience about the system.
Step by step, as always, is the best way to have a better overall balance.
For sure Jake, You know the procedure better!It is quite tricky to change those things, let's stay as I planned for now, let's test how it works and then let's do some changes when we'll have some experience about the system.
Step by step, as always, is the best way to have a better overall balance.
NEWS!
- Policy Outcomes -
this feature will be added in the upcoming PIGS_Alpha_01
While "General's Status" has given a randomness/variability to characters' performance, now it's time to do the "same" with the political cycle, which will be called "Policy Outcomes" .
I've done some custom incidents (25 in total) triggering themselves (one per time) every 8 turns (starting at first spring - 2nd turn - and then repeating every alternate spring, one not, one yes) to resemble the results of policies adopted.
It's a sort of random outcome about the political choices taken the last 8 turns, where one of the protagonists may have taken the centre stage.
Incidents are affected by the same main protagonists of intrigues' results:
- Population
- Military
- Ruling Party
- Others Parties
Protagonists will affect 2 types of policies:
- DOMESTIC POLICY
- FOREIGN POLICY
So, depending on a weighted dice roll, you can have various results, from a double Balanced outcome (no change) to both policies affected by one of those protagonists.
Don't check the values, it's quite difficult to explain why they have been chosen this way.
As usual there are some math functions behind these choices.
As usual values are low, so the game won't be largely touched.
Effects are faction wide and last 8 turns (2 years).
These are the effects involved (every protagonist will have values for all effects, through the usual G/SG/AV/SB/B system):
Spoiler Alert, click show to read: