[1.30] Issues: A sea of daggers and no AI City defenders / Attackers

Greets,

I just started a 1.30 game after such a long time (med map normal AI), so far:

 

1. Almost all starting ruins around my starting point (7) had daggers in them, no armor, no potions, no stat boosting items, I have 1 sov, 1 champion and 7 daggers!!!

 

2. Very early game: My neigbour had no one stationed in his 2nd city even after 20-30 turns of gameplay, my sov just marched in....

3. And no troop/sov from that faction came to take it back from me so far (+20 turns).... whaaa...

3,216 views 4 replies
Reply #1 Top

It would be nice if the starting ruins had a random selection of items and creatures;

A. Simple Encounter Table:

01-25%: Dagger
26-40: Spear
40-45: Rats & Sword
46-55: Spiders & Leather Cap
56-60: Bear and Padded Curass
61-70: Wolf & Spear
71-80: Rats and Dagger
81-90: Bandit and Bow
91-95: Champion to Recruit
96-00: Darkling and Shield

B. Medium Encounter Table (slightly more programming) - with one table for the creature encountered (if any) and a second table for the treasure found (if any).

Creature Table

01-40: None
40-50: Rats
51-60: Spiders
61-70: Wolves
71-80: Bandit
81-90: Bear
91-00: Darkling

Treasure Table

01-30: Nothing
31-40: Coins
41-50: Metals
51-60: Leather Curass
61-70: Dagger
71-80: Spear
81-90: Sword
91-00: Shield

 

Reply #2 Top

Played more turns and got other stuff as well.

but still daggers were about 50-60% of my loot.

Reply #3 Top

There was an experiment done with rats where they were given 2 levers.  One lever produced food every time they pressed it.  The other lever would only randomly produce food so sometimes they would get food and sometimes they wouldn't. 

With EWOM's failure, Brad learned an important lesson.  That lesson was that big projects need to be led by project managers.  The lesson he didn't learn was that we needed to be treated like rats.  We should not be given food (a.k.a. daggers) every time we pop a goodie hut.  This should be a rare occurrence.  Not so rare that we never get an item and not so common that we end up with 7 daggers; just rare enough that when we do get something we go "sweet!" and hope that one of the next 7-10 goodie huts might also have some kewl lewt. 

Reply #4 Top

Quoting Trojasmic, reply 3
There was an experiment done with rats where they were given 2 levers.  One lever produced food every time they pressed it.  The other lever would only randomly produce food so sometimes they would get food and sometimes they wouldn't. 

With EWOM's failure, Brad learned an important lesson.  That lesson was that big projects need to be led by project managers.  The lesson he didn't learn was that we needed to be treated like rats.  We should not be given food (a.k.a. daggers) every time we pop a goodie hut.  This should be a rare occurrence.  Not so rare that we never get an item and not so common that we end up with 7 daggers; just rare enough that when we do get something we go "sweet!" and hope that one of the next 7-10 goodie huts might also have some kewl lewt. 

 

No you got it wrong, huts don't have random rewards, they have daggers and random rewards. Daggers are not rare or OP. I was expecting armor scraps, perhaps a shield, some potions, anything! loads of daggers aren't useful at all, had to sell them for their gold value.

 

What I really can't understand is why is it so difficult to spawn correct loot. Amateur DMs have been doing it since the 70's. Alpha was alpha, beta was beta, but this is 1.30 and I still feel more of a tester in bug hunting sessions than a player enjoying a game.

FE *must* be really good. If anything else they set up that bar themselves.