Valvatorez wrote:Thanks for the update Zetta. Just a quick question about items, does it include the Imperial Seal and Bronze Pheasant items when randomizing them? I tried a while back to add the Bronze Pheasant item to a Sovereign but even though it shows up on their item list, it doesn't seem to give the effect since they can't build the tower. I even tried once to make multiple copies of it in the blank items and didn't have the effect either, so I guess you have to have triggered the event to build the tower even if you already own it?
Zyzyfer wrote:RoH option
Valvatorez wrote:So maybe have a RoH button
Calamitus wrote:Great work, Zetta. I also would like to see "RoH style" button because I used to play only RoH scenario before.
Zetta wrote:I don't really know about the pheasant tower though, since I never (EVER) found or had the item... But I guess you're right, you might need to trigger the event before being able to build anything with it. Same with the Imperial Seal. It's a bit of a shame though.
Zetta wrote:I'm playing a scenario with random liked/disliked officers (with all family-sworn ties cut) and it's pretty crazy how quickly loyalty drops and how easily some officers can switch sides or "have a secret talk with someone". I've never seen that before with normal scenarios, it gives a more unpredictable and lively feel to it ! The stats randomizer is crazy too. I have one officer with 1 LDR and 100 WAR... I feel like it's too much randomness.
Valvatorez wrote:I see, it would be kinda neat to see some random leader claim himself emperor by having the seal. I only found the seal once by destroying a random shrine but was already emperor at that point so not sure how it does work.
And for the Pheasant Tower, just move your sovereign to Ye when you have around 10-13 cities and you should get the event for it, and the item, on the next turn. But you probably knew that.
Zyzyfer wrote:I'm still playing around with the randomizer. Noticed a couple of issues with v6. I realize this thread has been quiet for a while, but will go ahead and post them.
1. Random lifespans - I believe I activated this option in my current game. I also activated random new officers. I realized that the random lifespan option can be really random. I was wondering why a few rulers were random schlubs like Su You so I checked the new random officer bios, and found that some of the main rulers had been made dead and replaced. Also held true for officers in general, they randomly just fall over and die (especially older ones). I guess it's not bad per se, just surprising. Curious what the age range is.
Zyzyfer wrote:2. Random city specialties - Might need to be re-coded because it's very simple and overlooks one key element. The big cities all are able to have 150K troops, but this isn't altered with random specialties, so Changan for instance is still effectively a big city, while Shangyong becoming one means very little. Perhaps more complex coding is required to alter this, or it might be simpler to just not do anything to the big cities, and just randomize the specialties of all the other ones. Or if big cities get randomized, it could possibly alter the max troops (and HP?) accordingly. Maybe also set a better range for gold/food output. That's my humble suggestion.
I also noticed in my current game that there are a bunch of workshop-specialty cities. Which isn't necessarily bad, but it might be a tad bit excessive of a ratio? Kind of funny to have so many, haha
Zyzyfer wrote:3. Random ruler AI - Seeing some odd stuff. I went with no active recruiting in my current game so the AI opponents could get more officers. But AI rulers seem stagnant. Could just be bad luck on my part, but wanted to document this observation.
For instance, I took Xinye from Wan, and Yuan Shu held Runan and Shouchun. He was surrounded by plenty of juicy targets and had sufficient troops and equipment to do some campaigning, but he refused to budge until I allied with him. Once I had done that, he went nuts on Jiangxia. This seems to be a general trend, forces just kind of sitting idle for extended periods. That said, I'll have to try some different things out before commenting further.
Zyzyfer wrote:Edit - Lu Meng's stats reverted to their weird version again this time around. I was sad.
Zetta wrote:The random age option goes like this : the code checks the available and birth date, then creates a random death date.
death date = birth date + random numer (30 to 99)
and modifies the availability date :
available date = birth date + random numer (15 to 29)
then of course, the rest of the code goes on : if an officer is dead, his status becomes 08, if he's available it's 07 and so on...
However one problem might show up when you randomize too much the same scenario with this option and fake officers. All lifespans are changed and the more you randomize it (and randomize the starting date), the more historical officers are going to disappear and be replaced, while in earlier years nobody becomes available. I recommend using a "fresh" scenario instead of an already randomized one.
I'd like to change that as well. I'll look into and try to change their HP / max troops and eventually gold / food output. The specialty is evenly distributed (1/7 chance to appear for each) but yeah, I agree... Too many workshop cities! I'll check a classic scenario to see what's the distribution .
I felt that as well. I don't know why, but even with "aggressive behavior", they don't appear to be really active. The randomizer only changes district and force behavior bytes. Maybe it should change ruler aspiration as well ?
It might be something hardcoded, since it's always happening... I don't think I can do anything about that though...
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