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Yep, this is what I want to do. I just think it would be interesting to introduce a log function to the site frequency. Starting from level 9 or so.
So...
twice as many lvl 1 sites as lvl 2 as lvl 3 as lvl 4 as lvl 5 and so on...
what would that be? site frequency along the lines of 1 / 2^x where x is the site search level? So the ration of lvl 1 to lvl 9 sites would be 1:512 or something?
Of course, I don't know what the current base chance of a lvl 1 site is in the game (that would be "1" in the above formula, but I bet it's based on the site frequency variable) nor do I know if sites are calculated independently for each element or not (for example, if the game rolls one magic site, does it diminish the odds for rolling a second and so on? kinda doubt it).
Of course, implementing this sort of change would slightly advantage specialists and site search rituals over rainbow mages...
But I wanna do it.
To do what you want to do, you would have to connect rarity and level, and ensure that each level-rarity pairing has the same number of sites for each path I believe.
I believe that's *exactly* how it works actually. No idea on the specific numbers but think someone may have gathered data on them.
*Excluding the special exceptions noted earlier in the thread.
The game doesn't automatically decide that a site is harder to find because it's higher level.
Also higher level sites are not always 'better' than lower level ones, though they tend to be, especially when it comes to gem income:
Some examples of weak or at least not especially strong level 4 sites:
Temple of Time (2 astral gems, lets you recruit Priests & High Priests)
Vale of Unicorns (3 nature gems)
Cave of the Sleepers (1 astral gem)
Some examples of strong level 1 sites:
Stained Altar (20% Blood magic discount, summon rakhsasa)
Pharos (+2 to range of all rituals, lets you scry for 2 turns)
Stele of Law (-10 unrest, great if you can bloodhunt there)
plus various sites that let you see score graphs, which can be very useful in no-graph games (which are the default)
Each site has:
Rarity (common/uncommon/rare)
Search path and level required to find them (FAWESDNBH, 1-4, and 5 is a special case used to separate out sites that aren't generated randomly at map creation).
The two properties aren't linked by the game code, although design links them weakly as Zonk describes.
A site of *any* rarity can also be flagged as unique, meaning it can only be randomly generated once per map (no idea what happens if you script several into a map file though).
I don't know the procedure for randomly generating sites, but I believe it roughs out as:
1. Work out if a site is present.
2. Decide if the site comes from the common, uncommon or rare pool.
3. Select a site from the chosen pool.
4. If the site is unique, remove it from the pool.
5. If a site was generated, go back to 1 and try again. If not, move to the next province and go back to 1. If you've been through all provinces on the map, stop.
That leads me to believe no site in the game requires more then a score of 4 to find. 4+ Priests are rare though lol....best to use Akashic to search priest nodes.
You all make it sound like it's possible.
Also helps you break in to new paths to an extent.
It's still very expensive, but in SP I use it a lot on throne provinces.
Might very rarely be worth it in serious MP games if you have a Conjuration discount site and/or event.
If you end up paying less than 20 pearls for it it doesn't seem so inefficient gemwise.
No site requires more than 4 levels of a path to find with a manual search.
Edit: Apparently I was wrong about the holy sites.
You should check Larz excellent mod inspector to learn what sites exist. http://larzm42.github.io/dom4inspector/