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Author Topic: Nations of Dolusil 2 (6/6) OOC thread  (Read 12664 times)

evilcherry

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #240 on: November 21, 2013, 11:59:12 pm »

Truly, the reason why I haven't been more insistent on players posting their turns is the fact that I'm still working out the new research system. Also, lack of motivation and some struggling with other rules.

Anyway, here are the new science rules.

- Unlocking an idea will cost 2 invention points for the first 2, then 4 for the next 2, then 8 for the following 2, ... (You get the point)
- An invention cost the combined sum of the various idea levels. (Ie, Lv2+LV1+Lv0=3) At least 2 non zero ideas need to be combined. Additionally, absolute values are used, so negative level technologies still use science points.
- Traded technology will need to be integrated, at half the expected cost.

Players will be allowed to give up ideas.

Edit: turn coming soon after.
I feel the exponent should be a bit lower (e.g. Square numbers or Fibonacci), but otherwise fine.

Terenos

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #241 on: November 22, 2013, 03:20:37 am »

I approve of this, probably because I have no trades currently.
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RulerOfNothing

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #242 on: November 22, 2013, 03:42:57 am »

Anyway, here are the new science rules.

- Unlocking an idea will cost 2 invention points for the first 2, then 4 for the next 2, then 8 for the following 2, ... (You get the point)
- An invention cost the combined sum of the various idea levels. (Ie, Lv2+LV1+Lv0=3) At least 2 non zero ideas need to be combined. Additionally, absolute values are used, so negative level technologies still use science points.
- Traded technology will need to be integrated, at half the expected cost.

Players will be allowed to give up ideas.
This seems reasonable, but does that mean that the innovation point limit (if there is one) is going to be removed?
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #243 on: November 22, 2013, 09:50:01 am »

There never was one. Previously, it was a progress bar, after all.
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #244 on: November 22, 2013, 11:11:49 am »

Bah, rules are a mess and I accidentally deleted an update. Motivation is low.
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Terenos

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #245 on: November 22, 2013, 11:25:09 am »

So far I'm really enjoying it. And if reworking the research system is too much trouble, I suppose I can just suffer over here without tech trading. After all, I do it in Civ type games all the time, and survive just fine.
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #246 on: November 22, 2013, 11:50:24 am »

The tech system is one of the better systems. Mostly because it's one of the systems that's worked out completely, as opposed to, well, being partly unfinished.

Edit: Adding systems and tech explanations to the OOC posts.
« Last Edit: November 22, 2013, 11:55:10 am by 10ebbor10 »
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #247 on: November 22, 2013, 01:28:17 pm »

I don't think I'm going to get an update done today, because many actions have internal conflicts, and conflicts with the adjusted rules.

Additionally, more rules and information have been added to the OP.
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Ukrainian Ranger

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #248 on: November 22, 2013, 02:06:08 pm »

Is it to late to edit my action to make new rules compatible invention?
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #249 on: November 22, 2013, 02:18:06 pm »

Never. Truly, I would encourage everyone to do so.
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Ukrainian Ranger

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #250 on: November 22, 2013, 03:15:55 pm »

Edited. Hope it will work as intended. Four tech invention is a rather funny thing to do
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

tryrar

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #251 on: November 22, 2013, 08:43:42 pm »

Well, I'm already trying to get a simple enchantment spell up and running, so I think I'm good there. Though,  if I actually need to use invention points for that, let me know, so I can postpone my current trade to next turn(which will allow me to combine them next turn into something awesome)
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RulerOfNothing

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #252 on: November 22, 2013, 08:44:58 pm »

Actually, does traded technology need to be integrated in the same turn that it is traded, or can we hold off on that for a while?
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #253 on: November 23, 2013, 02:57:06 am »

Well, I'm already trying to get a simple enchantment spell up and running, so I think I'm good there. Though,  if I actually need to use invention points for that, let me know, so I can postpone my current trade to next turn(which will allow me to combine them next turn into something awesome)
Well, it's described as an invention. (Also, you need at least 2 lvl 1+ techs per invention).

Actually, does traded technology need to be integrated in the same turn that it is traded, or can we hold off on that for a while?
You can hold of on it.
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evilcherry

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #254 on: November 23, 2013, 04:48:52 am »

Ebbor you can just kick out the elements of my turn if they are not in accordance of the new rules, without consulting my feelings.
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