![]() For example: Humans have a Base Resolve of 30. Resolve modifiers are now simply added to a Base Resolve value instead of being calculated with a complex equation.Each species has an initial Resolve value – so called Base Resolve.It’s now based on flat values and should be easier to understand in general. The system was incredibly hard to explain in detail (just look at the length of this section) and almost impossible to accurately play around with. With all the differences between species, it was almost impossible to say how a simple Resolve Effect (for example the penalty from Fallen Human Explorers) would affect a given species. ![]() We achieved the effect we wanted, but at the cost of reduced readability. With its own set of complex rules, Stagnation was growing and decreasing together with the Resolve value. To prevent constant fluctuations and a simple +1 modifier resulting in max Resolve, we introduced Stagnation. The Resolve Change value determined whether Resolve was increasing or decreasing. ![]() ![]() There was also the “Resolve Change” parameter, which was a sum of all effects that impacted a given species: needs fulfilled, perks, weather effects, etc. In its most basic form, it was a number from 0 to 100 representing the well-being and will of a given species. Until now, Resolve was a mix of a few concepts. ![]()
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