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How much of a karma hit do you take from building a necromancy school and using the spells therein? IIRC only some of its spells actually have a karma impact, but it seems like the school itself would. I've been avoiding both it and the chaos school for that reason.
AFAIK no building affects karma by itself, only event choices, population mood in all provinces, rituals and spells affect it. As for rituals and spells, look at www.eador.com/en through google translate to see which ones have an effect (not allowed to post links it seems).

Edit: I was wrong here, some demesne buildings do have a one time karma effect.
Post edited March 12, 2013 by tuxutat
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Garran: How much of a karma hit do you take from building a necromancy school and using the spells therein? IIRC only some of its spells actually have a karma impact, but it seems like the school itself would. I've been avoiding both it and the chaos school for that reason.
As noted, demesne buildings don't affect your karma. Most necromantic spells lower it by 1 or 2 points, depending on the specifics. A cursory glance at the files says that most spells that create undead lower it by 2, the others lower it by 1, and a few don't affect it at all (I know Fear doesn't, and I don't know if Vampirism does).

For reference, recruiting a Barbarian would lowers your karma by 1 point, and you can recruit a bunch of those in one turn without changing your title, so it's not that huge an effect unless you go nuts casting them.
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Garran: How much of a karma hit do you take from building a necromancy school and using the spells therein? IIRC only some of its spells actually have a karma impact, but it seems like the school itself would. I've been avoiding both it and the chaos school for that reason.
Inner_build.var.
Index:46 - karma.
Necromancy school gives -2.
As for spells, on rank 1 fear is free, summons -1 each.
Pretty insignificant, imo.

Recruiting units gives karma change once per hire per game.
Post edited September 07, 2013 by Gremlion
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Garran: How much of a karma hit do you take from building a necromancy school and using the spells therein? IIRC only some of its spells actually have a karma impact, but it seems like the school itself would. I've been avoiding both it and the chaos school for that reason.
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Gremlion: Inner_build.var.
Index:46 - karma.
Necromancy school gives -2.
As for spells, on rank 1 fear is free, summons -1 each.
Pretty insignificant, imo.

Recruiting units gives karma change once per turn once per unit. So, if you recruit barbarian each turn, you will get more karma penalty than recruiting 15 at once.
Weird, my inner_build.var file doesn't have any karma fields, and index 46 refers to the Craft Shop, not the Necromancy School.

That is good to know about the units, though. I'm a goody two shoes but barbarians are just too good in the early game.
Post edited March 11, 2013 by Jabarto
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Jabarto: Weird, my inner_build.var file doesn't have any karma fields, and index 46 refers to the Craft Shop, not the Necromancy School.

That is good to know about the units, though. I'm a goody two shoes but barbarians are just too good in the early game.
I mean:

Name: Altar of Chaos;

Ability: 46
Param1: -2

Param2: 0;

Altar of chaos gives -2 karma on build.
Karma is also relatively easy to manipulate through population mood. Once the shard is almost won, disband all evil guards (improves mood again and thus gives you +karma), build pubs (+theater) etc everywhere and hire positive mood guards.

I think the game just adds all mood values (quiet being 0) of all provinces to your karma value. If that is so, it would also be a good idea to let all low mood provinces secede. I noticed my title improving once after losing such a negative province to a rebellion.

Edit: I was wrong, mood really has no effect. Disbanding evil guards and hiring good ones does, though.
Post edited March 12, 2013 by tuxutat
Mood isn't related to karma. At all.

As for outer buildings...
Outer_building.var

Only buildings with karma:
Name: Pharmacy;
Karma: 1

Name: Secret Monastery;
Karma: 2

Name: Dark Tower;
Karma: -2

Though good mood activate more positive events, which could improve karma.
Post edited March 12, 2013 by Gremlion
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Jabarto: Weird, my inner_build.var file doesn't have any karma fields, and index 46 refers to the Craft Shop, not the Necromancy School.

That is good to know about the units, though. I'm a goody two shoes but barbarians are just too good in the early game.
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Gremlion: I mean:

Name: Altar of Chaos;

Ability: 46
Param1: -2

Param2: 0;

Altar of chaos gives -2 karma on build.
Ah, I see what you mean now. I never pay attention to the Ability/Parameter fields; I don't know what any of them since they don't seem to be defined in any of the other .var files (though some of them aren't fully translated to English).
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Gremlion: Recruiting units gives karma change once per turn once per unit. So, if you recruit barbarian each turn, you will get more karma penalty than recruiting 15 at once.
I've just found the karma value memory address with a debugger, and it turns out you are a little wrong on this one. :)
You actually only get the karma penalty for the very first time you recruit a particular unit. It's -2 for the first brigand for example, all later recruitments on the next turns have no effect. Hiring thieves gives another -2 for the first one etc. More interesting stuff:
- You are right that mood has no effect.
- Disbanding guards refunds you their whole karma penalty, so you can actually work with brigands / thieves guards in a karma neutral way. You do not get their negative karma back if they are defeated, though, only by disbanding. This can also be used to your advantage - hire +karma guards and let them get defeated. This way, you'll keep their karma bonus, but don't have to pay their upkeep anymore. Plus, you can hire them again..
- Attacking provinces has 2 karma effects. The first seems to be calculated from the attacked guards' karma. The second one seems to be the province inhabitant type (free settlement, brigand outlaws etc.). Attacking free settlements gives you 0 - 1 = -1 karma, attacking barbarians is karma neutral, and attacking brigand outlaws is 1 + 2 = +3 karma.
- Attacking a site with demons guards had no effect.
- Suppressing rebellions seems to have no effect.
Post edited March 12, 2013 by tuxutat
Good to know. Personally, I'm more like wikipedia - I don't do exploring on my own, but remember everything. :)
Thats pretty awesome, tuxutat, tell the memory address! I assume with a hex editor program, that monitors changes, one could better learn about the karma value. Might be fun for a while.
The memory address is 0055CE10 (or eador.exe+0015CE10). This is for Eador 1.05.2, other versions might have a different executable where this doesn't match. You need a tool that can monitor a program's memory while it's running (hex editor is for files). There are a few, but I don't know if it's ok to talk about this kind of stuff here.
Post edited March 12, 2013 by tuxutat
Sure its ok, why should it be. I use cheatengine sometimes to fix bugs in games, or things that annoy me. For example in gamebiz 3 I had a very annoying popup message every round and I managed to remove the source of it with that.

So the address 0055CE10 works, I can now monitor the karma value in realtime, didnt think it would move around so much. In 2 hours of playing it has been moving between 150 and 230. Summoning the devil -5 btw, but I need him to defeat the monsters guards. :D
Well, it's memory hacking and I don't know if that's ok here. If so, I think I might post a file for L.Spiro's MHS with the addresses of various stuff, once I have enough interesting values. They're pretty easy to find, for example gold, gems and also how many buildings you can still build in the demesne / provinces / how many guards you can still hire this turn. It's useful for quickly trying out some builds if you can build everything on the first turn. Hero experience should also be somewhere..
Post edited March 12, 2013 by tuxutat