Posts: 5,607
Threads: 618
Joined: Feb 2012
Reputation:
0
(12-14-2015, 10:05 PM)Jhereg Wrote: (UN) Well first impressions.... With 9 traits and 6 special abilities and then with the 3 customization features there is a lot to absorb. The traits and special abilities all tie together nicely to provide a true underworld like feel. Even with all that the kingdom will need time to develop. With kingdoms starting out with more agents I am curious to see how that affects the UN's income. Will there be less purchasing of agents or more raising of agents or will it all cancel out.
This kingdom looks like it will require a lot of diplomacy to full utilize all its capablties so to that end... The UN can be reached at Scotland.b3@gmail.com
I am just as interested in feedback on the "veteran" kingdoms, and how they fit in 3rd Cycle. The Underworld and several other kingdoms will always be nuanced in strategy, and we have seen the Underworld is not generally favored in Anonymous games as they were pretty much created around creating tension, and that's hard to do with no correspondence.
The Underworld, Demon Princes, Ancient Ones, were among the most intricate for creative and effective strategy. But, proudly, they are among the most original positions in our genre.
I think all kingdoms will need time to develop. In fact, I might start a strategy thread on that separately.
Posts: 2,149
Threads: 107
Joined: Mar 2013
Reputation:
1
(12-14-2015, 11:00 PM)gkmetty Wrote: SUPPORT - there is an issue with the 503 Nomad entry in the new order system. There are extra characters after the Nomad selection in the game selection drop down box. This must keep the system from recognizing the entities for the kingdom as none of my emmies or groups are populated, so I cant enter orders.
I just logged in with your username/password and I'm not seeing any problems with the game, kingdom, or turn number dropdown lists on the home page. Try refreshing your browser to make sure you're at the latest version of the website. If you're still having an issue then I need more information: what browser are you using, did you select another game before game 503, did you select turn number 1 or another, ...etc.
Posts: 2,149
Threads: 107
Joined: Mar 2013
Reputation:
1
(12-14-2015, 11:05 PM)gkmetty Wrote: I have a general question about group movement, with the riders trait, patrols get 32 movement points. Patrols could easily reach 40 or 50 movement points, Champion stallions would add 7 movement points, force march would add 5, not to mention the Speed spell.
Is group movement still limited to a maximum of 8 squares?
All patrols in 3rd Cycle may move to 25 (there's no force marching).
Groups with troops may move at the standard 20 (or 25 forced).
Kingdoms with the Riders trait add +2 so groups with troops move to 22 (or 27 forced). Patrols with Riders move to 32 max (again no forced possible).
Speed spell is at the standard rate of 20 + (wizard level x 2.5) just as it was in 2nd Cycle.
Champion Stallions adds +7 (to patrols only) and may go beyond the above. So the standard patrol rate of 25 becomes 32 and a kingdom with Riders that has Champion Stallions, their patrols move 32 + 7 = 39 max.
Posts: 5,607
Threads: 618
Joined: Feb 2012
Reputation:
0
12-15-2015, 12:20 AM
(This post was last modified: 12-15-2015, 12:20 AM by Ry Vor.)
And yes, there is still a max of 8 areas covered in a group movement order other than through magic like teleportation or portal (not speed spell).
Everyone feel free to ask any questions for clarification. We will want a Rules Supplement update before the commerical 3rd Cycle begins.
(12-14-2015, 11:47 PM)unclemike Wrote: (12-14-2015, 11:00 PM)gkmetty Wrote: SUPPORT - there is an issue with the 503 Nomad entry in the new order system. There are extra characters after the Nomad selection in the game selection drop down box. This must keep the system from recognizing the entities for the kingdom as none of my emmies or groups are populated, so I cant enter orders.
I just logged in with your username/password and I'm not seeing any problems with the game, kingdom, or turn number dropdown lists on the home page. Try refreshing your browser to make sure you're at the latest version of the website. If you're still having an issue then I need more information: what browser are you using, did you select another game before game 503, did you select turn number 1 or another, ...etc.
I logged in from a different computer and everything is fine. Both computers use Fire fox. Not sure what happened. Thx
Posts: 549
Threads: 11
Joined: Jul 2015
Reputation:
0
gkmetty
I had similar experience when I clicked on the Alamaze Online Order system link in my favorites/bookmark I was not given game number 503. When I went thru the sign in screen instead of using favorites/bookmark and actually signed in again game 503 was then available.
Matthew
Posts: 549
Threads: 11
Joined: Jul 2015
Reputation:
0
First Impression of BL
Starting in Amberland will be tough especially with most of the sea of Foreboding in the Region.
I'm confused with a couple of the special ability's. Under the flight special ability it says: "Recon own group area as level 1 agent" but Under Trackers it says: "Provides an intrinsic (no order required) level 4 agent recon of each active group area." So I get a level one and four recon at my group location? Or do I get a level one recon in every hex I fly over and a level 4 at the hex I end in?
Also under flight it says that patrols have 32 movement points. Are patrols still limited to 8 hexes?
With only being able to recruit companions It seems like a big disadvantage in the early game since you cannot recruit them till turn 4.
Matthew
Posts: 549
Threads: 11
Joined: Jul 2015
Reputation:
0
1st turn,
Using the customize order to add a point of influence, 20,000 gold and a governor. Do I need to wait 1 turn to get the influence, or should it go up this turn.
Changing the Kings name really costs an order?
Matthew
Posts: 5,607
Threads: 618
Joined: Feb 2012
Reputation:
0
(12-15-2015, 06:22 AM)Ruingurth Wrote: First Impression of BL
Starting in Amberland will be tough especially with most of the sea of Foreboding in the Region.
I'm confused with a couple of the special ability's. Under the flight special ability it says: "Recon own group area as level 1 agent" but Under Trackers it says: "Provides an intrinsic (no order required) level 4 agent recon of each active group area." So I get a level one and four recon at my group location? Or do I get a level one recon in every hex I fly over and a level 4 at the hex I end in?
Also under flight it says that patrols have 32 movement points. Are patrols still limited to 8 hexes?
With only being able to recruit companions It seems like a big disadvantage in the early game since you cannot recruit them till turn 4.
Matthew
Amberland will be a difficult region to gain control early in the game as it is the most populated region and has the most kingdoms with a PC. As I suggested for the Sacred Order in the first beta, don't feel that your only option is to gain control of that region, although the Sacred Order gained both cities on turn 2. That will likely not typically happen.
The Black Dragons happen to have both Flight and Trackers traits, so yes, as to the providing reconnaissance aspect, you will recon the area you end in as an L4 due to Tracking but still enjoy the benefits of Flight. No, flyover areas do not provide L1 recon.
All kingdoms are similarly restricted on hiring Companions until turn 4. In the first beta players seemed reluctant to recruit humans, so I think that will change but meanwhile the Black Dragon groups I would think would be scouting for PC's with their great mobility on turns 1 and 2, and could end in a mountain on turn 3 (or the Fire of the Void), and recruit Wyvern on T4. You can use your emissaries to control PC's in Drowning, especially in games without the Pirates.
Posts: 5,607
Threads: 618
Joined: Feb 2012
Reputation:
0
(12-15-2015, 06:35 AM)Ruingurth Wrote: 1st turn,
Using the customize order to add a point of influence, 20,000 gold and a governor. Do I need to wait 1 turn to get the influence, or should it go up this turn.
Changing the Kings name really costs an order?
Matthew
Mike might correct if I am wrong, but the Influence is set at the beginning of the turn, so just as with the normal Increase Influence order, it would not be effective until the following turn.
Mike has a temporary solution to allow players to change their king's name, mainly as getting all the new character names in place was one of the last things done, between betas. Now the names should be pretty good, and yes, it would cost an order to change and is not likely recommended unless you have a real propensity for that kind of thing. At some point, we will have a form to change all your character names if you like, independent from issuing orders.
|