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# 502 Choosing Beta 1
I don't care for it either, to be honest... I think it's adding unnecessary complexity to a game that's already extremely complex.
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Well, if Ry Vor ever changes his mind, it's really easy for me to remove some of the brigade advancement restrictions in the code so that won't be a problem to change.

The bloodied requirement makes sense though so I would leave that one in but prevent advancement if attacking a village or some of the other things I would take out. I also would take out the requirement that kingdom brigades are needed for recruiting companions and just go by the leader's rank which makes more sense to me because a leader would be recruiting the additional troops, not a kingdom troop type.

I don't think the Aug'15 test game had the kingdom brigade restriction or the other requirements of the current version of the game and I think they were added because too many people were recruiting companions too quickly or something like that and it may have shifted the balance of the game.

I'm not a designer but with all of the player complaints about not being able to recruit those interesting companion brigades with their cool special effects is becoming a distraction to the enjoyment of the game. I know I would be disappointed if I weren't allowed to recruit companions or forced to see my troops being stuck at their initial experience level throughout the entire game.

Lets hope that he considers our thoughts about all of this when he gets better in a week or so.
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veteran comes from experience in combat not from who dies around you. Handling death is important but saying it needs to be 5% of your army to have a chance to learn from it. Especially when the game reports a 2% loss but you actually loose 10% of your unit.

The recruiting conditions. 3 per turn per group is very reasonable but I find the requirement to go away from a PC to be a pretty big disadvantage to military kingdoms. Especially considering you normally need to take the strongest parts of your group away to recruit.

I see these difficulties in recruiting your strongest units similar when the high leader death rates were put in 2nd cycle. When you do not see your kingdom advancing and going backwards due to losses in battle you really start to enjoy the game less and if you do play will the non-military kingdom. I did this myself for a while in 2nd cycle and will likely do it in 3rd as well until some of these issues get ironed out.
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(01-02-2016, 05:09 PM)Jumpingfist Wrote: veteran comes from experience in combat not from who dies around you.  Handling death is important but saying it needs to be 5% of your army to have a chance to learn from it.  Especially when the game reports a 2% loss but you actually loose 10% of your unit.

The recruiting conditions.  3 per turn per group is very reasonable but I find the requirement to go away from a PC to be a pretty big disadvantage to military kingdoms.   Especially considering you normally need to take the strongest parts of your group away to recruit.  

I see these difficulties in recruiting your strongest units similar when the high leader death rates were put in 2nd cycle.  When you do not see your kingdom advancing and going backwards due to losses in battle you really start to enjoy the game less and if you do play will the non-military kingdom.  I did this myself for a while in 2nd cycle and will likely do it in 3rd as well until some of these issues get ironed out.

[Just my opinion]

I completely agree with JF here.

If an opponent defeats my army (or even if I win) but I lose assets I feel like my opponent caused my losses.  I grit my teeth and plot my revenge.

If I lose leaders, troops, etc... to an Unusual Encounter or when taking a neutral village I absolutely HATE this.

Now if I understand JF correctly, in 3rd my assets will be at risk to the environment (as opposed to at risk to my opponents) with a very low probability of gain to offset the risk?  Certainly unacceptable.

When I lose I want it to be due to my opponents' actions; I do not want to lose to the environment!  Risk v Reward must feel to the player as though he is the guiding force behind his kingdom's fortune - not chance.
Lord Thanatos
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(12-30-2015, 01:22 PM)unclemike Wrote:
(12-30-2015, 04:17 AM)Ruingurth Wrote: Hi,

I have a question specific to the AN kingdom. When using a Consul to divine do they still have a 10% chance of death or will they they weary like a priestess. If they do have a chance of dying will the alter of holy ancients help that at all.

Matthew

Consuls like priestesses won't die when divining but they are immune to health effects. Only a priestess' health declines/improves in a turn. 

That artifact no longer has an effect for preventing deaths and was changed to be like the other to divine artifact names/locations.

Hi,

You will need to adjust the AN setup it says:

They can undertake any of the high priestess orders, however there is a 10% chance of a Consul dying while divining information. The cost of using the consul for a high priestess order is the same as that for the high priestess.

Matthew
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Hi,

I've used the Consul sleep and enamor, these orders are under the political tab. Where do I find the Consuls priestess ability's.
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(01-03-2016, 07:26 AM)Ruingurth Wrote: Hi,

I've used the Consul sleep and enamor, these orders are under the political tab. Where do I find the Consuls priestess ability's.

I would think either Divine or other tab
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(01-03-2016, 07:28 AM)Jumpingfist Wrote:
(01-03-2016, 07:26 AM)Ruingurth Wrote: Hi,

I've used the Consul sleep and enamor, these orders are under the political tab. Where do I find the Consuls priestess ability's.

I would think either Divine or other tab

Hi,

I checked under Divine only my priestess is there. Nothing under Kingdom or other. Unless I missed it.

Matthew
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(01-02-2016, 05:09 PM)Jumpingfist Wrote: veteran comes from experience in combat not from who dies around you.  Handling death is important but saying it needs to be 5% of your army to have a chance to learn from it.  Especially when the game reports a 2% loss but you actually loose 10% of your unit.

The battle report states the ratio of damaged received in battle compared to your group's initial combat value. So it's an accurate value and is used when determining other factors such as if your group was bloodied enough or some other requirement to impose an effect.

The attrition values stated within your group after the battle is determined by running thru a complex algorithm that has something like 10 steps to determine which brigades should be lost and what the group's final attrition value should be.

Due to this, the two ratios of battle losses (battle report and group's final attrition) may not sync up 100% all the time. That doesn't mean that the numbers are inaccurate and that you're being cheated somehow by the program because that is certainly not the case.

To keep things simple, go by the ratio that is reported in the battle report which is a pure percentage of battle losses. The brigade/attrition loss ratio by the complex method is weighted by many factors, one of which helps prevent brigades from being killed off (e.g., brigades have an additional buffer added to their experience/toughness value in order to absorb damage which reduces the chances of losing that brigade).

So don't think the game is being inaccurate, the number reported in the battle report is "pure" and the final brigade loss/attrition value is adjusted according to several factors, sometimes in your kingdom's favor of preserving troops.
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(01-03-2016, 07:22 AM)Ruingurth Wrote:
(12-30-2015, 01:22 PM)unclemike Wrote:
(12-30-2015, 04:17 AM)Ruingurth Wrote: Hi,

I have a question specific to the AN kingdom. When using a Consul to divine do they still have a 10% chance of death or will they they weary like a priestess. If they do have a chance of dying will the alter of holy ancients help that at all.

Matthew

Consuls like priestesses won't die when divining but they are immune to health effects. Only a priestess' health declines/improves in a turn. 

That artifact no longer has an effect for preventing deaths and was changed to be like the other to divine artifact names/locations.

Hi,

You will need to adjust the AN setup it says:

They can undertake any of the high priestess orders, however there is a 10% chance of a Consul dying while divining information. The cost of using the consul for a high priestess order is the same as that for the high priestess.

Matthew

Good catch. I changed the AN file so it'll be correct for the next 3rd Cycle game.
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