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01-29-2016, 09:55 PM
(This post was last modified: 01-29-2016, 09:56 PM by HeadHoncho.)
Agree with JF, people will still want artifacts because they're cool and do stuff. And with agents receiving the points they currently do, it's way too easy to turtle and pump them out and train them (a legitimate strategy, even if it isn't one that I personally prefer).
Would also be cool having prisoners be worth more, not only for the reason JF provides, but also because it will make you think before just executing them all.
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(01-29-2016, 04:13 PM)Ry Vor Wrote: I believe I finally had something of a breakthrough on resolving brigade elimination and also fixing attrition yesterday. I'm slightly embarrassed how long it took me, being an ex-CPA, MBA, and have had five statistics courses. Really got frustrated in trying to get toughness differences to count more than brigade numbers by brigade count in determining losses. Doing a weighting doesn't work as anything involving multiplication or division to all brigade types retains the same proportionality, ie, relationship.
I think I can get the whole rework to Mike sometime today, so if he can get that in place in the next few days, I would suggest we end both beta games on Wednesday, and would ask that all players please try to move to engage a foe, a group battle if possible on Monday's turn, and fight the battle on Wednesday, and note how the results differed from before. Hopefully these will look more like what we expected. Besides straightening out my algorithms, one change in battles is a brigade will be eliminated if it has sustained 70% casualties, instead of 2nd Cycle 60%. Might not sound like much, but together with the Healing changes to allow specifying brigades to Heal, players will have a better (about 15% better) chance to keep their favorite brigades going.
There are plenty of other changes also to finalize and get to Developer Mike, but should be done with luck over the weekend. Then I would like to have a good week next week doing all the Rules, charts, etc, and start a beta to test the accuracy of the rules, charts, battles as well as the code. This will go maybe 12 turns at M, W, F turnaround, but if we have no hiccups, we should be ready to open 3rd Cycle to our first "real" games after six turns of this 3rd beta while allowing it to go on to T12 to see status points, ESO achievement, more battle results.
I'll contact players via email about participating in this third beta. Mainly, this will be players who have provided lots of feedback and have not dropped lately. I'd really like to get feedback on several new kingdoms where we have not had much. If you are interested, you can send an email to support. Again, its about trying new things and providing feedback, not executing a strategy secretly.
Looking forward to getting The Choosing ready soon for all of us.
That is great news !!!
I'll check my email and do my best to wrap up The Choosing release over the weekend. I'm more excited than anyone to finish this since I've been working on it (and the new website) since June '15 and would like to finally complete the project.
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(01-29-2016, 01:43 PM)unclemike Wrote: With the SVC not ending a 3rd Cycle game, I view the new version of the SVC as a kingdom-specific "victory" of sorts and it shouldn't be broadcasted to the other kingdoms (much like how achieving your ESO doesn't advertise to the other players since it's personal to your kingdom). You'll get the standard 3,000 status points towards your kingdom total but that will only have impact for a Lion's Share ending game. Rex victory will always be on top even if their kingdom has less total status points.
Looks like Turn 18 status points do reflect the SVC I hit a couple of turns ago, so if it was a secret before, it is not anymore for anyone who compares turn 12 status points to turn 18 status points.
Yay for the Demons. Pretty strong kingdom in 2nd cycle, even stronger in 3rd.
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FYI, you can avoid a sea battle for your group against another group's attack if your kingdom has Supremacy in water (which enables your kingdom to issue Evasion) or cast the Ancient Intervention spell. Both will allow your group to avoid combat on the sea, or rather, naval battle between fleets. Wall of Fire which normally prevents battle on land is not effective on water. If you can't avoid combat then weaken your opponent's fleets before combat by casting the Kill Leader/Wizard spell. As long as your group has some troops (not a patrol of just leaders/wizards), you may be able to knock off your opponent's leaders that factor in the sea contest and end up turning the tide in your favor! (get it, tide  )
Question - In 3rd cycle will you ALWAYS get notified if someone successfully recons one of your pop centers? Or just sometimes? What about trailing someone's group? Will they be notified if you successfully trail and recon? Every time?
What are the nuances and chances involved.
Seems to me this is a big strategic change as wholesale recon of a region prior to invasion used to be an always type of thing for me in 2nd cycle- but this would tip someone off for sure if you get notified of a lot of these.
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(05-17-2016, 09:36 PM)Acererak Wrote: Question - In 3rd cycle will you ALWAYS get notified if someone successfully recons one of your pop centers? Or just sometimes? What about trailing someone's group? Will they be notified if you successfully trail and recon? Every time?
What are the nuances and chances involved.
Seems to me this is a big strategic change as wholesale recon of a region prior to invasion used to be an always type of thing for me in 2nd cycle- but this would tip someone off for sure if you get notified of a lot of these.
It is trait dependent. If you have a trait with intrinsic counter espionage you will know if someone spies you because your spies are effectively always trying to stop it. Otherwise you would only know if you use and agent to counter espionage something.
Some kingdoms like the Druid always get a level 1 recon of all there owned PCs so not the easiest to sneak up on with a political invasion.
Another note in the same defense line maybe keep a level 7 agent standing order to 970 a town or city in your region to spot a concealed emissary invasion.
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(05-17-2016, 09:36 PM)Acererak Wrote: Question - In 3rd cycle will you ALWAYS get notified if someone successfully recons one of your pop centers? Or just sometimes? What about trailing someone's group? Will they be notified if you successfully trail and recon? Every time?
What are the nuances and chances involved.
Seems to me this is a big strategic change as wholesale recon of a region prior to invasion used to be an always type of thing for me in 2nd cycle- but this would tip someone off for sure if you get notified of a lot of these.
Generally, you'll only get a notice if you have counter-espionage in action (including the automatic version from traits). In 2nd cycle, there wasn't any danger trailing a group but now in 3rd cycle, if you protect your group with an agent or a spell like Dire Wolf familiar, you can catch the guy spying on your group (preventing his recon too).
Got it, thanks guys. Lots to make sure you keep up on in 3rd cycle and I am enjoying it quite a bit.
Well done Rick and UM!
Wondering as to general guideline on the brigade strength of phantoms. I see them mentioned in the dossier but not in the listing of phase strengths. My general assumption would be they are about like a brigade of skeletons for combat ability.
Thanks for any info.
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(05-21-2016, 03:55 PM)Acererak Wrote: Wondering as to general guideline on the brigade strength of phantoms. I see them mentioned in the dossier but not in the listing of phase strengths. My general assumption would be they are about like a brigade of skeletons for combat ability.
Thanks for any info.
Phantoms and Specters were the last brigade types added to The Choosing, so they may not be in the early documentation. If only the designer would finish up his documentation work.
Phantoms are roughly 25% or so stronger than Skeletons overall. Summoning them is a pretty good choice either when having multiple battles that turn with the group, or when trying to protect veteran or elite brigades that have been damaged.
Specters are pretty strong and fly.
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