Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
# 502 Choosing Beta 1
#91
I think all the kingdoms are/will be fun to play in 3rd cycle. I already am enjoying the added depth to the game and figuring out new tactics and such of 3rd cycle An example would be have many players even looked at troop special abilities. Having a mixed batch of the different human races is likely much stronger than just recruiting the "strongest one.' When I give a rating of 2 that is overall strength to me/chance to win with the kingdom. Just my opinion. I was not actually rating a fun factor at all.
Reply

#92
Where are the troop special abilities, again?
Reply

#93
It is really taking some time to do the Companion summaries.  I think I will include a couple tables at the end of that document as regards the ratings, special abilities.

Hill Giants:  Between 8 and 12 feet tall, Hill Giants became prolific about a century ago, and are nearly non-discriminatory as to who they may fight for or against, they bolster weaker militaries and augment strong ones.  Tough to kill and very goo attacking PC’s, or in open melee.  Usually about 70 Hill Giants to a brigade.  They are the toughest of all Companion brigades.
 
Hill Giants are a potential Companion type to these kingdoms: 
Cimmerians, Amazons, Sorcerer, Warlock, Druid, Pirates, Underworld, Atlantians.

The Requirements to obtain a brigade of Hill Giants:

Terrain:  Mountains
Leadership: Marshal
On-hand Brigades:  Elite kingdom brigade
Maximum per group: 3
 
Reply

#94
(12-10-2015, 01:21 AM)HeadHoncho Wrote: Where are the troop special abilities, again?

Very end of the rules supplement
http://kingdomsofarcania.net/forum/showt...?tid=10164
Reply

#95
Getting your orders in early is worthwhile. I just fixed an issue with the RA investigating an encounter with a new artifact not being awarded if successful. Now when the turn runs tomorrow, there won't be an issue which makes it easier on me so thanks for submitting them ahead of time. It really does help.
Reply

#96
ELF
UM my on last turn I ran into what I think might be a problem. I issued a 710 from a sea hex and moved inland, it only gave me the option to move on the coast on back to the sea. It might have just been me being obtuse as I have been sick this week but it is something to check out. The rest of my orders have gone smoothly and as expected including 170, the fool raising inf worked, both the spell and agent advanced special recon. (I like how the text turns blue if I need to focus, us older folks eyes are not so good!). I used multiple movement orders but it was interesting to note that the code flags telling my 32 point patrol that is is exhausted after moving to the last given location but before stop, maybe a small adjustment to the code in that regard. I found both pop centers and artifact sites with the advanced recon. Very impressive Beta performance. The old game was shaped by the exploits and knowing what they were, it looks like this will be a bit harder to mold in that regard.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
Reply

#97
That extra status quo from some of the traits really makes 170 and 171 pretty hard in 3rd cycle. The EL wizards assisted 171 could not take my town in R1 and I will a full division could not take the DE village in my friendly region.

Just a note, do not think anything is wrong program wise.
Reply

#98
(12-11-2015, 07:37 PM)Jumpingfist Wrote: That extra status quo from some of the traits really makes 170 and 171 pretty hard in 3rd cycle.   The EL wizards assisted 171 could not take my town in R1 and I will a full division could not take the DE village in my friendly region.

Just a note, do not think anything is wrong program wise.

I was quite surprised to fail in that diplo, that was a power 3 in a friendly.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
Reply

#99
While any numbers/factors can be changed during the beta if it becomes an issue, I think all the kingdoms will play differently, with more pronounced strengths and various new defenses, such as Order and Ruthlessness.  A kingdom with Order and Ruthlessness is not one an Elven prince will go into to persuade the citizens of that PC to come under the Elven banner. (An Elven noble will not go into Mordor and make a speech to move the Orcs to join the Elves.) It will be important for players to recognize not only their own strengths and weaknesses through their traits, but also those of their potential enemy.  My old buddy Sun Tsu and I were discussing that concept recently over a dram. 

There will likely be more battles in 3rd Cycle, which I think many players will welcome.  Also more group vs. group battles with Intercept becoming more significant, and with the refinements to unusual sightings, including the increased relevance of weapon artifacts and wizard rods and staffs.

And again, the increased amount of intel through various means will increase the tactical decision making (not to mention the new tactics themselves).
Reply

(WA). Not much to report. Slowly going after region 3. I have been able to turn a neutral village with a defense of 2.5k with a P3 wizard and group value of 4.5k. I have summoned some Minotaurs, raised some wizards, and used my emissaries to take a variety of pc's. Everything has been going smoothly if a bit slow mainly due lack of gold. I did notice that there are not a lot of new spells after P6, the WA only gets 3 new spells at P7, none at P8 and 1 at P9 not a good or bad thing just an observation..
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.