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(11-24-2015, 12:59 AM)Ry Vor Wrote: I don't know why the NO lost 2 brigades in that battle. Clearly should have been one brigade lost and maybe 1% attrition average for the group.
Once more into the breach, my friends: combat losses are proportional to number of brigades, and inverse proportional to toughness.
So if there were two Ogres brigades at 2.0 toughness/defense, and four Orc brigades at 1.0 defense, and two brigades were lost, both would be Orc.
Has there been any thought put into providing extra defense for natural brigades? For example, a natural brigade stays in reserve while the orcs/minotaurs/centaurs do the majority of fighting.
As we saw in the alpha, a kingdom is at a big disadvantage if they lose a number of their natural brigades. The idea of losing them will actually keep me from engaging in battle more often than not.
Mad
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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RE: Elite brigades should take less attrition than Regulars.
Answer: They do. Again, damage is assigned on toughness, inversely. Elite brigades are 75% tougher than Regular brigades. Green -25%, Regular, 0% modifier, Veteran, +25%, Elite +75%.
RE: Kingdom brigades should be protected.
Answer: No. There are a few things going on here. First, combat units do not gain experience by hanging back. 2nd, for many kingdoms, their Companion or even Recruited or Summoned brigades are better than the kingdom brigades. Third, the Companions are, well companions to the kingdom brigades. As shown by the kingdom brigade requirements to hire them, they are there to supplement the kingdom brigades, not to become fodder.
In The Choosing, most kingdoms have one fewer starting kingdom brigade than in 2nd Cycle, and will get one more brigade in turn 5 reinforcements. With Companions not available until turn 4 at the earliest, kingdoms intent on combat early should seriously consider recruiting Huns, Zamorans, Westmen, or Northmen.
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If someone has the extra order, perform a counter-espionage on one of your pc's this coming turn that has one or more emissaries. If it's in the water or coastline, even better. I need to verify that the new counter-espionage code is working properly by protecting all of them and seapower/elite ship.
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Also keep in mind that recon's are no longer automatic nor safe if a counter agent is guarding the pc/group. This applies for recon 970 and trail group 671/971 but not the agent search orders 976,977,978,979. For the test, if two people are willing, would like to have one recon a pc (or trail a group) that another kingdom issued counter-espionage on it.
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(11-25-2015, 01:27 AM)unclemike Wrote: Also keep in mind that recon's are no longer automatic nor safe if a counter agent is guarding the pc/group. This applies for recon 970 and trail group 671/971 but not the agent search orders 976,977,978,979. For the test, if two people are willing, would like to have one recon a pc (or trail a group) that another kingdom issued counter-espionage on it.
I can not help with the ships but can help with this if LI or IL would like to help vs one of there towns in R10. I will recon both feel free to defend
Had a battle against a village (sorry Halfling). Tyrant Division, 1TY and 2 TR. Here's the results:
Attack by the 2nd Tyrant small division on the Halfling village of Shade Of Nephron,
located in area UR of Arcania: Paid informants revealed that Shade Of Nephron featured a
wide trench, backed by iron fencing, with a few ramparts for the archers near the gates.
Early in the day, General Whonix commanded his 2nd Tyrant small division to attack the
village. Due to the industrious nature of the Halfling, the village's battlements were
reinforced against an attack. As the attackers advanced through the rolling plains, the
battle began. In the initial minutes of battle, defending missilers were courageous, but
able to inflict only light losses against the invaders. The Tyrant forces imposed
significant damage upon the village's wall defenders. Tyrant conjurers dismounted just
past where the defensive missles were falling and began an incomprehensible incantation.
The Tyrant Mahnivor (Power-1) was not a factor in the battle. The Tyrant wizards caused no
losses upon the protectors. In the initial minutes of battle, defending missilers were
heartened by their clear success in the first hour, inflicting significant casualties on
the attackers. The Tyrant forces caused severe casualties upon the village's wall
defenders. As the battle developed, it was learned that the industrious nature of the
skilled craftsmen bolstered the defense much greater than earlier reported. Within a few
hours, the village defenses were obliterated and an unconditional surrender was offered.
The Tyrant banner now waves nobly in Shade Of Nephron! Tyrant casualties were put at 19%.
All Tyrant leaders survived the battle. All the Tyrant wizards survived the fray. The
troops are anxious for further glory: morale is up!
I would say again that I think there are more casualties in pop center battles than their used to be a year ago. Also, only saw a 1% morale gain in my group and only for the Troll brigades. Not sure if that is accurate either?
Used my eagle familiar spell and also the new advanced recon. I love both of them, being able to search for both encounters and pop centers at once is pretty powerful early in the game. However, I seem to be finding much less pop centers in this game than I am used to.
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There's some confusion on what recons are affected by another agent's counter-espionage efforts. Here are some guidelines.
Reconnaissance is performed at 100% success rate plus 5% per agent level above 1. So a 5th level agent has a 120% recon success rate. A counter-espionage agent subtracts their factor (5% + 5% per agent level) from that amount. So if a 6th level counteragent goes against a 5th level recon, success would be 120 - 35 = 85% for the recon. Keep in mind of the additional bonus that counter-agents get when they are stationed in the area that is being protected (an additional 10% bonus).
What recons counter-espionage may prevent (including intrinsic counter-espionage from Order trait, Glyph of Protection):
- agent recon with 970
- agent trail group with 691/971 (since not only do you get a recon of the group but also the local area for pc/encounter)
What recons that counter-espionage won't affect:
- agent searches with 976,977,978,979
- agent group specific info with 692
- raven familiar spell
- eagle familiar spell
- dire wolf familiar spell
- true seeing spell
- flyers including groups with flying artifacts (L1 recon where group stops)
- Trackers trait recon (L4 recon where group stops)
- Druid special ability where all controlled popcenters provide L1 recon
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Counter ESP also does not affect artifacts like Palantirs & Crystal of Seeing. ...I assume.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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11-25-2015, 03:25 PM
(This post was last modified: 11-25-2015, 05:23 PM by VballMichael.)
In entering orders for Turn 3, I received error messages when hiring noble maidens. And I am trying to hire multiple and get same error for all 3.
It tells me wrong gender for hiring a noble maiden (and yes, I chose female).
Since they are drop down boxes, I don't know how to re-create the order syntax here, but I feel I chose the right boxes.
510
Noble Maiden
F
Chose my capital for location (have a temple)
Names like Priestie
Anyone else encounter this? And I am at work now, so cannot access the new order checker (not compatible with my employer's browser).
Ok, turn 3 ran and I did hire the noble maidens, but they appear to be male. Yikes.
Here is the language from my turn (which is consistent with the warning from the order checker):
"Noble Maiden xxxxx is now in our employ and ready for further orders.
Order 510 Invalid choice in Column A for a female emissary, assigning as male."
Combat went well, 1 SA and 2 Westmen took a village, with 17% attrition, a little high, but Rick explained some of the math earlier in this thread." They will heal. 2 leaders advanced, all survived.
3 kingdoms took their regions (6,8 10), which is pretty good considering the continued reports of low encounters with pop centers.
Finally figured out the multiple actions so did transfer and move the same group.
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VballMichael I noticed the exact issue but the order checker flagged that the female was not a valid entry so I left it blank and was able to hire my three maiden babes.
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