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(03-16-2016, 08:03 PM)unclemike Wrote: (03-16-2016, 04:42 PM)Netstrider Wrote: DU
Observations on the battle report:
1) It's not clear at all that a magic spell that is supposed to reduce missile damage, but is cast *after* the archery phase, does anything??
2) I ordered flanking maneuver but got the following message. But I did have Centaurs in my group.
1st Druid Was unable to execute the Flanking Maneuver. Not all criteria required for
the tactic were met so a Standard Battle Plan was executed. Reason:
Flanking is only valid for kingdoms with the Riders Trait (or if Centaurs,
Huns, Rohirrim, Warg Riders in group).
3) If SA ordered fight to the last, why is the battle message saying they ordered a retreat. Great opportunity for a message about how general so and so was the last man standing until turned into a pin cushion blah blah blah.
4) Nothing in the battle report about my zombies! I want the SA to know after being trounced that their fallen have become part of my army!
Here's my final OOB:
Brigade Type Experience Number Morale Attrition Defense
Druid Elite 1 125% 7.3% Average
Druid Veteran 3 124% 9.3% Average
Minotaurs Elite 2 125% 13.6% Good
Minotaurs Veteran 2 125% 16.0% Good
Minotaurs Regular 1 123% 16.0% Good
Wood Elves Veteran 1 122% 34.3% Average
Apes Elite 1 118% 34.3% Average
Centaurs Veteran 1 125% 22.8% Good
Apes Regular 2 102% 0% Average
Zombies Regular 5 102% 0% Average
5) It doesn't look like any auto-reorg is happening - which I approve of. I'm going to reorg a brigade of regular apes (or maybe zombies?) next turn and see if that replaces my depleted elite minotaurs 
1) As mentioned many times, be assured that if a wizard's spell affects a battle in a certain way (like reducing missile damage), it is being factored in despite the battle report not displaying the text until later. Yet I verified this anyway in the administrative battle report and your wind storm had its effect as it should.
2) The code is working properly regarding the Centaurs. Please read the Companion Dossier document listed on the Help Guides link and it'll say that you need two brigades to trigger a flanking effect (your group only had one). Also, the new website would have detected the error before the turn ran today. I tested it and it does display the error. If the validation text on the website detects a problem, it's probably a good idea not to ignore it. If you have any questions about an error then ask support/forum.
3) The various TAC options affect the degree of damage that your group will receive before retreating. There is no TAC that is at 100% damage (which would destroy your group) though such a TAC does exist secretly within the code for pc's only.
4) There is a message in section IV (with wizards/agents) since Raise Zombies is a wizard spell but I could throw something in the battle report about it.
5) Auto-reorg of your group only occurs if you reach 70+% attrition then it'll automatically reduce your group in size to be below that limit.
1) My observations on the battle report are intended to point out areas where players may be confused. Confusion is hardly ever a good thing and will cause you to have to mention things many more times.
2) The rules are big and complicated and in several different places. If the error message had said "or if 2 brigades of Centaurs, Huns, Rohirrim, Warg Riders are in the group..." then I would have known right away what the problem is. The order entry site had a (different?) bug when I was using it this morning. That probably kept me from seeing whatever message you are saying I should see.
3) Confused about why "fight to the last man" is not 100%. Is this corporate double-speak version of "fight to the last man"? Battle speech - "Today men we are going to give all we have. We will meet the enemy and fight until Joe dies. Then we are outta here!"
4) Thanks! My point was that SA won't see the zombies message and I want to rub my opponents face in the fact that I stole 5 brigades from him!
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So the trade mission interruption, did they continue on their trade mission with the remaining ships? AT/CI could you give us feedback on that one?
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(03-16-2016, 08:52 PM)Atuan Wrote: So the trade mission interruption, did they continue on their trade mission with the remaining ships? AT/CI could you give us feedback on that one?
Yes, I completed my trade mission.
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(03-16-2016, 09:06 PM)DuPont Wrote: (03-16-2016, 08:52 PM)Atuan Wrote: So the trade mission interruption, did they continue on their trade mission with the remaining ships? AT/CI could you give us feedback on that one?
Yes, I completed my trade mission.
interesting to know. Wonder if you lose the battle if you continue the trade mission.
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AT
Ok, the piracy results seem weird. Where he hit the CI and won, that makes sense. Where I attacked him and came out as a tie (we each sunk 2 ships of the other), I am not sure why he would get gold out of that fight. Even where i attacked him and he was marginally better (I lost 2 and he lost 1), I still don't see how that is a successful piracy event.
The answer is whatever Rick wants it to be, but it seems successful piracy should be where the Pirates attack some fleet and make off with some cash and win the battle. And it seems if I interrupted his trade mission and sank one of his ships, his trade mission would be diminished from what would have occurred if I had not interfered.
Not begrudging DuPont his fee, but at least make him earn it  .
Ok, just fought a village and won and the battle seemed appropriate (though again not enough to get blooded). Now sitting opposite some serious TY army group and a TY full division. Let's see how much damage we can inflict before running for our lives. Guessing we will be blooded, but not sure we will be around to celebrate that fact.
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Is that "blooded" concept still in the game? That's kind of a shame, in my opinion.
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(03-16-2016, 09:22 PM)HeadHoncho Wrote: Is that "blooded" concept still in the game? That's kind of a shame, in my opinion.
Yes. And I agree with you that it is a shame. I read Rick's comments and I understand his points.
It just seems that if the battle is risky enough to kill your leaders, it should be risky enough to promote them.
Also, it seems weird that I have to go into a fight with one hand tied behind my back (i.e., reduce my group's size) in order to have even a chance for a leader promotion.
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(03-16-2016, 07:51 PM)Jumpingfist Wrote: LI would you like to check if the TY gets 2 extra when trying for ESO?
I figure you take control or drive neutral the region should make it so I am only meeting 3 of my 5 points for a major ESO.
Any mages with high level mages out there want to come and mop up my army group? See how much you can do using a 250% modifier plus my 33% more susceptiblity trait?
I have an army group at Esteria Vale. Maybe we should arrange a battle. I am probably the closest to you.
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Ok, a total of 3 weird things to check.
1. Does the Pirate get gold even if he is attacked and either ties or loses the encounter? Seems yes from this turn's results, but that is weird.
2. Battles that are risky enough to kill your leader are not necessarily risky enough to promote your leader.
3. After my sea battle, my base fleet value went down from 13 to 11.1 in a sea. Once you get to 0 fleets though, it seems your base fleet value should revert to the original for the kingdom.
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I have tested Q3. If you hire your first fleet required to be at 8k. Your fleet will say increased naval quality and you will have your fleet(s) at your base amount
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