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I was curious why sea patrols are not subjected to movement orders like every other movement in the game. I propose a limited number of areas where you can patrol each turn, subjected to points like land movement.
Stillgard
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(12-03-2013, 05:36 PM)Stillgard Wrote: I was curious why sea patrols are not subjected to movement orders like every other movement in the game. I propose a limited number of areas where you can patrol each turn, subjected to points like land movement.
I think this would take a fairly hefty programming effort. It would also require us to have a "fleet" that existed at a discrete map location each tuen (so you'd know where you were starting from).
If this did get implemented, I should think the chance of interception should increase since the area being patrolled will have decreased.
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I'm not in favor of this. A fleet on patrol could spread out over a much larger area and because the ships would be empty of troops, would weight less and perhaps move faster. They might or might not be in the area that an enemy troop transport is moving through which is why there is a random chance of catching them.
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In Section 7 Sea Power in the rules, it states "Adequate sea power is always required for any active group (this includes any patrols) at sea or to receive reinforcements if the capital is consider to be in a water area. As reinforcements come before buying sea power adequate ships must be in place prior to the turn reinforcements arrive." I'm in a game now where my capitol is in the water, but I have no ships, yet I received my reinforcements. What's missing here? A glitch in the system perhaps?
I also want to know if a kingdom has a sea patrol in affect and I am not allied with him, but i send a patrol consisting of wizards out, are they safe from being hit?....sorry, searched thru the rules and can't find anything on it.
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10-16-2015, 11:55 PM
(This post was last modified: 10-16-2015, 11:56 PM by Lord Diamond.)
Sea Patrols change in The Choosing. Unless you have a certain trait, you select five areas to patrol. I think it's five, anyway.
There are also Merchant Fleets and a change to 'Storm at Sea'. Plus a special new ship. All together, the changes (improvements) make the seas and navies much more strategic.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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I sent a patrol to the middle of the sea with two fleets. They were intercepted and all my fleets were destroyed. My patrol survived and teleported away rather than face certain death if they were caught at sea with no ships.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Mad Hatter, Ry Vor changed the seapower rules before Second Cycle "froze" in its current final form. Those changes may not have been reflected in the rules, yet. Basically, a group whose ships are sabotaged below its number of brigades doesn't lose the brigades, the group just can't move until seapower is increased (or it's teleported or ship of misted away). Similarly, reinforcements without ships will still come to a capital at sea, the group just can't move until seapower is increased (or it's teleported or ship of misted away).
And yes, this can be an annoying nuance if you didn't want the reinforcements.
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Make sure you have the most current copy of the Commands. Patrols don't need fleets, and are at 50% of the chance of a larger force being interdicted by sea patrol. There is no more "drowning" for having insufficient fleets - its just a group with more brigades than fleets cannot move at sea.
As LD said, there are several improvements to the naval aspect in 3rd Cycle.
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(10-17-2015, 01:34 AM)Ry Vor Wrote: Make sure you have the most current copy of the Commands. Patrols don't need fleets, and are at 50% of the chance of a larger force being interdicted by sea patrol. There is no more "drowning" for having insufficient fleets - its just a group with more brigades than fleets cannot move at sea.
As LD said, there are several improvements to the naval aspect in 3rd Cycle.
Hmm, seems like I lost some brigades after a sea battle destroyed some of my ships while I was moving. Different issue?
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Not sure of the actual circumstance but a sea patrol kills fleets but not armies but if 2 armies square off in the water it will be a sea battle that also kills troops related to fleet power and leaders not troop power. not sure I said that clearly.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
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