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(02-01-2019, 07:58 PM)RELLGAR Wrote: EL (9) I went from substantial/friendly to tight control/loyal. Got the influence increase and the new Baron title. All looks like its working.
We figured out that part is working though I am not sure it should work that way. Seems you should either get a bonus or not but should not sometimes get a bonus under special conditions.
Since you do not loose friendly if you are tight you should not gain past friendly the turn you get tight. You should have to raise it. Because it can not be easily removed it should not go there automatically along with control.
In my case I got control and then 3 free PCs so I now own every PC in my region but it does not show as tight.
So two issues for UM/Rick to look at and discuss
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Well I didn’t show tight control last turn, but this turn after getting my HP, and doing an improvement that boosted my population, I moved to tight control with no increase past friendly.
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02-01-2019, 08:55 PM
(This post was last modified: 02-01-2019, 08:58 PM by IMPERIAL_TARK.)
I think that more thought may need to be given towards the set-up for the Sea-Faring kingdoms (e.g., PI, AT, CI). I know that there is supposedly going to be a change/improvement to Naval combat but I think the way the naval kingdoms are set-up is problematic especially with the new buildings and especially with the PI no longer being dispersed. In this game, 3 of the 4 starting PCs for the PI were landlocked including the capital. So having 4-5 quality ships in all 5 seas is nice but for 4 of those 5 fleets, all I can do with them is Sea Patrol (until those ships are used up) or sell them. Furthermore, I first have to build a Granary and a Bazaar before I can build a Port. That's 3 turns of building before I can start adding ships. Now remember that my starting capital and town are landlocked which means I now have to recon and find a coastal town, send a diplomat to it, and then Usurp. By the time you start adding up everything it takes to do a 748 order and improve the fleet in your home sea, you're at least 6 turns in to the game IF everything goes according to plan. So a couple of potential ideas to ruminate on in some conjunction:
1) Let Sea-Faring Trait Kingdoms (SFTK) issue 711 orders without controlling a PC in that sea.
2) SFTK always start with a Sea/Coastal capital (I know it means they will be easier to find but starting landlocked pretty much ruins their other bonuses)
3) Perhaps ALL starting SFTK PCs are Sea or Coastal
4) SFTK start with a Port in their capital
5) Instead of 20k gold for winning a Sea Patrol battle, have SFTK gain $3000 gold per ship destroyed and a 50/50 chance for each destroyed ship that its actually instead captured and converted into a new ship in their fleet.
6) Allow a new order(s) (that is PI and AT specific) that allows them (in conjunction with another kingdom) either on one turn or two consecutive turns to gain approval for a naval base of operations in another kingdom's coastal/sea PC (with a Port). For that specific PC, the PI/AT would be able to issue 711, 748, 749 orders as if it were their own PC (the host kingdom still fully controls the PC and gets all the food/gold production). The host kingdom also gains a 15% bonus from all of the booty earned by all 705 and 711 orders issued by the PI/AT in that sea and the host fleet is treated as if an Ally so the PI/AT will never attack/interdict their ships. The order(s) should be done in such a way that's possible to do even in a silent/anonymous game even if it takes two turns instead of one to complete the deal. The PI/AT can only have one such base of operations per sea.
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I like 2 4 5, starting port seems a no brainer to me like the SA or devout with starting temple? 6- looks like it would be hard to do?
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so I am trying to recruit brigades in the untamed lands and my order says
Please Email Support The Following (You May Copy The Text Below With Your Mouse)
Internal Program Error - verifyOrders()
Error Name: ReferenceError
Error Code: 0
Error Message: recruitFood is not defined
Stack Trace:
ReferenceError: recruitFood is not defined
at group_recruitTroops ( http://fallofromegame.com/alamazeorders/...s:15829:12)
at group_ProcessOrder ( http://fallofromegame.com/alamazeorders/...js:7125:40)
at verifyOrders ( http://fallofromegame.com/alamazeorders/...js:6583:44)
at Object.<anonymous> ( http://fallofromegame.com/alamazeorders/....js:5705:5)
at c ( http://ajax.googleapis.com/ajax/libs/jqu...js:4:26036)
at Object.fireWith [as resolveWith] ( http://ajax.googleapis.com/ajax/libs/jqu...js:4:26840)
at k ( http://ajax.googleapis.com/ajax/libs/jqu...js:6:14258)
at XMLHttpRequest.r ( http://ajax.googleapis.com/ajax/libs/jqu...js:6:18646)
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(02-01-2019, 08:55 PM)IMPERIAL_TARK Wrote: I think that more thought may need to be given towards the set-up for the Sea-Faring kingdoms (e.g., PI, AT, CI). I know that there is supposedly going to be a change/improvement to Naval combat but I think the way the naval kingdoms are set-up is problematic especially with the new buildings and especially with the PI no longer being dispersed. In this game, 3 of the 4 starting PCs for the PI were landlocked including the capital. So having 4-5 quality ships in all 5 seas is nice but for 4 of those 5 fleets, all I can do with them is Sea Patrol (until those ships are used up) or sell them. Furthermore, I first have to build a Granary and a Bazaar before I can build a Port. That's 3 turns of building before I can start adding ships. Now remember that my starting capital and town are landlocked which means I now have to recon and find a coastal town, send a diplomat to it, and then Usurp. By the time you start adding up everything it takes to do a 748 order and improve the fleet in your home sea, you're at least 6 turns in to the game IF everything goes according to plan. So a couple of potential ideas to ruminate on in some conjunction:
1) Let Sea-Faring Trait Kingdoms (SFTK) issue 711 orders without controlling a PC in that sea.
2) SFTK always start with a Sea/Coastal capital (I know it means they will be easier to find but starting landlocked pretty much ruins their other bonuses)
3) Perhaps ALL starting SFTK PCs are Sea or Coastal
4) SFTK start with a Port in their capital
5) Instead of 20k gold for winning a Sea Patrol battle, have SFTK gain $3000 gold per ship destroyed and a 50/50 chance for each destroyed ship that its actually instead captured and converted into a new ship in their fleet.
6) Allow a new order(s) (that is PI and AT specific) that allows them (in conjunction with another kingdom) either on one turn or two consecutive turns to gain approval for a naval base of operations in another kingdom's coastal/sea PC (with a Port). For that specific PC, the PI/AT would be able to issue 711, 748, 749 orders as if it were their own PC (the host kingdom still fully controls the PC and gets all the food/gold production). The host kingdom also gains a 15% bonus from all of the booty earned by all 705 and 711 orders issued by the PI/AT in that sea and the host fleet is treated as if an Ally so the PI/AT will never attack/interdict their ships. The order(s) should be done in such a way that's possible to do even in a silent/anonymous game even if it takes two turns instead of one to complete the deal. The PI/AT can only have one such base of operations per sea.
I think item 1 is likely enough already. that would be a large boon for gold especially early on.
the trouble with auto port and water capital is not every region has water. perhaps a special SFTK only order that lets them build 1 port for free once. that alone should be enough of a special as that is giving them a huge 50% production bone plus saving a bunch of gold and food and removing the requirements other kingdoms have.
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(02-01-2019, 08:55 PM)IMPERIAL_TARK Wrote: I think that more thought may need to be given towards the set-up for the Sea-Faring kingdoms (e.g., PI, AT, CI). I know that there is supposedly going to be a change/improvement to Naval combat but I think the way the naval kingdoms are set-up is problematic especially with the new buildings and especially with the PI no longer being dispersed. In this game, 3 of the 4 starting PCs for the PI were landlocked including the capital. So having 4-5 quality ships in all 5 seas is nice but for 4 of those 5 fleets, all I can do with them is Sea Patrol (until those ships are used up) or sell them. Furthermore, I first have to build a Granary and a Bazaar before I can build a Port. That's 3 turns of building before I can start adding ships. Now remember that my starting capital and town are landlocked which means I now have to recon and find a coastal town, send a diplomat to it, and then Usurp. By the time you start adding up everything it takes to do a 748 order and improve the fleet in your home sea, you're at least 6 turns in to the game IF everything goes according to plan. So a couple of potential ideas to ruminate on in some conjunction:
1) Let Sea-Faring Trait Kingdoms (SFTK) issue 711 orders without controlling a PC in that sea.
2) SFTK always start with a Sea/Coastal capital (I know it means they will be easier to find but starting landlocked pretty much ruins their other bonuses)
3) Perhaps ALL starting SFTK PCs are Sea or Coastal
4) SFTK start with a Port in their capital
5) Instead of 20k gold for winning a Sea Patrol battle, have SFTK gain $3000 gold per ship destroyed and a 50/50 chance for each destroyed ship that its actually instead captured and converted into a new ship in their fleet.
6) Allow a new order(s) (that is PI and AT specific) that allows them (in conjunction with another kingdom) either on one turn or two consecutive turns to gain approval for a naval base of operations in another kingdom's coastal/sea PC (with a Port). For that specific PC, the PI/AT would be able to issue 711, 748, 749 orders as if it were their own PC (the host kingdom still fully controls the PC and gets all the food/gold production). The host kingdom also gains a 15% bonus from all of the booty earned by all 705 and 711 orders issued by the PI/AT in that sea and the host fleet is treated as if an Ally so the PI/AT will never attack/interdict their ships. The order(s) should be done in such a way that's possible to do even in a silent/anonymous game even if it takes two turns instead of one to complete the deal. The PI/AT can only have one such base of operations per sea.
Well done I.T. You have some interesting ideas and observations.
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About the tight control and loyal situation, your kingdom may attain loyal automatically if you gain control of the region (and it happens to be 80%+ so tight control) of which the normal bump in regional reactions puts you at loyal. There was a situation of when gaining control of a region, your kingdom automatically gains neutral pc's and the code didn't check again for tight control. The program has been updated to now check again for tight control after those free neutral pc's. The other situations some players had were of when a kingdom gained control of a region (but not tight control) so your kingdom could NOT attain loyal automatically because you were at the just control level at the time. In those situations, you'll have to raise regional reactions as normal with the ruler order or high council raise reactions or ally declaration regional raise, etc.
(02-01-2019, 11:11 PM)unclemike Wrote: About the tight control and loyal situation, your kingdom may attain loyal automatically if you gain control of the region (and it happens to be 80%+ so tight control) of which the normal bump in regional reactions puts you at loyal. There was a situation of when gaining control of a region, your kingdom automatically gains neutral pc's and the code didn't check again for tight control. The program has been updated to now check again for tight control after those free neutral pc's. The other situations some players had were of when a kingdom gained control of a region (but not tight control) so your kingdom could NOT attain loyal automatically because you were at the just control level at the time. In those situations, you'll have to raise regional reactions as normal with the ruler order or high council raise reactions or ally declaration regional raise, etc.
I think what we're saying is that (at least I am) I gained control, which WAS Tight Control, now the program recognizes that and it changed to it but did not go from Friendly to Loyal.
If gaining Tight Control means going from Friendly to Loyal then it is not working correctly.
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For sea faring kingdoms, it's probably not a good idea to select The Sword Coast or another region with little or no sea map areas. You'll have more luck getting a sea based pc or coastal with a region with more water areas. Then some of the above concerns go away.
An issue with the Pirate is that since they start off with naval quality 13 (base 10 quality + trait, raises to 13), they can't raise the naval quality any further without a port around (since a port is necessary to raise quality above that level). You can still build fleets, just not above quality 13.
About the turn 0 pc placement, totally random to prevent players from catching onto some kind of system. BTW, there was no "system" in The Choosing but there was code to attempt to spread out the pc's on the map. Now with Maelstrom, the pc's are totally random on the map to be fair to all players both new and old.
About assuring a water pc for certain kingdoms, no guarantee for that because it's totally random. The only exception was for the two dragon kingdoms BL,RD since they cannot move to/from a water pc so special code was added for them. That applies even for an Ice Age game I think even though dragons can land and investigate encounters on frozen water.
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