Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 12/23/2021 in all areas

  1. From the campaign setup screenshot I can gather that there is a mechanic to put multiplayer game into a pause, presumably by any human player. There is also an optional cooldown on game pause, probably per player in a given timeframe. What is "unpause lock" in this context? An ability for other players to unpause game vs pause is unlocked only by original player who paused the game? But in my mind, these are minor details to the main question of game time - how time is handled by a multiplayer game? Is it running at regular 1x speed as single player? Is game speed in multiplayer variable
    3 points
  2. Can you join a game only as a spectator? Can you stay in a game as a spectator after being defeated? Is there a setting to limit how often you can start a holy war against another kingdom? Being the target of a holy war every 2 minutes because another player controls the pope could be quite frustrating. How are pacts between human players handled? Can I defame a friend after he agrees to an alliance but doesn't send any actual troops? Could we have a setting to deactivate only pillaging between human players (for a set amount of time/kings)?
    3 points
  3. I will probably never play a single multiplayer game of KoH2 (I never play strategy games in multiplayer), but I definitely appreciate options for many different starting conditions. Some suggestions I have (if not already implemented) are "shattered world" (no historical kingdoms, just lots of small or even single province kingdoms) option to change culture/religion of a kingdom you choose to play (with option to change culture/religion of provinces) Diplomatic range: it can be immersion-breaking if every lord can interact with every other on the map as if the telephone
    2 points
  4. Hi guys, Hi Brad, Alex and the whole dev team, sorry if I am not a very active writer at the moment but i still follow this great game! I'm so excited to see how it looks and I think you guys have found the right amount of variety to create a new MP story for many, many hours of fun. It's a really awesome and totally innovative new option in a grand strategy game to play as another nation after a defeat! I love it 😊. The best part - You can choose and set up the game settings how you want and create your own play style! Looking at the UI, I think you can play it without a
    2 points
  5. 2 points
  6. Yaaay I get the first comment! Maybe adding options for religion, rebellions, and multiplayer rts battles would be options. I really like the idea of the option for players to come back into the game as another nation, awesome idea! I will think more about which settings would make good additions, and look forward to reading other peoples ideas!
    2 points
  7. Hello friends and welcome to the 24th DevDiary for “Knights of Honor II: Sovereign”! After the deep dive into the religion topic, we will now return to “Multiplayer” – a topic, started in DD19, where we already talked about game modes, victory conditions and team games. Now we will have a look into more detailed settings, that will be provided for the players to finetune their experience. Many of these work in singleplayer as well, but talking about them in multiplayer aspect provides a more thorough view. What players might probably want to pick first is the starting period. We have 3 pr
    2 points
  8. I agree that paganism would surely deserve some diversity. OTOH, I don't think you really need to create African paganism for this game and its time period. If the game includes "only" the Sahara and the northernmost parts of the Sahel (I have seen that the southern edge includes Kanem), it means that all the African areas included on the map would be Christian or Muslim (or Jewish) by 1086. As for Sahelian states, Takrur converted to Islam in cca 1030's, Ghana-Wagadu in 1076, Gao-Kawkaw/Songhay in 1083 and Kanem in 1086. Nubia and Ethiopia were predominantly Christian, and the
    2 points
  9. Considering the map, maybe paganism could be split into two branches: a "Nordic" or "Eurasian" one, and an "African" one. The first could mix Norse, Romuva (I think that was Lithuania's religion before they converted to catholicism) and Tengri (Mongolian) faiths, the second one could represent the fetishist realms of Africa. I think that would be cool and add even more depth, while keeping things simple. Actually, current paganism reflects the "Eurasian" non christian or muslim faiths. If the devs like this idea, and if they have time and resources to spare, things may evolve this way... or an
    2 points
  10. Hey Brad, you probably want to run a text replace for "KoH2:S" to the proper title of the game.
    2 points
  11. Of course. It always boils down to maxing what you CAN max at a given time. My comment was about what "full army" means. Sometimes army with 5 slots filled can have more manpower than another with all 8 slots filled in. The entire topic can quickly go very "philosophical". Overall, battles are only ONE element of a war. There are many more. Wars are multidimensional. The game is about winning wars, not about battles. Of course, you can't win a war without any army (although there are mercenaries in the equation too), but you can defend quite well even with less armies and make the invader
    1 point
  12. I don't see any evidence for that. And I don't see that analytically too, given what you show in-game. With a few marshals you have and a cost of a marshal plus upgrades bigger that cost of a full army. (500 gold per marshal, + books + experience vs full tech 1 army = 8 by 70 gold), it would be stupid to even leave your lands without a full army OK, so the thing is that the man power of an army depends on many things. Yes, there are 8 "slots" for unit types. But these are not simply "units". Think of these as 1/8th of the army composition. So, if you have for example archers i
    1 point
  13. This is wrong, and everything that follows is wrong too ....
    1 point
  14. Exactly this was already implemented in the first game and I doubtn it will be missing from the second game. I looked up the footage for a minute and found at least the possibility for the defender to break out of the fortifications. I'm sure it will be possible for the attacker, to start an all-out assault (just like in the first game). I don't like the idea because it is unrealistic. Even thought trebuchets were fear-inducing they still were hard to aim, especially when the attacker doesn't know where the town stores their grain. Also look at my answert to 1) for the 'bre
    1 point
  15. There are multiple winning conditions depending on a game mode and options and some of them are pure economy/diplomacy oriented. Although I doubt you can possibly win without any war at all because you can't get any new provinces without a conquest and other religions will be hostile to you at one point or another. But overall you don't have to go into war with everyone on the map. In fact it appears that probably you will be friendly with most other countries and still win.
    1 point
  16. Hello friends and welcome to the 24th DevDiary for “Knights of Honor II: Sovereign”! After the deep dive into the religion topic, we will now return to “Multiplayer” – a topic, started in DD19, where we already talked about game modes, victory conditions and team games. Now we will have a look into more detailed settings, that will be provided for the players to finetune their experience. Many of these work in singleplayer as well, but talking about them in multiplayer aspect provides a more thorough view. What players might probably want to pick first is the starting period. We have 3 pr
    1 point
  17. I like the idea of setting up your very unique game. However, I will mostly start historically since I directly wanna dive in into the action (just like in KoH1 😉). Maybe after a few games I will start playing around with setting in order to get good options for multiplayer. Could be interesting for multiplayer to have settings that make the whole game last less long for getting a clear winner - or maybe @Ivory Knightpersuades me to do weird and crazy stuff right from the beginning since he is as illusive as the night. 😜
    1 point
  18. Will it be possible to set these kind of parameters in single player too (king aging, starting gold,ect) ?
    1 point
  19. How is communication handled in the multiplayer? Will there be a built in voice chat system or just text base? I would greatly like to be able to chat with all the human players, and also to have a separate chat for my own allied human players.
    1 point
  20. „…almost the entirety of the world looks down on [Pagan kingdoms], which has its effect on diplomacy.“ …surely, this would be mitigated by power? ____ It is nice to imagine also for a very powerful kingdom to force some of their pagan rites onto a rival of any religion which the clerics of the opposition would hate, but would aid diplomacy and public opinion of said kingdom.
    1 point
  21. The expansion of the map might be a point for later expansions of the game - it will surely be nice to have medieval China or perhaps the Aztecs, but that will require more effort from the dev team, which at the current time may not be the best option
    1 point
  22. I don't really understand what you mean by I agree that the entire Persia does deserve to be on the map and that Central Asian Transoxiana AKA Mavarannahr was (before the Mongols) one of the most developed places of the world... but although it is not that much known, the sub-Saharan area between Middle Niger and Senegal rivers had - in early medieval period - pretty advanced civilization, by far more advanced than contemporary Europe outside Spain and Italy... and it was one of the most densely populated places in the world at that time (rivaling Middle Eastern fertile zone or n
    1 point
  23. What is your opinion on portraits? I know the game is in development but honestly i don't like them so far. I would like to hear your opinion, what do you think? I think Koh1 portraits were amazing, i really loved them, well i do understand it's a different style they are going for in Koh2, but i feel even if they polished the current ones, im not sure i'll like them any better.
    1 point
  24. I too hope they add expansions in the future
    1 point
  25. Is it possible to convert to paganism from other religions? - Such thing was iirc impossible in KoH1. Also, can new religions be added (or existing ones expanded/modified) through modding?
    1 point
  26. I would love to play a realm with the Germanic faith. I know that the earliest starting date is in the 12th century though, so it doesn't make any sense. I still hope you will include a (much) earlier starting date, if not in the initial release then perhaps in a possible expansion.
    1 point
  27. You mentioned that the Islamic religions of Sunni and Shia have different holy cities which they consider holy, and defend aggressively. Could you explain more specifically how the AI Sunni and Shia treats these cities, with regards to diplomacy and war?
    1 point
  28. To be honest, I would have preferred a more detailes religion system, with different Pagan faiths and also Coptic and Ibadi faith. Like Alexis I am a fan and long time player of CKII. But I understand that KoH puts less emphgasis on tis. That being said, I would appreciate any future content that expands religion options and mechanics (DLC?).
    1 point
  29. I share that feeling with you. I've pasted screenshots from both the old and the new game at the end of my post for everyone else to compare aswell. As far as I can tell I see three big problems. 1. Used space is smaller The new game uses less space, which forces the portraits to be smaller. This combined with the 3D-faces makes it harder to notice features of the face (wrinkles, mimic, etc.). 2. Bad background I think the strange white/black background also takes away focus from the portrait. The black inner-shadow doesn't help at all. If its removed I am sure it would help
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.