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Lighthope

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Posts posted by Lighthope

  1. Want to play KoH, but I don't have my CD hooked up to my computer and really don't want to dig it out each time I play.

    Does KoH ever go on sale on Steam?  I know it's only 10 dollars, but I am fundamentally opposed to paying for a game twice.  But I may be willing if the price is right.

    If only the CD came with a CD key so we could just activate it on Steam.

  2. 8 hours ago, Alsadoom said:

    So please implement  chain commands in KoH2. Other example: Send marshal X to eliminate a rebel army, and after it he goes to the nearest city as you told him in the chain command.

    Not necessarily a good idea.  Since the game is real time, things can change on the fly.  Perhaps the rebel army did something and you no longer want the general to destroy them.  Or perhaps something else became a higher priority.

    This isn't an overly complex game as it is.  I don't think we need more of an autopilot.  Just my opinion on that.

  3. On 7/7/2020 at 4:54 PM, DoVlaLegend said:

    since KoH2 does not have time (meaning there is no indication of passing time, like a year or seasons) this would be hard. How long does it last etc...

    There really should be seasons.  I think they are missing an opportunity there.

    On 7/7/2020 at 4:54 PM, DoVlaLegend said:

    But maybe it could last until one of the nations king die, it would give some incentive to send your spy and kill that king so you can again attack that kingdom or someting...

    That is an interesting idea.  Or at the very least until the king advances in age.  So there is actually some marking of time in game already.

  4. Since we don't have a Developer's Diary for this yet, and since it is the general consensus that diplomacy in the original KoH was lacking, what would you like to see for diplomacy in KoH2?

    I don't think the game can handle Civilization-level diplomacy, but I certainly don't want to go the opposite end and see Lords of the Realm-diplomacy either.  (How's that for a throwback?!)

    We can negotiate for land passage and map view.  Resources would be nice, but I don't see that happening.

    What are your thoughts?

  5. 21 hours ago, ÆternaTristitia said:

    I just want to have a really pleasant and safe gameplay in my first playthrough before I get to more challenging things. 😄

    There are different difficulty levels.  Would be easy enough to disallow certain events in lower difficulties.

    (Are you seriously liking your own posts???)

  6. 4 hours ago, ÆternaTristitia said:

    I don't know if generals also do randomly rebel in Knights of Honor II Sovereign but It would suck to restart everytime a general rebels.

    That's the risk.  Happened in the real world, should happen in game.

    Would be really fun to see the general I worked so hard to upgrade suddenly turn on me.  Ungrateful-----!  lol

    • Like 1
  7. 3 hours ago, ÆternaTristitia said:

    I would love to destroy crowded enemy armies with my small but experienced and elite soldiers as if I was playing as a Pocket Prussia or something along those lines.

    That already happens.  My experienced army with three fully buffed traits will destroy an enemy army with zero traits.

  8. 15 hours ago, ÆternaTristitia said:

    I don't think that It's possible for you to swap your game from physical CD to the virtual Steam platform. I've never even heard of such a feature before.

    Oh yes, you can do that.  If you imput your CD key in, you can play the game on Steam.

    I have Medieval II: Total War working that way.

  9. 15 hours ago, astrakhan said:

    In my opinion, the question can easily be answered as follows:
    1 - The greater the degree of assimilation, the greater the level of tax levied in relation to a threshold set for the whole kingdom.
    2 - If several kingdoms have an influence on a province, then each one could collect revenues proportional to their level of influence and tax threshold (which would be completely automatic, therefore effortless: the player sets a tax threshold for the whole kingdom and collects according to his level of influence).
    3 - It would be necessary to develop a little the principle of taxes where in the previous version we had: nothing, weak, strong. But there it would be necessary to have a wider scale going for example from 0 to 10 knowing that 0 would generate well-being and 10 would generate discontent. Everything should therefore be based on a subtle alchemy between degree of assimilation, well-being and level of taxation.

    Simple and terribly interesting as a balance to manage !!!

    For point 1, that would be an interesting mechanic.  Not historically accurate, but certainly could add a degree of difficulty.  It would make the player pay more attention to assimilation as opposed to just worrying about rebellion.

    I don't like point 2.  Provence don't pay taxes to kingdoms that influence it.  They pay taxes to the kingdom that has control of it.  I understand what you are trying to accomplish, but a kingdom should not reap a financial benefit if they don't own it.

    Point 3: I think such a scale would be bordering on micromanagement.  None, weak, strong is enough variety.  What is the real difference between a 7 and an 8 tax rate other than spreadsheet mathematics?  But there is a world of difference between None, Weak, and Strong.

    =====================

    Pour le point 1, ce serait un mécanicien intéressant. Pas historiquement exact, mais pourrait certainement ajouter un certain degré de difficulté. Cela inciterait le joueur à accorder plus d'attention à l'assimilation qu'au lieu de simplement se soucier de la rébellion.

    Je n'aime pas le point 2. La Provence ne paie pas d'impôts aux royaumes qui l'influencent. Ils paient des impôts au royaume qui en a le contrôle. Je comprends ce que vous essayez d'accomplir, mais un royaume ne devrait pas récolter un avantage financier s'il ne le possède pas.

    Point 3: Je pense qu'une telle échelle serait à la limite de la microgestion. Aucun, faible, fort est assez varié. Quelle est la vraie différence entre un taux d'imposition de 7 et 8 autre que les feuilles de calcul mathématiques? Mais il y a un monde de différence entre Aucun, Faible et Fort.

     

  10. 12 minutes ago, astrakhan said:

    Ce qui fait les frontières c'est l’impôt or en ce qui concerne le moyen age il est très difficile de tracer des délimitations claires des royaumes attendus que les vassaux pouvaient parfois être redevables de redevances à verser à plusieurs rois (exemples: le duché de bourgogne qui payait un tribu au Saint Empire Romain Germanique mais aussi au Royaume de France ou de Guillaume le conquérant qui était tout à la fois vassal du roi de France par le duché de Normandie et Roi d'Angleterre). Aussi, je ne sais pas comment est bâti l’impôt dans votre nouvelle version mais peut être faudrait il imaginer la vassalisation des territoires et une quotte-part d’impôt pour lequel le vassal serait redevable et plus cette quotte-part est importante, plus l'influence et l'assimilation serait grande.

    English translation: What makes the borders is the gold tax with regard to the middle ages it is very difficult to draw clear delimitations of the kingdoms expected that the vassals could sometimes be liable for royalties to be paid to several kings (examples: the duchy Burgundy who paid a tribe to the Holy Roman Empire but also to the Kingdom of France or William the conqueror who was both vassal of the King of France by the Duchy of Normandy and King of England). Also, I do not know how the tax is built in your new version but perhaps it would be necessary to imagine the vassalization of the territories and a tax quota for which the vassal would be liable and the more this quota is important, the more influence and assimilation would be great.

    I don't think that Knights of Honour will split up vassalage like that.  Adds an unnecessary complexity to the game when really it's about taking over kingdoms and slaughtering armies.

    Historically what you say is true, but I don't see it adding much to gameplay.

    Traduction française: Je ne pense pas que les Chevaliers d'honneur se sépareront comme ça. Ajoute une complexité inutile au jeu quand il s'agit vraiment de prendre le contrôle de royaumes et d'abattre des armées.

    Historiquement, ce que vous dites est vrai, mais je ne vois pas que cela ajoute beaucoup au gameplay.

  11. 4 hours ago, Marxous said:

    what I mean is, within any given squad in an army, there is a potential for a single unit in the squad to level up into a hero. Maybe he becomes a historical figure? Ie; William Wallace etc. or even just a randomly generated name. 

    he might wear his armor a little differently, he might have a randomly generated quality that affects the squads performance, similar to a skill but not selected by the player.

    Hmm...maybe.  To be honest, once you have your squad fully upgraded, they are pretty powerful already.  Adding yet another buff is overkill.

    Besides, upgrading your units is already a "hero" trait.

    I do like the randomness though.  Makes things more unpredictable.  But if you get a trait you don't like, it's easy enough to disband them and start again.

    So I like your idea. It needs more thought.

  12. 4 hours ago, Yavor said:

    Will there be seasonal changes in the game?

    I think they said somewhere that seasonal changes will not be implemented.

    Which is a pity. I would like to see seasonal effects on troops. They move slower during the cold winter.  Moral goes down during the hot summer.  Things like that.

  13. 15 hours ago, Bjarni said:

    It would just be nice if we could have another way of conquering Europe, where you could actually act as the king of a nation and not a manager of marshals. 

    Someone posted that they conquered the world using only spies.

  14. On 5/26/2020 at 4:41 PM, Bjarni said:

    For this reason, I have always wanted an option in the game where my marshals could act independently. 

    I don't know about this.  The whole point of it being a real-time game as opposed to -- say -- Total War puts the time pressure on the player. He has to make choices as to where his focus was going to be.

    If Marshalls are automated, that removes a great deal of that pressure that is intrinsically part of the game.

    I get what you're asking.  You feel like you're spending too much time as a general and not enough time as a king.

    I really don't have an answer for that without fundamentally changing a core aspect of the game.

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