Jump to content

Lighthope

Members
  • Posts

    483
  • Joined

  • Last visited

  • Days Won

    48

Posts posted by Lighthope

  1. 12 hours ago, William Blake said:

    You add new mechanics - Land Claims. Each kingdom has "an opinion"  on who is "rightful owner" of any province.

    In a game where the goal is conquest of the world, "rightful owner" doesn't have a whole lot of significance.

    But I get your point.  A player (or AI) can put value on a country.  If you offer them that country, the AI would be more willing to accept your alliance.

     

  2. On 10/27/2020 at 7:30 AM, THQN Brad said:

    do you like to gather a bunch of allies before even thinking of invading someone; do you prefer not to bother with that diplomacy mumbo-jumbo and straight out dominate everyone that crosses your path; or do you prefer something in between, like building a ‘safety cloud’ with no aggression pacts, but then marching into war alone?

    I like the idea of making pacts.  Diplomacy is something that I think a lot of people clamor for.  It's wildly popular in Civ VI.

    I don't want just a hack and slash game. If I want that, Medieval II: Total War is still downloadable and playable.  Heck, Lords of the Realm II is still out there.

    The problem with KoH 1, which I think we've beaten to death, is that diplomacy was done so poorly.

    So yes please, invest more in diplomacy.  It makes the world a much more living, breathing entity.

    Different personalities, different means to the end.  This ruler prefers alliances.  This one is the lone wolf.  That one can't be trusted, this other one can.  He wants to use spies to take over kingdoms, that one believes in economic warfare.

    The more varied, the more diplomacy can play a role.  Hack and slash should be but one avenue to victory.

  3. 5 hours ago, ruzen said:

    Giving personalities to AI is good thing but in the end AI shouldn't "live" its role to fullest. It's first priority should always be "alive" Just like any living being.

    AI personality modifiers should only weight actions of an AI to a degree but shouldn't lead to its demise.

    I don't think they are going to programme the AI to play its character against its own best interest.  I think any personality will be there to make the character a different strategic choice from other characters.  Otherwise we could employ the same strategy for each and every single encounter.

    • Like 1
  4. Ooh, betrayals.  Very tempting.  But you are right.  It has the potential to be very one dimensional.

    If I was more certain of how well and how deep diplomacy was in the game, I would feel more comfortable with betrayals.

    The problem I see is that the cost of betrayal will be too little or too easily overcome, making switching sides just a tactical move.

    Consider KoH1.  I didn't care about alliances because not following through had no real consequence.  Oh, Kingdom Power dropped?  Click click click, problem solved.  Other countries were more wary of me now?  Who cares?  I just wait to roll stomp them.

    If the diplomacy package in KoH2 had much MUCH more going for it, then maybe betrayals could be something to look into adding.

  5.  

    8 hours ago, Yavor said:

    The idea is that when your marshal has this skill, opportunities may pop up (just like the ones we saw about the merchant opportunities) where the trapper marshal will have the option to hinder or just slow down the movement of the enemy marshal on the strategic map.

    I don't know how this would work on the strategic map.

    But I could be on board for this on the battle map.

  6. 3 hours ago, Yavor said:

    Since the rts battles will take a long time to make and complete, might I suggest to lauch the game without the battles actually being playable, and just autoresolvable.

    I don't know, but it would seem to me that battles would be the least of the programming hurdles.  Getting the AI to properly work to win the game, to get all the new stuff working properly...  I think battles are the easiest of the problems to solve since much of it is already in the game already.  Much of the logic is being imported from KoH1.

    So if we want to see a faster playable game, it would actually make more sense to just release the battle part.

  7. I'd rather they spend the resources on getting the new game ready.

    12 hours ago, Vlad Dracul said:

    First, I never want to see that "Original Marshal is a spy" bug.
    Yes, there is a bug like this and a very dangerous one, a deadly one that can ruin your whole campaign. My spies discovered that the Marshal that is given to you at the very beginning of the game is actually a foreign spy. Puttin' aside the sheer lack of logic (when did he infiltrated, when I was loading the game?

    I don't see this as a bug. Annoying, but not a bug.  The world existed before you took the throne.

    12 hours ago, Vlad Dracul said:

    It could also be very useful to have the option to tell your vassals to stop fighting each other,

    Yeah, that should have been a thing.  Vassals were vastly underused in KoH1.

    12 hours ago, Vlad Dracul said:

    If you continue this system with a certain number of skills for Marshals, it would be great to increase it from 6 to 8. There are some very useful skills that you have to give up on because you can pick only 6 of them.

    Forces you to make a choice.

    12 hours ago, Vlad Dracul said:

    Also, the slots in the Royal Court to be increased from 9 to 15 or something. The need for more Knights is voracious in the late stages of the game.

    Oh gad no.  Having to decide where to place your limited resources is part of the strategy.

    • Thanks 1
  8. 12 hours ago, Fafan said:

    And I don't think the devs want to just copy other games.

    Not copy, no.  But they shouldn't pass on a good theme simply because someone else already did it.

    If developers followed that idea, Seth McFarlane would never get a show done in ever.  (For those who don't know, McFarlane is famous for stealing Simpsons and developing Family Guy from it.  How he didn't get sued, I don't know.)

  9. 5 hours ago, DoVlaLegend said:

    In Koh1, you see this by just clicking on the kingdom

    You shouldn't be able to do that.  Spies should tell you.

    5 hours ago, DoVlaLegend said:

    also there it shows rumors about that country so you know if it would be wise to attack it or not

    Rumours generally aren't helpful.  But that is the nature of the beast.  Spies should give much more valuable information than they are currently.

  10. I'd like to see spies give more interesting information.

    For example, we should not know how much a kingdom has in its treasury, since that is valuable information.  A spy could tell us, however.

    Also, spies should tell us what a king is thinking.  Such as who he is planning to attack, where, with what force.

    Spies should tell us if that kingdom sent a spy into our court.

    All in all, spies should be much more useful with the information they get us than what they are doing now.

    Lords of the Realm I had a really interesting method.  A trader would come to your kingdom sometimes and he had very valuable rumours to give you.  Much like a lot of traveling salesmen did.

    Not suggesting that method, but that the info you can get should be better than what is offered currently.

  11. 1 hour ago, Ivory Knight said:

     I think a more suitable and realistic solution is to make stability harder to manage as you get larger.

    I think that is part of what rebellions are for.

    And I don't mind giving up a bit of realism for more interesting game play.

    • Like 1
  12. Okay, this is going to be asking for a lot.  But why not?

    Can we have regional accents depending on where your kingdom is?  British for British, French for French, German for German, etc?

    I know it is insurmountable, given the number of countries.  But if we could at least have five or six different ones, that would be a nice touch.

    Voice actors are pretty cheap if you know where to look.  And your fans are willing to provide a voice or two just to be in the game.

  13. 5 hours ago, Yavor said:

    What if we would be able to put the marshalled army in a stance to increase or, if the enemy outsmarts us, to decrease our chances of success. I was thinking of something like this - Aggresive, Balanced, or Defensive army formation

    This would only work if you knew the composition of the opposing army, which oftentimes you do not.  Also, formations change due to the fluidity of battle.  What works for one moment may not work for the next, for any smart commander will react to what is happening on the battlefield.

    All in all, I don't think this is workable.

  14. 13 hours ago, ahmetol said:

    Land war and Sea wars are different things

    Yes, they are different, but sea battles really aren't a focus of this type of game.  You really don't build up fleets or do anything on the sea other than move your troops.

    I think an Admiral class will be a generally unused class.

×
×
  • 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.