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Topinambur

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Posts posted by Topinambur

  1. 40.  Addition of a button “repeat action” would be most welcome in “Audience” window.

     

    When you attempt to buy land from another king, you often have to ask him over and over again until he proposes agreeable terms. So when the action outcome prompts to either “agree”, “refuse”, or “let me think”, somethings like “refuse and repeat action” and “agree and repeat action” (when you pay gold to Papal States to please your Clergy) would be a fantastic addition in order to avoid going through elaborate menu each time

  2. 5 hours ago, DoVlaLegend said:

    Happened to me aswell, that 2 kingdoms which were at war kept "Friendly" relationship. 🥴probably a bug

    Interesting. I never actually checked their stances, just saw their political relationship as “green”, so I guess I had a bug just like you. Thanks for pointing out

  3. I was rarely approached by Pope to lead the Crusade in early game (it would be just massive bad luck and I would usually just restart the campaign by that point), but by mid or late game I just refuse the offer right away. If you build a powerful ecenomy and have, then you can just pay off a bunch of gold to Papal States (P.S.) and you will regain bothe the dropped Cleric class opinion, and the P.S. reputation.

     

    But still, Crusades are weird in this game. I have seen a few times when the Crusader leader can go rogue and start conquering random provinces along his way. The matter is, he attacked the kingdom with whom neither his kingdom nor P.S. are at war. Just yesterday I saw a Norwegian Crusader lay siege on his allied Danish town, occupy it and pass the reign to Norway. What baffled me more, Danish were absolutely fine with that! They kept harmonic disposition towards the Norwegians. Absolutely savage! I don’t know if it’s a bug or somehow intended. I understand when the Crusader attacks the enemy of state if they are along his way, but attacking at random with total diplomatic impunity is just bizarre.

  4. 1 hour ago, Sultan Mubashar said:

    Anyhow KOH2 needs the feature of local army commander. What can they do is make it configureable in option settings so that players can enable /disable this feature according to their preferences.

    I bet Lighthope may be the very first player who will be playing the game with this feature enabled. LoL...

    This. Or make the feature of having a local commander available only for easy mode, leaving normal mode arbitrary to this parameter and disabling it on hard mode.

    • Like 1
  5. 3 hours ago, Lighthope said:

    You have no reason to look back, shuffle your forces, think about whether you want to continue to expand or reinforce your kingdom.

    Sir, you seem to ignore the suggestion I’ve outlined or you don’t follow the difference between simple rebels and famous rebels: the local knight shouldn’t be able to approach famous rebels and enemy marshals. Don’t you recon it’s too much sending a marshal to deal with regular rebels consisting of peasant troops? If marshal has to deal with the serious danger in the rear than let it be famous rebel who has cavalry and archers or shall it be another country’s marshal.

    I perfectly realise that I’m a stickler for something that isn’t there yet. Most likely that this mechanic will never make it to the second game. However, speaking of having a game mechanic that takes care of simple rebels in the rear and ignores complex threats (e.g. alien marshal and famous rebels) to let the player deal with them manually - would have been a great gameplay tool.

    Sir, do you understand where I’m coming from now? Do you understand the idea I’m trying to insinuate, that there is a difference between “neighbourhood knight deals with all threats” and “neighbourhood knight deals with simple peasant rebels”?

  6. 3 hours ago, Lighthope said:

    I still stand against this idea.  If your cities have their own knights, there is no reason to keep a Marshall or two behind to protect your kingdom.

    It removes a strategic choice a player has to make.  Your way is more historical, but it isn't as challenging, game-wise.

    Sir, I don’t meant to slight, however I can’t refrain from interjecting a remark on your statement.

    Strategic choice to ... to what? When your kingdom is over 40 states, it doesn’t stand possible to cover all area against rebellions. Given the number of lords in the royal court, a player can have 6 marshals at maximum. If a player aren’t playing on easy, invasions to other territories would need at least 3-4 marshals to advance. It leaves a player with 2 to 3 marshals to reallocate them for defence purposes. Again, given the scale of empire of 40+ states that would be a Benny-Hill-like show, trying to eliminate rebels as they would be long gone by the time even the fastest marshal with light cavalry and “strategist” lvl 3 would arrive from his seat at the rear.

    I foresee you might suggest, as a matter of choice, not to have wars with anyone and control your kingdom instead. Good luck defending your kingdom against spies that other kingdoms would send you while looking at your ripe empire with ulterior animosity. Or if not expanding, then what’s the point in playing the game and how do you, Sir, suggest to win? How can one build a powerful monarchy on the sub 6 land kingdom?

    The idea to bring a local commander is a good idea, yet not in the current iteration, as proposed by original poster. However, I believe there could be some balancing done to make it plausible. E.g.: high upkeep cost of such a commander and his fewer troops (as they shouldn’t be as big as marshal’s); palpable cooldown on commander’s respawn if his squad snuffed it; if commander leaves the town to chase a rebel, then he should be using garrison troops to take with him, thus leaving the city vulnerable for alien marshal‘s or famous rebel’s attack on the city (which they tend to do on hard difficulty); etc.

    Given enough time and willingness to find a solution for the commander’s implementation, it is possible to find more suitable options for good balancing.

  7. 2 hours ago, Lighthope said:

    Then there would be no point in having a marshal stay behind to protect your kingdom.  They could just all be out there expanding the empire.

    The OP's idea removes a strategic choice the player has to make.

    On “hard” a player should still leave a marshal in the rear, since majority of rebellions arising are lead by famous rebels and thus the local commander won’t handle them. Like I’ve specified above, local commanders should better only be able to deal with pesky peasant rebels, not the famous ones. 

  8. On 11/21/2019 at 1:06 PM, Mattie44 said:

    What was your favourite nation with which you'd love to conquer the world in Knights Of Honor?

     

    When I started the game so long ago I started with Bohemia, because that was the nation you could play with in the beta. Afterwards I switched to Germany, because that was an easy start, but they also had many opponents to begin with. Then I started more hardmode and chose Epirus and on a few other saves I switched to Flanders after it was created by rebels 🙂

    For me it is Kievan Rus’. I hail from Ukraine and thus it’s my fatherland.

    Sadly, the country’s military is average at best: boyars aren’t particularly strong and will get mowed down by cataphracts and feudal knights without packing a punch; varangians are truly amazing, yet Kiev (or “Kyiv” like my peers now insist the capital of Ukraine should be spelt) doesn’t have any authentic archer unit to back up these formidable footmen.

    Religion-wise, there aren’t many orthodox states on the map, therefore cleric is working 24/7 when I’m conquering pagan lands...of catholic, muslim and heathen religions (/sarcasm).

    However, despite all the mediocrity of the Kievan Rus’ state, I’ve beaten the game countless times with my fellow Ivans (or better say Olegs). And then I switched to hard...

  9. On 4/15/2020 at 2:32 PM, Sultan Mubashar said:

    I am proposing a mechanism to solve the issue of marshal counts due to the limited no. of slots in Royal Court.

    Apart from marshals in royal court, all cities must have up to 4 slots for Army Generals to be hired; One for the  defense of City garrison, One for the defending mosque/monastery, One for the defending farm And one for defending coastal village/port in case of raids. Player/AI should recruit separate armies for each generals just like they do for marshals.

    The difference between marshals and generals is that generals should only be able to defend lands in case of siege/raids while marshals can do both, attack enemy lands as well as defend their own lands along with generals. Player can not control movements of generals army on the map. In case of raids, respective general army will automatically move to the farm/monastery/coastal village being raided where they engage battle with enemy then player can control the army in the battle just like any other marshal army. After battle, if successful, general army automatically moves to the respective city. In case of unsuccessful battle, slot becomes empty in city slot and new general should be hired. This concept share its similarities with the jihad mechanism already present in the old game but with advanced work around.

    This idea makes sense because the major issue with having limited marshals is to defend against raiding.  It becomes difficult to impossible for anyone to defend their lands when kingdom becomes large specially farms/mosques/coastal villages.

    The idea of non-marshal knights of the royal court leading army makes no sense at all. By the way who have seen diplomats/merchants leading armies to fight enemies in the battles in history? This game is great prospect. Don't spoil it.

    That’s a great idea, yet I would have loved to see one tiny tweak as to make it a little more balanced. What if these local commanders (e.g. captain, general) would be only approaching peasant rebels in the area? I believe it would be too overpowered if commanders would fight all disturbers in their respective lands. I reckon that invading alien marshals as well as famous rebels should be fought with other RC members only.

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