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09-19-2015, 11:40 PM
(This post was last modified: 09-20-2015, 12:38 AM by IMPERIAL_TARK.)
A kingdom group (1WI, 2EL, 3RD, etc.) shows 3 slots for Brigade Type and Number on the turn sheet (below Troop Composition section). Is it capable of holding more than 3 different types (i.e., can 1WI hold WI, VE, SK, MO, and GH brigades all at the same)? If so, is there an upper limit to how many different brigade types you can have? If not, what happens when you try to add a 4th type?
THANKS to you Both for answering this! Much appreciated!
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Only three brigade types per group. If you try to add a fourth, it will fail.
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(09-19-2015, 11:40 PM)IMPERIAL_TARK Wrote: A kingdom group (1WI, 2EL, 3RD, etc.) shows 3 slots for Brigade Type and Number on the turn sheet (below Troop Composition section). Is it capable of holding more than 3 different types (i.e., can 1WI hold WI, VE, SK, MO, and GH brigades all at the same)? If so, is there an upper limit to how many different brigade types you can have? If not, what happens when you try to add a 4th type?
In 2nd Cycle, the limit is 3 brigade types per group. There are kingdom brigades, recruits, veterans, and some kingdoms have a 565 brigade type like Wyverns or Ogres, or wizard kingdoms might have some summoned brigade types.
In 3rd Cycle, the limit is 10 brigade types per group. There are currently 55 different brigade types, including about 20+ different Companion brigades (565's in 2nd Cycle lingo), all of which can be of four different experience levels, Green, Regular, Veteran, or Elite. They include Warg Riders, War Machines, Rohirrim, Mammoths, Great Bats, Wood Elves, Hill Giants, Giant Scorpions. So potentially, over 200 possible brigade types. All kingdoms have multiple possible Companion brigade types they can hire from the wild, and the generic Recruits have been replaced by four different brigade types with different compositions available in certain regions, those being the Westmen, Northmen, Huns, and Zamorans. Additionally, many brigade types have special abilities. For example, Zombies increase their numbers after successful battles, Chameleons are not identified as present in recons of the group they are in, having War Machines allows the new Bombardment tactic.
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(09-20-2015, 12:15 AM)Ry Vor Wrote: In 3rd Cycle, the limit is 10 brigade types per group. There are currently 55 different brigade types, including about 20+ different Companion brigades (565's in 2nd Cycle lingo), all of which can be of four different experience levels, Green, Regular, Veteran, or Elite. They include Warg Riders, War Machines, Rohirrim, Mammoths, Great Bats, Wood Elves, Hill Giants, Giant Scorpions. So potentially, over 200 possible brigade types. All kingdoms have multiple possible Companion brigade types they can hire from the wild, and the generic Recruits have been replaced by four different brigade types with different compositions available in certain regions, those being the Westmen, Northmen, Huns, and Zamorans. Additionally, many brigade types have special abilities. For example, Zombies increase their numbers after successful battles, Chameleons are not identified as present in recons of the group they are in, having War Machines allows the new Bombardment tactic.
Ok, where do I sign to play 3rd Cycle! JACKPOT!
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09-20-2015, 01:38 AM
(This post was last modified: 09-20-2015, 01:40 AM by Ry Vor.)
We'll be posting more leaks on 3rd Cycle on that thread in the days and weeks to come. We are getting ready to start our Beta in a couple weeks, and hope to have 3rd Cycle available about a month after that, so likely around six weeks we hope to have The Choosing available.
The new brigades and experience are an exciting part, but not nearly the whole shebang. Obviously the title of The Choosing in itself and the idea of 24 kingdoms available about 12 of which are new, the introduction of Traits, all the new kingdoms, new tactics (flanking, night attack for example), new spells, like Crack the Sky - a high level spell, and Summon Kraken, new artifacts, the new High Priestess model, terrain mastery, special abilities, the new customization model, some new commands and revisions to existing ones like Counter Espionage and Sea Patrol. And dozens of others. And that's just my stuff. Mike has some amazing new interface developments we will share in the coming weeks and he has always been fierce with implementing my stuff when I eventually get it to him.
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Don't forget 'Stir Unrest'! That will have the biggest impact on the diplomatic game. It is the opposite of 'Maintain Status Quo'.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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09-20-2015, 02:15 AM
(This post was last modified: 09-20-2015, 02:23 AM by Ry Vor.)
Yeah, its sort of a paradox (a situation, person, or thing that combines contradictory features or qualities) that we are starting kingdoms a bit smaller - usually one less brigade, no one starts with a prince, the Humans start with a village and town in each region as well as all the cities, the number of PC's is a bit smaller overall, emissary range is 8 instead of 10, so gaining control of regions will be harder, and there is generally more development time.
On the other hand, every aspect of the game has been improved, from the interface, to the military changes we hinted at, to Stir Unrest and some other political changes, to the new spells and artifacts, to the customization where you can choose what aspects to improve based on your style, to the uncertainty of which kingdoms may be where, the new artifacts. So on the one hand, it seems every thing is harder, but on the other hand, all aspects are more powerful and versatile. I think this will be pretty good.
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