Ringthane
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Jan 20, 2004 9:59:20 GMT
Post by Ringthane on Jan 20, 2004 9:59:20 GMT
Ouch
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Natmus
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Jan 20, 2004 10:08:08 GMT
Post by Natmus on Jan 20, 2004 10:08:08 GMT
Actually, if you leave 1 rider and 1 warrior in the citadel, ensuring that they are invigorated, the new troops are generated at *their* energy. I had figured that one out. But how do you solve the problem with all warrior armies finding some horses somewhere. Use 1 rider and 2499 warriors instead of the nice rounded numbers we all prefer?
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Jan 20, 2004 11:48:07 GMT
Post by sparrowhawk on Jan 20, 2004 11:48:07 GMT
Well, that's the only way at the moment. As it's the same bug, it has the same fudged cure.
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Jan 29, 2004 8:50:47 GMT
Post by premis on Jan 29, 2004 8:50:47 GMT
Hi everyone!
Do anyone know what is the minimum of riders and warriors who have to be left in citadel to gain 40 riders and 60 warriors in next turn? For example when i left 811 riders and 567 warriors i gained 40 r. and 60 w. but when i left 1 rider and 2195 warriors i gained only 20 r. and 40 w.
Second objection.. With Amarin the skulkrin i couldn't recruit a certain lord. Is this normal? His status of courage is terrified. Meanwhile i found with him 2 times a blood of courage but he still remains terrified.
Mislav
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Ringthane
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Jan 29, 2004 8:59:36 GMT
Post by Ringthane on Jan 29, 2004 8:59:36 GMT
Amarin is always terrified
Skulkrin and Dragons cannot recruit
Errrrr I think the Citadel regeneration rate depends on the number of players in the game, not of the current army size
Sorry for being in such a hurry!!!
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Jan 29, 2004 9:02:36 GMT
Post by premis on Jan 29, 2004 9:02:36 GMT
Thanks, hmm..if i had notice well..i think that with 20/30 and 40/60 appear in the same game with 2 players..
Mislav
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Jan 29, 2004 10:08:21 GMT
Post by celebaglar on Jan 29, 2004 10:08:21 GMT
Thanks, hmm..if i had notice well..i think that with 20/30 and 40/60 appear in the same game with 2 players.. I think Fernando is quite right. The army generation rate at citadels is fixed to 10 riders and 15 warriors per "night". In a 2-player game there are 2 nights per turn, so the rate is 20r/30w In three player games the rate would be 30r/45w, and in 4-player games 40r/60w. The thing to remember is that AFAIK, the number of nights per turn depends on the number of surviving players, not the starting number. There may also be some restrictions when a citadel is full, but JY is the best man to answer that one. ( My citadels are never full ;D )
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Natmus
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Jan 29, 2004 10:18:33 GMT
Post by Natmus on Jan 29, 2004 10:18:33 GMT
Hi everyone! Do anyone know what is the minimum of riders and warriors who have to be left in citadel to gain 40 riders and 60 warriors in next turn? For example when i left 811 riders and 567 warriors i gained 40 r. and 60 w. but when i left 1 rider and 2195 warriors i gained only 20 r. and 40 w. In theory, in the current version, you only need to have one soldier, rider or warrior makes no difference, to generate new soldiers in a citadel. The rate is 10 riders and 15 warriors per player of the game per turn, so that 2-player games the rate is 20/30, 3 player games is 30/45 and 4 player games is 40/60. However, unless there is an existing rider in the citadel, the riders generated will be utterly exhausted from start. Following generated riders will be created with the same energy level as the already existing rider. So when possible, always have one utterly invigorated rider and one utterly invigorated warrior at duty in a garrison. Something you haven't asked yet, when you create garrisons in keeps, the courage of the garrison commander seems to vary. I think the courage of a new garrison commander is generated randomly. Amarin is a pestilence, not worth recruiting. I don't think I ever have bothered recruiting him, at least. In one game he killed my black dragon, though. Doesn't improve my feelings for him
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Jan 29, 2004 10:29:56 GMT
Post by celebaglar on Jan 29, 2004 10:29:56 GMT
I've never started in the SE yet, but every report I've had of Amarin when seeking Guidance has had him at his starting position. It seems pretty much everyone else shares your feelings for him. ;D
As a matter of sheer curiosity, has anyone managed to recruit both Fadrath and Torkren yet?
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Ringthane
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Jan 29, 2004 12:44:46 GMT
Post by Ringthane on Jan 29, 2004 12:44:46 GMT
Not really, but generally I have all the Foul and attempt to go for the four Targ too
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Jan 29, 2004 13:33:23 GMT
Post by celebaglar on Jan 29, 2004 13:33:23 GMT
Not really, but generally I have all the Foul and attempt to go for the four Targ too Well, depending on the type of game and starting position, both of those are just about doable. Each one is not too hard independently, both at the same time are tricker. The real hard feats would be to get the two dwarfs, or all the fey, or even all the free. Mind you, getting everyone of any race is tricky, except for the dragons.
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Ringthane
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Jan 29, 2004 13:39:28 GMT
Post by Ringthane on Jan 29, 2004 13:39:28 GMT
I'm in post-traumatic, I just heard Robert on the phone. Too much to describe in written words ;D
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Jan 29, 2004 15:21:36 GMT
Post by sparrowhawk on Jan 29, 2004 15:21:36 GMT
Amarin is a pestilence, not worth recruiting. I don't think I ever have bothered recruiting him, at least. You will all be glad to know that he is moving for the next release - where? Not telling! Also, with the skulkrin movement penalty removed, they will at least be scouts, and when I get around to implementing their assasin bonus, they could even be useful
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Ringthane
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Jan 29, 2004 15:48:12 GMT
Post by Ringthane on Jan 29, 2004 15:48:12 GMT
And xenos? ;D
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Jan 29, 2004 15:58:52 GMT
Post by sparrowhawk on Jan 29, 2004 15:58:52 GMT
Sounds like a Linux distro! ;D Xeno code is written (needs lots of testing), but not yet patched in. Not sure if it will make it into 0.1g, as I have more urgent tasks to do first. But I imagine that 0.1h will follow shortly afterwards with bug fixes and I can incorporate it into that.
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