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-   -   Mod: Bretonnia, Knights of the Grail (http://forum.shrapnelgames.com/showthread.php?t=43680)

Squirrelloid September 11th, 2009 12:51 AM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
Indies 5? I try not to touch defaults except for renaming.

rdonj September 11th, 2009 01:12 AM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
I plan on commenting some day, but have not had much time for testing lately :( Between overlords and tourmaline I am using up a lot of brainpower these days. In fact I have had time for nothing but those two games today. And I am still playing around with my first bretonnia game, since I have this compulsion to not stop playing until I've gotten it "finished". My victory is assured, but there are still things I want to try out.

Then I will actually get to play around with optimum strategies, build orders, and expansion phases.

Radio_Star September 12th, 2009 01:14 AM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
On indies 5 I've been able to get 30+ spread out provinces with heroes in one year and I can reliably bring down somewhere in the low 20s with a more centered and balanced expansion strat. Part of the key is probably the first fort. First fort MUST start at turn 3 at the latest.

Burnsaber September 12th, 2009 03:54 AM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
Thanks for the all of you for contributions to the discussion. It's a shame that I don't have the time to give appropiate respond to each point, but I'll try to pick up the things I need to address.

About the pretenders in general, I'd highly recomment taking some death if your pretender has nature magic. Lamia Quuens are perfect for this nation to diverse into death and minor blood magic.

Quote:

Originally Posted by Squirrelloid (Post 709601)
Edit: I am a little disappointed the archers don't have longbows. I mean, their precision sucks, and it should, but in WH they have longbows.

Yeah, I know. But longbows in dominions are seriously awesome. No matter how low I make their prec, the longbows will overshadow the knights by a wide margin. This would result in rather unthematic 90% Longbow armies with some yeomen arrow catchers.

Quote:

Originally Posted by Squirrelloid (Post 709656)
Ok, the magnitude of their unrest reduction seems to be different than what burnsaber is advocating. Taxing at 120% with ~10 KotR present (and no patrolling) i'm at a steady state 2 unrest. Based on burnsaber's statement, 4 should be able to keep 120% taxation at 0 unrest.

Hmm, this might be a bug, I'll look into it. Perhaps the #incunrest -1 command dosn't work on non-commanders? I deem that reather unlikely, considering that it's just the like unrest increasing aspect of Panganean satyr sneaks, expect in reserve.

Quote:

Originally Posted by Radio_Star (Post 709813)
On indies 5 I've been able to get 30+ spread out provinces with heroes in one year and I can reliably bring down somewhere in the low 20s with a more centered and balanced expansion strat. Part of the key is probably the first fort. First fort MUST start at turn 3 at the latest.

I'll have to try out this Hero expansion strat. Sounds intresting.

Squirrelloid September 12th, 2009 09:23 AM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
Quote:

Originally Posted by Radio_Star (Post 709813)
On indies 5 I've been able to get 30+ spread out provinces with heroes in one year and I can reliably bring down somewhere in the low 20s with a more centered and balanced expansion strat. Part of the key is probably the first fort. First fort MUST start at turn 3 at the latest.

Wait, do you try to expand blind with your starting army? Or do you put a fort up right next to your capitol? I can't see putting a fortress up before turn 4 *ever*, because you don't want to drain resources from your capitol.

Radio_Star September 12th, 2009 02:04 PM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
I drop the 1st fort right next to the cap. I'm not an enormous fan of Grail Knights, so robbing resources from the capitol when the trade is faster expansion is worth it to me. To be competitive, there's just so much you're going to have to do so fast with this nation. You've gotta blitz out and grab turf while throwing up forts like mad to deter opposition and crank out more thugs, all the while you're racing against the clock to establish a secure base and make the switch to mage/research production and adding a couple massively expensive labs. With so much to do so fast, squeezing the most out of every possible turn seems vital, even to the point of robbing resources from your cap.

Trumanator September 12th, 2009 08:37 PM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
Just a small tip: If you're going to use grail knights and maidens to expand, try making thaum your first research target. Site searching is always useful, but the main reason I say this is that thaum 1 has the spell numbness, which all your maidens can cast. Its precision 100, aoe1, so you can't hit your grail knights, and it will fatigue the opposing troops. However, its real value is in the fact that it will keep your maidens from stupidly rushing into melee if the combat goes longer than 6 or 7 rounds.

Burnsaber September 13th, 2009 05:52 AM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
Quote:

Originally Posted by Trumanator (Post 709930)
Just a small tip: If you're going to use grail knights and maidens to expand, try making thaum your first research target. Site searching is always useful, but the main reason I say this is that thaum 1 has the spell numbness, which all your maidens can cast. Its precision 100, aoe1, so you can't hit your grail knights, and it will fatigue the opposing troops. However, its real value is in the fact that it will keep your maidens from stupidly rushing into melee if the combat goes longer than 6 or 7 rounds.

"Numbness" is alteration 2 and requires W2 to cast. You are likely thinking of "Dessication" spell, which is thaumathurgy 1 and requires only water 1 to cast.

Trumanator September 13th, 2009 02:25 PM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
err, yeah, my bad

llamabeast September 26th, 2009 06:45 PM

Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!
 
Can't tell you how much I'm enjoying this mod Burn. It's absolutely top stuff.


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