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April 4th, 2005, 08:28 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Castles are odd, aint they?
Please, this is not about the quality of province defense nor ghost riders, this thread is about castles downgrading the usefulness of commanders: Why cant a commander in a castled province not functions as in an unfortified province?
With a castle: research OR defend
Without castle: research AND defend
IMHO, I would expect to gain more choice by building a castle, not loosing choice!
Of course, it is usually preferrable to have commanders locked up and secured, so it is easy to see why the game simplifies things and always assumes commanders to be hidden behind thick walls, but nevertheless it is sometimes odd to me and I am wondering how everyone else feels and whether other people would also like an option for this like Saber Cherry already proposed...
Of course, one may make up some somehwat contrived explanations like "those castles have real long corridors and its is pretty easy for an aged researcher to get lost in the labyrinth, especially with the red alert trumpets sounding everywhere...".
BTW, I also think Endropez is right: nothing but patrolling exposes commanders. I think I recall that it is written explicitely somewhere in the manual.
@Boron: I am talking about turn 21 in a Shepherd of Creation game, where a Vanheim PD of 13 combined with a single dwarven smith set on LegionsOfSteel and BladeWind successfully safeguards my flank from occasional attacks from Baphomet's armies coming from one of my neighbors already deep in distress for the last 6 turns, but this is not relevant to this topic either other than providing some plausible background for the problem to arise.
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April 4th, 2005, 01:24 PM
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Sergeant
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Join Date: Dec 2004
Location: North Carolina, USA
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Re: Castles are odd, aint they?
I think the consistent thing to do would be to have researching mages who have to defend an unfortified province not be able to finish their turn of research. Then a fort allowing researchers to research uninterrupted would be a step up. I think that for a single unit to do both (research and defend) in one turn is unreasonable. Enemy attacks are disruptive, and forts are a buffer against that disruption -- not a way for one unit to do everything at once.
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April 4th, 2005, 01:57 PM
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Captain
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Join Date: Feb 2004
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Re: Castles are odd, aint they?
Quote:
sushiboat said:
I think the consistent thing to do would be to have researching mages who have to defend an unfortified province not be able to finish their turn of research.
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I agree with you generally, but the issue is probably more complicated: Even killed mages contribute their research!
This is, of course, a sensible thing from the game-play perspective and allows research to be planned in an exact manner. Another example is item forging: The gems are deducted when the order is assigned, and it would be a major hassle if killed mages would not forge the items as assigned (consider a endgame situation where you forge a lot of things).
So one could argue that a game month isnt a discrete thing, hence there is no single spot in time when all orders are issued. Furthermore armies need time for movement, so battles can be imagined to take place at the end of the imaginary time frame that we players call a "turn", but not all time frames for all units are aligned like the "turn" suggests. Hence the mage starts forging and researching long before and might be done at the end of his timeframe/month when the attack actually takes place...
...so what I want to say here is: I know it is thematically wrong to allow forgers/researchers to finish their doing while also participating in battles, but it really makes sense to simplify gameplay. I think that was the reason for having research and forging coming early in the turn order, despite research already affecting spells cast in later battles...
The castle breaks it somehow and the solutions is currently see are either to restrict lab building to fortified provinces  , add a checkbox to mark actively defending (but not patrolling) units [img]/threads/images/Graemlins/Cold.gif[/img] or live with the things as they are... [img]/threads/images/Graemlins/Cold.gif[/img]
Better ideas? 
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April 4th, 2005, 07:23 PM
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Private
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Join Date: Sep 2004
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Re: Castles are odd, aint they?
Quote:
Chazar said:
The castle breaks it somehow and the solutions is currently see are either to restrict lab building to fortified provinces , add a checkbox to mark actively defending (but not patrolling) units [img]/threads/images/Graemlins/Cold.gif[/img] or live with the things as they are... [img]/threads/images/Graemlins/Cold.gif[/img]
Better ideas?
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As someone who only plays single-player and depends quite a bit on provincial defense, I totally agree with the observation of oddness. Finding a "fix" is a little harder.
I think the "Move and Patrol" order exists purely to get around this issue. It could be generalized to a "... and Patrol" order for all the in-castle actions like preaching, blood-hunting, research, summon allies, forging, ritual spells, etc. The only difference would be that a "Move and Patrol" morphs into a "Patrol" for the next turn, while "... and Patrol" shouldn't morph at all. However, here it gets more complicated, since casting and forging revert to "Defend" on the next turn, while if they reverted to "Patrol" you'd have trouble cycling through inactive commanders with the "n" key.
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April 4th, 2005, 07:52 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Castles are odd, aint they?
It's not "losing choice" when you build a castle. Not by a long shot.
With a castle:
Research and be safe.
Without a castle:
Research and fight.
Sometimes one is better than the other. Admittedly, there should be a command "research and fight for province", just like there should be a "preach and fight for province", just like there should be a "preach and hide". In general, there should be more commands than there are, you should have more choices than you do.
But right now, the castle does not give you "less options", it gives you "different options". That's weird, and it should give you "additional options" if there are going to be any differences at all. But that's a separate thing.
Possibly "Hide/Defend Castle/Fight For Province" should be a separately togglable order completely distinct from the basic orders you are giving people.
-Frank
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