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  #11  
Old February 14th, 2009, 09:00 PM
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Default Re: Finding Site Castles and Attacks

Oh, they won't even notice the command is available.

Actually, there's nothing complicated about having the "Move and Patrol" command available even when you're not moving into a castle province. It would just make your army automatically have "Patrol" orders when they arrive the next month. So you could send off some forces to patrol your border and not have to worry about having to give them new orders to patrol the next month.
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  #12  
Old February 15th, 2009, 05:56 AM
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Default Re: Finding Site Castles and Attacks

Excellent!

We should notify Johan!

If you say his name three times he will appear granting you a wish.
Johan! Johan! Johan!!!

Then you just have to wait...
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  #13  
Old February 15th, 2009, 03:52 PM
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Default Re: Finding Site Castles and Attacks

...and he appears behind you with a hook and kills ya. Oh no, that's Candyman.
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  #14  
Old February 15th, 2009, 04:15 PM
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Default Re: Finding Site Castles and Attacks

Yeah, Johan carries a moose instead of a hook
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  #15  
Old February 17th, 2009, 07:53 PM
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Default Re: Finding Site Castles and Attacks

i've missed having a "move and patrol" order a number of times - when you're magically creating a castle, or the castle is finishing construction that turn, the current mechanics make it impossible to move an army to defend that province.

This is especially troublesome as I believe an army moving in the same turn a castle is (magically?) created auto-breaches the walls.
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  #16  
Old February 17th, 2009, 08:31 PM
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Default Re: Finding Site Castles and Attacks

Quote:
Originally Posted by archaeolept View Post
i've missed having a "move and patrol" order a number of times - when you're magically creating a castle, or the castle is finishing construction that turn, the current mechanics make it impossible to move an army to defend that province.

This is especially troublesome as I believe an army moving in the same turn a castle is (magically?) created auto-breaches the walls.
I would not be surprised to find that this is because castles are initially created with 0 Defense, and most be "repaired" on the first turn, to full.
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  #17  
Old February 18th, 2009, 07:57 AM
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Default Re: Finding Site Castles and Attacks

Quote:
Originally Posted by archaeolept View Post
i've missed having a "move and patrol" order a number of times - when you're magically creating a castle, or the castle is finishing construction that turn, the current mechanics make it impossible to move an army to defend that province.
True, I forgot about that. That is indeed very bothering during gameplay.

What probably is an argument against a general "move and patrol" order is that you could move with a big army and hunt for scouts at the same time. That might be a little unbalanced, as spies can't move and cause unrest at the same time, too, for example, and from a roleplaying perspective the troops should be occupied enough to get from one province to the next within a month to keep looking for insurgents in the process. Maybe decoupling castle defense and patrolling would work better.
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Last edited by lch; February 18th, 2009 at 08:18 AM..
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  #18  
Old February 18th, 2009, 08:15 AM

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Default Re: Finding Site Castles and Attacks

I thought "move and patrol" didn't actually patrol for stealth units or unrest already?
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  #19  
Old February 18th, 2009, 08:46 AM
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Default Re: Finding Site Castles and Attacks

That's what I thought too.
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  #20  
Old February 18th, 2009, 09:06 AM

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Default Re: Finding Site Castles and Attacks

I had a frustration recently. I was besieging a castle with a LA Ulm Vampire Count in it (hidden?). On the same turn I stormed the castle, a handful of thralls must have been spawned. Next turn, I find I'm under siege by this occupying force. At the time it wasn't critical, but it delayed me a turn whilst I broke the siege.

I can imagine the scene as the gates were broken and my army poured into the castle. A ferocious swirling battle at the gates, raining arrows from the towers and harsh, coruscating magics tearing gouts out of friend and foe as the defenders are pushed back step by bloody step. Eventually the hearts of the defenders crumble; at first a few men, then the whole mass, and the tattered remnants plead mercy or run for escape tunnels, abandoning their pikes and halberds. As the last defender is cut down, the victorious general strides up to the tower with his bodyguard, and cuts down the enemy flag, spits on it, and throws it down into the mud of the courtyard. His troops bear up the national flag, and proudly haul it aloft, saluting, savouring the prospect of a feast and a long night's celebratory drinking. Then they survey the land around them...

to notice three guys with pitchforks encamped and building a new trebuchet. "Rebuild the gates!" The general cries. "We're under siege!".
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