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Post by Nature Boy on Mar 16, 2019 19:07:55 GMT -5
For questions related to game rules. You ask, we answer.
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Post by samuraigaiden on Mar 25, 2019 7:53:49 GMT -5
And one here, too...
Can bowmen/corssbowmen/catapults/rams/muskets/horsie archers use either of these?
I figure for FA with archers it would basically be firing flaming arrows/firebolts, with catapults it would be launching flaming pots, rams would be tarring the ram and setting it ablaze - though I'm not sure what that would do. Muskets...maybe dragon fire - loading your musket with phosphorous or magnesium rounds, y'know? And double attack is literally just attacking again right after the last one, so it would actually be easier for archers to do that than a cavalry force - on a technical level. But he logic is beside the actual question on a technical level.
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Post by Nature Boy on Mar 25, 2019 8:54:26 GMT -5
I think I wanted to limit the tactics that could be performed by siege weapons and muskets. I'd have to double check if I missed anything in my notes later. Will be able to get a more definitive answer later.
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Post by samuraigaiden on Mar 25, 2019 14:53:13 GMT -5
I guess a further one, I want to make sure is not a typo...
So that is taxes coming in every, whatever the calendar months actually are in this fantasy world: January, May, and September, 3 times a year, yes?
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Post by Nature Boy on Mar 25, 2019 17:23:33 GMT -5
That is a typo, both of those should be every three months. Thank you.
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Post by samuraigaiden on Mar 26, 2019 19:53:58 GMT -5
So only one background trait this time around, yes; not two like before? So no Follower and Regiment, just one or the other?
Edit:
Also,
So Charm no longer affects the safety loss?
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Post by Nature Boy on Mar 26, 2019 20:14:25 GMT -5
Just one.
And that is correct
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Post by samuraigaiden on Mar 26, 2019 22:38:00 GMT -5
Will using harass require an AP amount, or can you just do it as long as you have the skill? Also can you use it in conjuction with other skills? Like can I move my archers 2 spaces, have them fire a Volley, then move two spaces back?
On that note, how will harass work in the end. If archers have 4 mobility and are on a plains tile that is 1 mobility point per movement would they be able to move two spaces, act, then move two spaces again totaling 4 mobility used. Or does harass reset their mobility, even partially? Like you can move full mobility, act, then move full mobility again - or move full mobility, act, then move again with 50% normal mobility. The first case would be like...move A1 to A3, use Inspire, then move back to A1. The second case would be move A1 to A5 use Inspire, then move back to A1. The third case would be move A1 to A5, use Inspire, then move back to A3.
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Post by Nature Boy on Mar 27, 2019 0:02:51 GMT -5
Harass does not require AP to use. It is passive, so you may use it with tactics.
It does not reset movement, so you would move 2, attack, move another two, totalling 4 movement
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Post by samuraigaiden on Mar 27, 2019 5:28:03 GMT -5
Time for crafting questions!
So there is just one CP pool for each character, right. Like if I've got Blacksmith and Scholar and my statline is 10-10-100-100-50 or something, I can use Int to develop crafting points - acquiring 125 points per turn. And then when I hit 750 points I can craft a Strength+5 sword with a +15 HP boost?
On the note of boosts, is there a limit to what you can add to what? For instance can I make a jeweled necklace (clothes) with Scholar that gives +2Steward, +3 Int, and +15 HP in duels?
Likewise I see that Weapons are listed as (Str/Int), does that mean with blacksmith I could create an Int+5 sword with +10% Infrastructure gain?
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Post by Nature Boy on Mar 27, 2019 11:12:19 GMT -5
Yes, you could do that. You would just have to specify that you are v using scholar when making the CP.
You could in theory make an item like that. It just needs to fall into the stats for the item.
And that is a typo. Should be Strength and Leadership
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Post by samuraigaiden on Mar 27, 2019 14:08:30 GMT -5
On the subject of items...
A few thoughts. Firstly...this is the balance of how items can stack up... Lea: 4 - Horse, Weapon, Map, Head Str: 3 - Weapon, Armor, Horse Int: 2 - Book, Map Std: 3 - Clothes, Jewels, Books Cha: 3 - Head, Clothes, Jewels
This makes Lead the easiest skill to boost and Intellect the hardest, item-wise. Theoretically if you had 100 in any stat you could use items to get to a max of 115 in Str, Std, and Cha. You could get 120 in Lead and 110 in Int. For a balance point something could be changed out. And that doesn't address the fact that I think Armor should be able to boost Cha as well. After all many noble lords wore armor with very little actual protective capabilities, but boy-o could you see them coming for miles wearing it!
If you wanted to simplify a bit you could have each item belong to one stat type (Case A); or even have each item have a base attribute that must be met and then you can add any other stat to it (Case B). Case A: Lead - Horse Strength - Weapon Intelligence - Book Stewardship - Clothes Charisma - Jewels
Case B: Horse must have +1 Lead, then may have up to +4 of anything else. Weapon must have +1 Str, then may haver up to +4 of anything else. Book must have either +1 Int or +1 Stwd, then may have up to +4 of anything else. And so on.
Just a question and proposal.
The easy fix (the one I would personally do) would be to be to remove the Head slot and let Armor affect both Str and Charm. It doesn't fix the lack of a third Int item, but it does fix the Lead issue and keep Charm in balance. So the items would become... Armor - Str/Cha Clothes - Cha/Stwd Jewels - Cha/Stwd Weapon - Str/Lead Books - Int/Stwd Maps - Int/Lead Horse - Str/Lead
Giving us this: Lea: 3 - Horse, Weapon, Map Str: 3 - Weapon, Armor, Horse Int: 2 - Book, Map Std: 3 - Clothes, Jewels, Books Cha: 3 - Clothes, Jewels, Armor
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Post by Nature Boy on Mar 27, 2019 20:33:38 GMT -5
Alright, so I had to take a look back at some of my notes. I had it balanced so there was an equal amount of items for each stat. But I was unable to find my old notes, as I had them written down on a piece of paper instead of typed up. So... I believe what will be done is changed the Lead on Headgear to Int and taking the Lead bonus from weapons and putting it on armor. That'll have give each stat three different slots.
Head Wear - Int/Cha Armor - Str/Lead Clothes - Cha/Stwd Jewels - Cha/Stwd Weapon - Str Books - Int/Stwd Maps - Int/Lead Horse - Str/Lead
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Post by samuraigaiden on Mar 28, 2019 19:52:14 GMT -5
I notice a few skills don't seem...complete.
Are they still being tested out, or was their numerical integer just not input, yet?
Also, Administrator gives a +20% boost to the Levy action. Is that just the food and gold, or does it also reduce safety loss by 20%. Like if you've got 75 Charm, you'll have -7 (-6.75) Safety, but with Administrator would that stay -7 or would that become -5 (-5.4)?
I presume from how it's written it only affects gold and food gains, not safety loss but I wanted to make sure.
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Post by Nature Boy on Mar 29, 2019 5:10:34 GMT -5
That was me forgetting to input the actual number thank you.
And the bonus only affects the gold and food
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