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Total War Saga: THRONES OF BRITANNIA - Allgemeine Diskussionen


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    • Das wird vermutlich ähnlich wie bei den Tomb Kings sein oder?

      Beispiel: Hast du ein Level 4 Kriegsgebäude hast du 2 Elite Wikinger als globale Kapazität, baust du nochmal das Gebäude woanders, steigt die Kapazität der gleichzeitig zu unterhalende Einheiten.

      So stelle ich mir das vor.
    • Kurzes Infovideo über Neuerungen in Schlachten:



      Dinge, die nicht in ToB sein werden laut Jack Lusted im Reddit-Thread:

      • Population mechanic - With the move to a cross between Shogun 2 and Rome II's province systems, the only use for population surplus would then be to unlock slots in the province capitals. We had that for a while, but didn't feel like it added anything so now slots in major settlements are unlocked the same as in Shogun 2, by upgrading the main building chain.
      • Culture/religion - I've talked about this extensively before. Having a religion system the same as Attila, where you must eradicate other religions doesn't fit the time period and the fact that there was no great spread of Paganism in Britain and Ireland as a result of the Viking invasions and the Vikings that did settle did all eventually convert to Christianity. There are still religious themed buildings in the game, special building chains devoted to various Saints cults as well. You'll see references to religion in army names, and in flavour text in the game as well. Some soldiers will wear Christian crosses round their necks, others Thor's hammer. In the Great Viking Army units you'll sometimes see a mix for example. It's not about no religion in the game, just no mechanic like in Attila as it doesn't fit the history of the era. I know people talk about allowing a 'what-if', but the what-if they're talking about goes completely against the history of the time.
      • Edicts - No edicts, it's all about your governors in Thrones. Their starting traits, traits they develop over time, and the followers you choose to put points into give them a range of bonuses that they give when they're a governor. Not having edicts means we can make those bonuses more powerful, so the players choice becomes much more about which governor you put where to get the most out of their bonuses, or where their bonuses are most needed right now. Puts the emphasis on the characters and how they differ, which is a big thing in Thrones.
      • Army Traditions - Gone, rolled the bonuses you would've got from there into the bonuses generals can give from traits/followers, and into the bonuses granted from the tech tree. Again focus is on characters and what bonuses each general brings to the table, and having stronger bonuses from the tech tree helps tie in nicely with the unlock mechanic which means where the player chooses to research is giving them stronger bonuses.
      • Agents - Been talked about quite a bit. A lot of the bonuses agents brought have been moved to followers such as causing negative public order in enemy provinces, increasing movement distance of armies, causing attrition in enemy armies etc. The garrison chain you can construct in province capitals reduces enemy army movement distance so you can still do that to enemies in your territory, and by default you see clearly into all regions that neighbour your own, so you have a better idea of army movements in the surrounding territory.
      • Imperium - The hard caps on number of armies from Imperium has been removed, we generally have gone for soft caps in Thrones, so things like available food and money restrict number of units you can field, and the unit pool caps and replenishment rates factor in as well. We also have mechanics related to characters such as Estates that mean it can be trickier to manage characters loyalty in your faction if you have a lot of them as you have less things to give out to keep them happy. There is still a diplomacy impact for having more Fame (what we term Imperium in Thrones)
      • No navies - We had these in early builds of the game but they felt wrong. Having Viking forces that couldn't disembark and were stopped by the coast was weird. How transport armies worked in Rome II and Attila much better reflected how navies were used in this era, so it’s what we've gone for.
      • Mercenaries - Incorporated into rosters where this was done, for example the availability of Viking style Foreign Warriors for the Irish factions
      • Minor city customisation - Again relates back to the change to the province system and it being a hybrid of Shogun 2's and Rome II's. The minor settlements are villages of set types, much like the regional buildings in Shogun 2 were, however now they can be conquered and owned by others without needing to take the province capital first. Allows for players to really target an enemies food supply or income and wear an enemy down that way. And yes that's still true on higher difficulty levels, the AI does get bonuses to food and income on them but they're % bonuses so if you take out a food region it will still have an impact.
      • No forced march/ambush - The movement bonus from forced march now comes from Followers and traits, so whether an army can move a long way depends on who's leading it. We also have a technology that increases movement distance on roads by 50% in your own territory, that means later in the game it is easier to protect your own land. The talk about why no ambush requires a bit more depth so will have to wait, it is Easter weekend and so I'm typing this from home, won't be back into the office until Tuesday.


      Und hier die Erklärung, warum Hinterhalte nicht in ToB sein werden:

      forums.totalwar.com/discussion…bushes-and-thrones#latest

      Hier ein Video von Legend dazu, was entfernt wurde:

      Wenn Du Dich mit dem Teufel einlässt, verändert sich nicht der Teufel, der Teufel verändert Dich! (SiTD - Snuff Machinery)

      Dieser Beitrag wurde bereits 4 mal editiert, zuletzt von Marcus Iunius Brutus ()

    • Schade, da waren durchaus gute Ansätze dabei. Hinterhalte halt rauszustreichen sag ich mal meh. Da könnte uns ja vielleicht @Blackfish Tully etwas helfen, weil in der Epoche der englischen Geschichte bin ich net so firm und müsste mich erst einlesen, um da ein Urteil drüber geben zu können, obs da wirklich so wenige Hinterhalte gab.
      Des Weiteren bin ich der Meinung, dass der Rome 2 Mehrspieler nochmal gebalanced werden sollte.
    • Ich war kurzzeitig besorgt, da in Attila der Hinterhalt das wichtigste werkzeug war um die Allessehende-immer-genau-wissen-wie-weit-meine-Armee-marschieren-kann-obwohl-sie- gar-keine-sicht-auf-diese-hatte-und-sich-dann-einen-millimeter-hinter-meine- maximalreichweite stellende KI abzufangen und zu vernichten.

      Aber dann hab ich gelesen das sie die Movement uncertainity KI von WARHAMMER implementiert haben. Darüber bin ich sehr erleichtert, daher wird der Hinterhalt nicht mehr so wichtig und ich kann mit dem verlust dieses Features leben.
      Ich denke das ich vielleicht doch das Spiel kaufen werde.
      Imperator Caesar Divi filius Augustus, Pontifex Maximus, Consul XIII, Imperator XXI, Tribuniciae potestatis XXXVII
    • Naja ich mochte den Hinterhalt und hätte bei einem Szenario wie diesem auch gut reingepasst. Haben die Wikinger doch oft völlig unvorhergesehen angegriffen.

      Komisch finde ich auch das man Flotten komplett entfernte...
      Wenn ich das richtig verstehe kann einfach jede Armee zur Flotte werden (Transportschiffe) Aber eine richtige Flotte wie zb bei Rome wird es nicht mehr geben...
      Gerade in Bezug auf die Nordmänner verstehe ich das nicht ganz. Mal abwarten wie sich das spielt.
      No navies - We had these in early builds of the game but they felt wrong. Having Viking forces that couldn't disembark and were stopped by the coast was weird. How transport armies worked in Rome II and Attila much better reflected how navies were used in this era, so it’s what we've gone for.
      Melius est enim mori, quam vivere stantem genu
      Es mejor morir parado que vivir arrodillado

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