Mikeal
Arcane
Oy LMAO
Of course not. You just labeled his criticism as "toxic" and then banned him for toxicity. Totally different thing.Never banned someone for being critical of us
How about you do that by releasing good games instead of whining on the forums about people being mean?We need to break the vicious cycle!
they should have focused on discussing the dlc's issues and how they can fix them,
Whats so great about war in ck2? One decisive battle and then mop up time.
In peacetime you have to raise an heir, manage your fiefs, manage your vassals, do your secret society shit and so on.
What other pdx game has better peacetime?
Oy LMAO
Oy LMAO
Something tells me we're gonna get a large influx of former PDX customers here once these "adjustments" hit their forum.
Whats so great about war in ck2? One decisive battle and then mop up time.
Imagine fighting only one war at a given time in CK2. All coreligionists of your enemy are gonna join up in religious defense either way, you might just as well DOW everybody at once and grab some turf from each and every one of them.
In peacetime you have to raise an heir, manage your fiefs, manage your vassals, do your secret society shit and so on.
Girl Life has way more content for the same kind of gameplay. And you don't have to watch the paint dry for hours for the next event to fire.
What other pdx game has better peacetime?
That's not a high bar to overcome.
Paradox games is one thing but the more important question: is Cuckold Simulator good?The battle of titans is here,the highest rated game on steam and the lowest
Well it is filled with positive reviews,so it must be at least entertaining to people. You will end up experience the life of a democrat,so it will be a once in a lifetime experience.Paradox games is one thing but the more important question: is Cuckold Simulator good?The battle of titans is here,the highest rated game on steam and the lowest
I know this is white pilling, but I actually really like how monuments and currying favors balance each other out (at least theoretically now). Monuments massively encourage no CB wars across the map, which makes admin points ever more dedicated to stability rather than coring since vassal feeding and annexing is so much better anyway, but now favor currying is competing for valuable diplomat time. Choices choices choices.
Leviathan is tragic. It has great ideas that are just terribly executed and outright buggy.
What's really tragic is that professional developers who get paid for their job can't even manage to implement features half as complex as what the biggest mods do for free without breaking the entire game.
I think the main clusterfuck is basically the "return province" rule. Most Everything else is fairly intuitive, except for this arbitrary anchor to an arbitrary province. This particular significance makes absolutely no sense: the return province should be any valid return province. The entire "forts arbitrarily project across some borders but not others rule" is also kind of wonky. It would make more sense if forts projected into all clay you control or occupy and not into those you do not, period.Jesus Christ, what a clusterfuck.
No wonder I couldn't figure out what was going on.
I think the main clusterfuck is basically the "return province" rule. Most Everything else is fairly intuitive, except for this arbitrary anchor to an arbitrary province. This particular significance makes absolutely no sense: the return province should be any valid return province. The entire "forts arbitrarily project across some borders but not others rule" is also kind of wonky. It would make more sense if forts projected into all clay you control or occupy and not into those you do not, period.Jesus Christ, what a clusterfuck.
No wonder I couldn't figure out what was going on.
Except that the return province should be functionally irrelevant if there's a valid province, like, say, your own clay, next to it. Provinces are relatively big places: A zone of control represents the fort personnel's ability to harass your supply lines and generally disrupt operations. Which "side" of the fort you come from is functionally irrelevant if moving around the fort actually takes you closer to your own supply lines from another neighboring province. Thus, distance to the nearest non-hostile province is what should matter, not an arbitrary "return province".The return province is how the game is keeping track of which side of the fort you came from.
Yeah, hey, guess what? That never happens in Oldschool Civ and yet Oldschool Civ didn't have any such "return tile" rules. You still couldn't just endrun across a line of forts. You just didn't have this bizarre effect where you remained tethered to some arbitrary place for all time until you somehow returned back across a line to touch home.If not for that then you could walk straight past a single fort (or a line of forts if you had any way around) since there would be no way to block you from taking a straight path across a fort just because a way around is achievable. I can't really think of a great way off the top of my head to do what they are trying to do in a simple and clean fashion.
It's more about the arbitrary failure to project over clay because that clay is a different color. So, according to the vidya, the fort projects control over the clay of the color it is, for the person who occupies it. This is just weird and convoluted: It should just project control over all clay occupied by the current occupant.Forts not projecting over hostile land is kind of dumb though. It works like that in Imperator.
Except that the return province should be functionally irrelevant if there's a valid province, like, say, your own clay, next to it. Provinces are relatively big places: A zone of control represents the fort personnel's ability to harass your supply lines and generally disrupt operations. Which "side" of the fort you come from is functionally irrelevant if moving around the fort actually takes you closer to your own supply lines from another neighboring province. Thus, distance to the nearest non-hostile province is what should matter, not an arbitrary "return province".The return province is how the game is keeping track of which side of the fort you came from.
Yeah, hey, guess what? That never happens in Oldschool Civ and yet Oldschool Civ didn't have any such "return tile" rules. You still couldn't just endrun across a line of forts. You just didn't have this bizarre effect where you remained tethered to some arbitrary place for all time until you somehow returned back across a line to touch home.If not for that then you could walk straight past a single fort (or a line of forts if you had any way around) since there would be no way to block you from taking a straight path across a fort just because a way around is achievable. I can't really think of a great way off the top of my head to do what they are trying to do in a simple and clean fashion.
They did test a completely different fort system where forts restricted movement on the state level. You could move anywhere in a state at all times, you simply couldn't move past the state further into enemy land if it still had an enemy fort in it. I liked the sound of that system a lot but apparently they dropped it very quickly in testing for some reason that I don't think was explained.Yeah, there's really no going around the return rule, it has to be there if forts are to be worth anything at all. What they could have done better is visualize that shit somehow, because it all gets very confusing very fast without some indicator of just what is going on, which provinces are affected by the fort blocking, where the return province is, etc.