Author Topic: ROCK Question and Answer Thread : Current  (Read 3464 times)

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The Pizza

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Re: Question and Answer Thread : Current
« Reply #15 on: December 13, 2011, 07:16:50 PM »
Will we get a cavalry class to play as in the main Campaign?

Mad Dawg

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Re: Question and Answer Thread : Current
« Reply #16 on: December 13, 2011, 07:44:01 PM »
Will we get a cavalry class to play as in the main Campaign?
Great question and yes, absolutely.  The cavalry was removed (except for Vaegirs) from Curaw to better fit the scenario of an invasion force.  Cavalry will be an available class to both factions from the start of the campaign and modified by equipment upgrades as all other troops.

Troop trees, equipment, and army compositions are all items in the work atm and hope to release information after this coming weekend.  We are looking into ways to introduce additional depth to strategies by designating army class composition.  It's a work in progress.

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Re: ROCK Question and Answer Thread : Current
« Reply #17 on: December 22, 2011, 06:26:15 AM »
For cycling players out when one side has a greater number, when should this be done? Will there be any rules pertaining to this?


Any chance we can get pics of the castles/cities, or are they the same as in Singleplayer?

Also, can we get Curaw's spawn points fixed for the defenders so that we don't all start in the hall?

Are the non-city/castle/village squares going to be random plains for the map or are there scens made for these? If so, where can I find them?

If two armies meet on a village square, is that the scene on which the battle takes place?

When a lordship chooses to upgrade something, will everyone be informed (i.e. an update on here)?

About Sea movement, I'm totally lost as to how many turns it would take to cross a given number of Sea tiles. If an army wanted to cross 3-4 Sea tiles (consecutively), how many turns would that take?
Also pertaining to Sea tiles, how do we define a Sea tile? Several tiles have some amount of both land and sea in them.

Do we choose which tile our armies begin on? Are there rules for this?

« Last Edit: December 22, 2011, 10:18:27 AM by The Pizza »

Mad Dawg

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Re: ROCK Question and Answer Thread : Current
« Reply #18 on: December 22, 2011, 01:15:15 PM »
Nice, here we go.
For cycling players out when one side has a greater number, when should this be done? Will there be any rules pertaining to this?
Can be done at anytime during the gameplay.  I would recommend devising a system saying when "X" player dies next, "Y" player comes in with "X" player dropping.  Just a suggestion though.

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Any chance we can get pics of the castles/cities, or are they the same as in Singleplayer?
In there current state, they are the same scene as Singleplayer.

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Also, can we get Curaw's spawn points fixed for the defenders so that we don't all start in the hall?
That was purposeful in it's intent.  As it's your settlement now you may place the defender spawns anywhere you would like.   Defenders place spawns 0-7.  Attacker spawns, on that map at least, are in a nominal position.
They were all placed in the hall, or "keep", to eliminate the randomness of the Siege gamemode where someone you just killed does not spawn behind an attacker which is not a logical path.  Really I feel just a 1-2 minute "parlay" period at the beginning would offset any thoughts that the spawns are too far to defend the front walls.

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Are the non-city/castle/village squares going to be random plains for the map or are there scens made for these? If so, where can I find them?
Rural lands will non-random plains with characteristics of the grid square.  That means a grid square with a large amount of trees will be represented by an in game scene that is more or less a forest.  I'm not looking to implement too many, if any, "custom maps" with structure or advantage points.  Singleplayer and the way it spawns maps similar to the area you are (usually) is the intent.  That way if an army falls back to a mountainous area for an advantage, they get it.

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If two armies meet on a village square, is that the scene on which the battle takes place?

Yes.  Also raiding parties raiding a village will take place on that villages scene similar to Ismirala Village in the Curaw Campaign.

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When a lordship chooses to upgrade something, will everyone be informed (i.e. an update on here)?
There will be a "ROCK Turn Thread" in place where a standardized turn posting form will be made to make all movements & declarations.  This was honestly the hardest thing to "foresee" in it's implementation when devising the ruleset.  The form will simple, yet detailed, and make every move that a lordship makes very purposeful of their wishes.  An example will be the movement, if you wish to move two squares you will list both of the squares, not just "Army moves from G-7 to G-9" as if there are settlements or other there I may miss your intent of making that move.  I want to represent the lordships movement and turn decisions exactly to what you want to do.

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About Sea movement, I'm totally lost as to how many turns it would take to cross a given number of Sea tiles. If an army wanted to cross 3-4 Sea tiles (consecutively), how many turns would that take?
Also pertaining to Sea tiles, how do we define a Sea tile? Several tiles have some amount of both land and sea in them.
Posting from the ruleset for clarity.
- Sea Movement
  • Armies are allowed to move by sea, from any square adjacent to the main body of water to any other square adjacent to the main body of water.
  • Moving by sea will cause the armies movement to be delayed 1 turn cycle.
  • Inland rivers and tributaries are not concidered as the main body of water, and are therefore not accessable by sea movement.
  • An army that has successfully completed a sea movement must wait a period of 2 turn cycles before performing another sea movement.
Simply put you may move from any square that borders the Argud Bay (main body of water) to any other square with the same border.  That movment will take place 1 turn cycle after you announce the movement. 
Example: You could move your army from F-9 to F-16.  You annouce it on Turn 3 and your army will land in F-16 on Turn 5, so 1 Turn was waited while the army traveled.  In this example, you moved 7 grid squares which would take 4 turns to accomplish by land.

As far as what is a Sea tile, if the Sea touches the land in that square, it's acceptable as a Sea Tile.  As stated in the rules, rivers do not allow you continue your travel so you are limited to those squares that directly border Argud Bay.

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Do we choose which tile our armies begin on? Are there rules for this?
That is actually part of the 10% not finished on the ruleset.  The map and it's details has been one of those things you have to see to understand the full implecations of the rules partaining to it.  The leading concept for this at the moment is allowing a lordship to start their army/armies in any grid square that they control.  I think that will add a depth of strategy to the opening moves and make it fair to the lordships.

Great questions.

Slytacular

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Re: ROCK Question and Answer Thread : Current
« Reply #19 on: December 22, 2011, 04:19:08 PM »
Stupid question-

Are the battles being fought require all the clans to participate in? Or are the battles fought by whomever the invaders are, and what clan the defenders are?
"There is a price. Even your own life!" -The Bandit I killed in 5 seconds

Mad Dawg

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Re: ROCK Question and Answer Thread : Current
« Reply #20 on: December 22, 2011, 04:52:52 PM »
Stupid question-

Are the battles being fought require all the clans to participate in? Or are the battles fought by whomever the invaders are, and what clan the defenders are?
No stupid questions, this can easily get confusing/misleading.

Engagements will only involve the lordships that have armies on that square.  So only until you engage or defend will you need to schedule and fight a match. 
Of course you could always join an ally in one of their fights, and that was truly an intention since the early development.  Making only two factions and everyone being allied from the start allows for bigger and better battles so "Teamwork" was one of the founding principles.

Keep the questions coming.


The Pizza

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Re: ROCK Question and Answer Thread : Current
« Reply #21 on: December 22, 2011, 06:20:16 PM »
How will casualties be dealt with when one side has more than one lordship?

i.e. Army X has a total of 1500 troops, from 4 lordships (500+500+250+250). It fights an engagement and loses 200 troops.

« Last Edit: December 22, 2011, 06:32:25 PM by The Pizza »

Mad Dawg

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Re: ROCK Question and Answer Thread : Current
« Reply #22 on: December 22, 2011, 07:07:55 PM »
How will casualties be dealt with when one side has more than one lordship?

i.e. Army X has a total of 1500 troops, from 4 lordships (500+500+250+250). It fights an engagement and loses 200 troops.
Casuaulties will be distributed evenly and in perspective of percentage of army size brought by a lordship.  So in this instance the percentages are (33 + 33 + 16 + 16) using even numbers so the casulaties will be (67 + 67 + 33 + 33) with the first two rounded up after taking 33 percent from 200.

Eternal

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Re: ROCK Question and Answer Thread : Current
« Reply #23 on: December 22, 2011, 11:12:49 PM »
I take it moving over sea tiles will be impossible?

Mad Dawg

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Re: ROCK Question and Answer Thread : Current
« Reply #24 on: December 22, 2011, 11:27:45 PM »
I take it moving over sea tiles will be impossible?
:lol:
It wouldn't be so bad if it wasn't just 5 posts above you.

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About Sea movement, I'm totally lost as to how many turns it would take to cross a given number of Sea tiles. If an army wanted to cross 3-4 Sea tiles (consecutively), how many turns would that take?
Also pertaining to Sea tiles, how do we define a Sea tile? Several tiles have some amount of both land and sea in them.
Posting from the ruleset for clarity.
- Sea Movement
  • Armies are allowed to move by sea, from any square adjacent to the main body of water to any other square adjacent to the main body of water.
  • Moving by sea will cause the armies movement to be delayed 1 turn cycle.
  • Inland rivers and tributaries are not concidered as the main body of water, and are therefore not accessable by sea movement.
  • An army that has successfully completed a sea movement must wait a period of 2 turn cycles before performing another sea movement.
Simply put you may move from any square that borders the Argud Bay (main body of water) to any other square with the same border.  That movment will take place 1 turn cycle after you announce the movement. 
Example: You could move your army from F-9 to F-16.  You annouce it on Turn 3 and your army will land in F-16 on Turn 5, so 1 Turn was waited while the army traveled.  In this example, you moved 7 grid squares which would take 4 turns to accomplish by land.

http://forums.taleworlds.com/index.php/topic,187724.msg4899064.html#msg4899064



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Re: ROCK Question and Answer Thread : Current
« Reply #25 on: December 22, 2011, 11:33:04 PM »
Oh, reading. *sighs*

Outlawed

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Re: ROCK Question and Answer Thread : Current
« Reply #26 on: December 23, 2011, 12:54:32 AM »
Question about villages:

Which villages are associated with which settlements?
Villages can't be taken right? At least not directly, I would think.
Do we gain villages by taking settlements associated with said villages?

Question about 'water bodies':

How many bodies are there?
Im assuming there are two, with the straight at B1-C2 separating both bodies?
Or is all the water on the map pretty much 1 big body?
« Last Edit: December 23, 2011, 01:05:19 AM by Outlawed »

is ow

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Re: ROCK Question and Answer Thread : Current
« Reply #27 on: December 23, 2011, 01:49:18 AM »
So, how do raiding parties come into the world map and wreck things?

The Pizza

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Re: ROCK Question and Answer Thread : Current
« Reply #28 on: December 23, 2011, 07:31:16 AM »
Stupid question-

Are the battles being fought require all the clans to participate in? Or are the battles fought by whomever the invaders are, and what clan the defenders are?
No stupid questions, this can easily get confusing/misleading.

Engagements will only involve the lordships that have armies on that square.  So only until you engage or defend will you need to schedule and fight a match. 
Of course you could always join an ally in one of their fights, and that was truly an intention since the early development.  Making only two factions and everyone being allied from the start allows for bigger and better battles so "Teamwork" was one of the founding principles.

Keep the questions coming.

To join an ally in one of their fights, Do you have to have an army on the same tile?

IE TMW's 500 man army engages Balion's. Only TMWs and Balions can fight?

------------

Is there a set date when rules will be finalized?

When will we learn what sort of equipment our forces will have? (From Garrison troops to our Basic Militia troops up through each upgrade tier)

It's great to see the campaign map out, but we can't really start planning until we have all the rules in the open.
« Last Edit: December 23, 2011, 07:33:39 AM by The Pizza »

Mad Dawg

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Re: ROCK Question and Answer Thread : Current
« Reply #29 on: December 23, 2011, 01:32:50 PM »
Question about villages:

Which villages are associated with which settlements?
Villages can't be taken right? At least not directly, I would think.
Do we gain villages by taking settlements associated with said villages?
You are correct, the villages are subordinate to a city or castle and control of them is via controlling their parent settlement.  The list is compiled and I had the post half finished yesterday.  It was pull directly from Singleplayer.  Expect the post with the list in the Campaign Map soon.

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Question about 'water bodies':

How many bodies are there?
Im assuming there are two, with the straight at B1-C2 separating both bodies?
Or is all the water on the map pretty much 1 big body?
Just one body of water.  Movements from that western coast fall under the same rules as movements from the bay.



So, how do raiding parties come into the world map and wreck things?

Cool, someone finally got here.  Raiding parties are free roaming with no specific location on the map itself.  You may move around the map as you desire with no limitations on number of squares or delays in your movement.  The only stipulation you have placed on you is the 2 turn buffer between raids, that is there so you cannot continuously attack every turn.  Know rules on who you attack so you can raid a Loyalist one turn and a Rebel the next.  Basically you get to do whatever you'd like within the guidelines given.


« Last Edit: December 23, 2011, 03:10:36 PM by Mad Dawg »