You make a fair point against this. I wonder how it could be implemented as to not make the player feel like their actions don't matter.
New clans could always start at low tier, so if you manage to kill off a few high tier clans from a kingdom, you may feel a sense of progress. But then again, as @Tryvenyal pointed out, high tier clans can be weak as well if they only have one or a few clan members left.
I guess my main point is that if we have death and dynasty, there needs to be some form of replenishment, otherwise a long game may end undramatically through clans just disappearing.
It increases as they do stuff, I think they gain renown with same mechanics as player clan (not 100% sure). They have a starting level but by late game more are high tier. Wanderer clans made by the player level up too.
Attrition in wars can easily be from capturing the nobles, so they don’t respawn. Reduce chance to escape instead of every noble being Houdini.If a country is constantly at war, and losing engagements, they should have losses instead of this eternal war of suicidal immortals who re-spawn immediately with 20 units including elites.
And this about time when kings and rebel leaders died of complications (Zizka), or ass wounds, or good old ****s.
The flat % on simulated losses is an issue, but I'd think more for elite units than for nobles. Silly deaths are likewise an issue, but more for infantry mobs spawning around cavalry that ostensibly has enemy cut-off from reinforcements.
Getting attached to NPCs is hopefully not something devs put as priority.
Agreed, It’s taken a while. Death rates have been a major factor in my willingness to test out the game. It sucks when you look around the map and see a number of the clans dying out knowing they won’t be replaced. Hopefully it get adjusted sooner than later.LOL, maybe they get that right in another six months, I am on the edge of my seat....
They tested this for over a year and it is too high lol.... Perhaps another year of testing and they will get it right....
How does marriage work between companion clans and the player clan? Like, is it possible? If the player wants to marry the new companion-lord, does the fief revert back to the player? If a family member marries the new companion-lord, who switches to whose clan?
What I understand is that now enemies will not cross each other without fighting just because they were ordered to go to a specific position.
- A system that approximates local superiority has now been implemented.
- This helps AI agents to distinguish a nearby lone enemy that they can kill from a group of enemies. They can then choose to fight or move towards their assigned tactical position in hopes of better odds.
- A minor random element was also introduced that slightly influences decision scores.
We see that during siege for exemple, when you are alone on the wall and a group of enemy just pass aside you just like if you were not existing.
Now they will evaluate the odds and attack you (or any other lone ennemy).
Though I may be wrong and also I'm wondering about about the "minor random element"...
That is a method used for defeating a patent infringement case, that's a question for a federal judge to decide.Patents are invalidated by prior art. That is to say, if someone already dud it before the patent holder thought of it.
The Dragonborn expansion for Skyrim, featuring Solathiem island, had the Dragonborn opposed by the Dragon Priest Marduk, sending out Dragon cultists to kill the main character.
Also, in the base game of Skyrim, the Dragon/God Alduin resurrects dragons and sends them to attack the main character at frequent random intervals throughout the main campaign.
Prior art. Patent is invalid because it should never have been granted.
I dunno dude they have a pretty well written claim:Doubt its enforceable. Only if you plagiarized their code for it - any game is allowed to have enemy AI that plots against the Player. Its like Super Mario laying down a Patent on "Jumping"
They already produce offspring like rabbits... Feels like only my character follows the golden rule "Safety first", so I have only 3 daughters, others have more than 6 children... Also, rebel clans become part of the Kingdom as well, what's that if not a replacement for the killed ones? Looks like I'm missing something, but I sincerely cannot understand the point of adding another replenishment system - what do we have a death then for? You kill one - and the system creates another jumped out lord our of nowhere?