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Thread: Question about the -loyalty switch and AI tax levels

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  1. #1
    Member Member LordK9's Avatar
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    Default Re: The Caravel Mod

    Argh! All this time and so many games and I didn't know that about deep sea ships! I thought only the Viking ships (in the expansion) could do this.

    OK, maybe you or someone can direct me to an address or tell me this as I have never understood: Is the attack rating (and defense rating) of ships used every time, ie, attack rating compared to enemy defense rating or is attack rating only used when one attacks? That's important when using gallies since some are 3/1. Also, what does the strength rating do? Probably should have started a new thread but I think this is a dead end diversion.

  2. #2
    Needs more flowers Moderator drone's Avatar
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    Default Re: The Caravel Mod

    Quote Originally Posted by LordK9 View Post
    Argh! All this time and so many games and I didn't know that about deep sea ships! I thought only the Viking ships (in the expansion) could do this.
    The range value of a ship shows how far away from land it can go. A range of 1 means the ship must stay in seas that touch coastline. A range of 2 allows it to go to a sea section that touches a coastal sea section. Basically the number of steps to the nearest land.

    As far as ship combat, I'm not sure anyone has figured it all out yet.
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  3. #3

    Default Re: The Caravel Mod

    True, no one has figured out how naval engagements actually work - and every thread discussing them is mere speculation (but still interesting). Ships seems to work more like agents in that you drag, drop and accept the mission and next year you see the results. What the actual stats do is still not clear. If I did know what the "strength" stat is supposed to be, I certainly cannot remember now.

    With regards to attack and defence, it's also not clear. If a ship is attacked, it defends itself, presumably using it's defence stat. But it's not clear on whether it uses it's attack stat to "return fire". I believe this is unlikely. It's most likely that attack applies to attacking vessels and defence to those being attacked. But what happens when two fleets/ships attack each other on the same turn?

    Ships stacks and how they work are the biggest mystery. It's not clear if stacks give any kind of advantage, or if all ships fight, or if it's just the best ship in the stack. It's also not clear on how command (seems more like valour) is awarded to the ships in the fleet. It's a question which gives rise to more questions.
    Last edited by caravel; 08-22-2013 at 09:32.
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    Member Member LordK9's Avatar
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    Default Re: The Caravel Mod

    Well, it sure can be interesting when one ship attacks three superior ships with a superior admiral and the three are sunk. But, predictability isn't good either. Interesting how none of the designers ever came out and clarified how it works.

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    Member Member DEB8's Avatar
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    Default Re: The Caravel Mod

    Quote Originally Posted by drone View Post
    The range value of a ship shows how far away from land it can go. A range of 1 means the ship must stay in seas that touch coastline. A range of 2 allows it to go to a sea section that touches a coastal sea section. Basically the number of steps to the nearest land.
    In my ( very limited ) experience this appears ( IMHO ) to be incorrect. My observations suggest the following :

    Range = The Maximum number of Sea Zones that a ship can be moved to/through, in 1 turns movement.
    ( I.E. 3 = A ship moves through two Sea Zones ( maximum ) and stops in the third Sea Zone. )

    This also equates better to the term ( Range ) used here...

    ( Are there any Sea Zones that have two Sea Zones between them and the nearest coast ? )

  6. #6
    Needs more flowers Moderator drone's Avatar
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    Default Re: The Caravel Mod

    Range is for both, turn movement and distance from land. The VI campaign is the best example of this. The non-Viking factions are limited to ships with range 1, this prevents them from being able to enter the Nordsaer (which does not touch a coastline), whereas all of the Viking ships are range 2 or 3.
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    Member Member DEB8's Avatar
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    Default Re: The Caravel Mod

    Quote Originally Posted by drone View Post
    Range is for both, turn movement and distance from land. The VI campaign is the best example of this. The non-Viking factions are limited to ships with range 1, this prevents them from being able to enter the Nordsaer (which does not touch a coastline), whereas all of the Viking ships are range 2 or 3.
    Hmmm, OK ! Noted.
    [ That's not really what was stated before though was it ... ]

    I haven't played any VI Campaign yet, so I would not have seen any alternative "range" possibilities from that. I'll look out for it there IDC and when I next play the "basic" MTW.

  8. #8

    Default The Caravel Mod

    I finaly had time to test the command line with the originaly aimed loyalty:180, and it worked ! Rebellions were rare and mostly it was a civil war and not because the AI stupidly set the provinces's tax too high.

    It looks like the newly promoted loyalty:130 is too low, i was not happy with it.

    Still this did not completly get rid the rebellions, and the extremely annoying faction reappearance happened again and again. I tryed Viking Invasion also (the caravel mod is not aimed towards it but it is still playable), and the (I LOVE CELTIC PEOPLE INCLUDED THE SCOTTISH) stupid scottish reappeared FOUR TIMES, i counted it ! And each time they reappearad with even greater army, the last time it was around 14.000 freaking soldier (caravel mod suggest huge setting, i played as so).
    Last edited by Vigo Doria; 09-07-2013 at 15:41.

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