原帖地址:https://forum.paradoxplaza.com/forum/index.php?threads/conclave-the-near-future.906388/
Hi everyone!
I hope you are all busy playing Conclave, and I wish to give a huge thanks to everyone who has bought this latest expansion! Thanks to you all, we are still able to keep supporting and developing Crusader Kings II; which will actually turn 4 years old on Valentine’s Day!
Rest assured that we are listening to all constructive feedback both here on our own forums and elsewhere, and are already hard at work preparing a fairly major update. In particular, I find that a lot of comments concerning the new Coalition mechanics and the intricacies of “Shattered Retreats” merit our immediate attention. You can expect us to address the following issues very soon:
Coalitions:
25% Infamy threshold issues (Coalition formation should be a far more gradual process depending on your Infamy level.)
Immersion/realism issues concerning distance and differences in religion.
Coalitions should be purely defensive (no exceptions or extra rules.)
There should be reasonable caps on Infamy gain and lowest possible Infamy decay rates.
(Btw, Coalitions were primarily added to make the game more challenging for huge, aggressively expanding player realms. That intention should serve as the primary measuring stick for the system.)
Shattered Retreats:
Raiders should not bother you anymore if defeated once.
You should get much more War Score from winning battles in general, and even more for winning battles against Adventurers.
Retreating armies should be in trouble in neutral and hostile provinces (perhaps through attrition.)
Bugs will be fixed with where armies retreat.
(The main intention with the Shattered Retreat mechanic is to keep countries viable and able to bounce back even after losing a major battle or two. Though you should not be able to easily “blitz” a country, neither should wars drag out for much longer than necessary.)
Other issues will be fixed down the line. For example, we are also looking at fleshing out and improving the new Education system.
So, keep the faith and let’s make the game better together!
简而言之:2.5增加的包围网和无敌溃军的设计愿望是好的,但是因为我们的数值策划回家过年了(大概),所以有些小小的问题让大家失望了,我们会改的!
(这里插一句,本吧是我见到对2.5初版明显不合理的设定吐槽最少的地方,有抱怨贴居然还有以平行世界的中世纪包围网或者EU时代的查理五世甚至拿破仑为P社辩护历史合理的。讲真你上来拿查理曼按剧情走一遍,打完萨克森基本全世界进包围网,无论从游戏设计还是还原历史都不能再失败了好么。)
总之,P社会考虑的改动包括:
包围网方面,一是会重新考虑恶名值和包围网的数值关系,二是AI进包围网会更多考虑距离和宗教原因,三是包围网将是纯粹防御,四是改变恶名值增减的数值。当然我们最初设定的不让玩家后期(开五速等和平协定到期因为这游戏就没设计有意思的和平期玩法)过的太舒服的初衷是不会变的!(神罗打个波美拉尼亚公爵涨35恶名,附庸教皇涨25恶名,显然波美拉尼亚是让神罗后期滚雪球的关键!)
(第一和第四点请数值策划背锅;第二和第三点嘛,我只能说,最让我惊讶的还不是P社设计这个的时候竟然没考虑这两点,而是他们在放出消息后所有人都觉得这包围网设定可能会导致这些结果但是我们相信P社应该不至于那么蠢,然而他们还是这样做了。)
溃军方面,一是打劫的维京蛮子只需要打跑一次就行了,二是打赢战斗的战斗分会提高,当然打赢冒险者的战斗分会提高很多,三是溃军也得在中立或敌对土地上有补给问题,四是修复bug。当然我们最初设定的不让一两场(主要看脸的)战斗决定战局的初衷是不会变的!
(槽点太多吐不过来,只能重复上面的了……)
哦对了,我们也会考虑改动孩子教育问题的!(毕竟有了议会帮你管理国家君主的五维特性根本就不重要了嘛哈哈哈)
Hi everyone!
I hope you are all busy playing Conclave, and I wish to give a huge thanks to everyone who has bought this latest expansion! Thanks to you all, we are still able to keep supporting and developing Crusader Kings II; which will actually turn 4 years old on Valentine’s Day!
Rest assured that we are listening to all constructive feedback both here on our own forums and elsewhere, and are already hard at work preparing a fairly major update. In particular, I find that a lot of comments concerning the new Coalition mechanics and the intricacies of “Shattered Retreats” merit our immediate attention. You can expect us to address the following issues very soon:
Coalitions:
25% Infamy threshold issues (Coalition formation should be a far more gradual process depending on your Infamy level.)
Immersion/realism issues concerning distance and differences in religion.
Coalitions should be purely defensive (no exceptions or extra rules.)
There should be reasonable caps on Infamy gain and lowest possible Infamy decay rates.
(Btw, Coalitions were primarily added to make the game more challenging for huge, aggressively expanding player realms. That intention should serve as the primary measuring stick for the system.)
Shattered Retreats:
Raiders should not bother you anymore if defeated once.
You should get much more War Score from winning battles in general, and even more for winning battles against Adventurers.
Retreating armies should be in trouble in neutral and hostile provinces (perhaps through attrition.)
Bugs will be fixed with where armies retreat.
(The main intention with the Shattered Retreat mechanic is to keep countries viable and able to bounce back even after losing a major battle or two. Though you should not be able to easily “blitz” a country, neither should wars drag out for much longer than necessary.)
Other issues will be fixed down the line. For example, we are also looking at fleshing out and improving the new Education system.
So, keep the faith and let’s make the game better together!
简而言之:2.5增加的包围网和无敌溃军的设计愿望是好的,但是因为我们的数值策划回家过年了(大概),所以有些小小的问题让大家失望了,我们会改的!
(这里插一句,本吧是我见到对2.5初版明显不合理的设定吐槽最少的地方,有抱怨贴居然还有以平行世界的中世纪包围网或者EU时代的查理五世甚至拿破仑为P社辩护历史合理的。讲真你上来拿查理曼按剧情走一遍,打完萨克森基本全世界进包围网,无论从游戏设计还是还原历史都不能再失败了好么。)
总之,P社会考虑的改动包括:
包围网方面,一是会重新考虑恶名值和包围网的数值关系,二是AI进包围网会更多考虑距离和宗教原因,三是包围网将是纯粹防御,四是改变恶名值增减的数值。当然我们最初设定的不让玩家后期(开五速等和平协定到期因为这游戏就没设计有意思的和平期玩法)过的太舒服的初衷是不会变的!(神罗打个波美拉尼亚公爵涨35恶名,附庸教皇涨25恶名,显然波美拉尼亚是让神罗后期滚雪球的关键!)
(第一和第四点请数值策划背锅;第二和第三点嘛,我只能说,最让我惊讶的还不是P社设计这个的时候竟然没考虑这两点,而是他们在放出消息后所有人都觉得这包围网设定可能会导致这些结果但是我们相信P社应该不至于那么蠢,然而他们还是这样做了。)
溃军方面,一是打劫的维京蛮子只需要打跑一次就行了,二是打赢战斗的战斗分会提高,当然打赢冒险者的战斗分会提高很多,三是溃军也得在中立或敌对土地上有补给问题,四是修复bug。当然我们最初设定的不让一两场(主要看脸的)战斗决定战局的初衷是不会变的!
(槽点太多吐不过来,只能重复上面的了……)
哦对了,我们也会考虑改动孩子教育问题的!(毕竟有了议会帮你管理国家君主的五维特性根本就不重要了嘛哈哈哈)
 
            
 
        


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 查理曼一死,西欧是真·叛军守国门,然而我看倭马亚吃掉亚斯图里亚斯,布列塔尼和阿基坦部分竟然没一点恶名
查理曼一死,西欧是真·叛军守国门,然而我看倭马亚吃掉亚斯图里亚斯,布列塔尼和阿基坦部分竟然没一点恶名












