Originally Posted by Raze

So maybe there will be a tutorial in the single player campaign, and that is the example used for how to play a card.


Yes, that could be possible.

Now unto the bug huntings:

This is is a campaign game wherein all battles are auto resolve (1v1v1v1 default AI):
Cards:
  • Genocide card (50 percent one): It actually adds population to the enemy by 100%.
    I also tried combining genocide to 20% and 50% and the latter (adding population) is still in effect.
  • Gold revenue increase (within 2 turns): It only affects one turn/turn when I used the card.
  • (possible exploit/intentional?) 200%/250% increase in revenue in capital + 75% discount in unit cost: spam in campaign map capital country for that turn.
    I could build 20 juggernauts in one turn at a cost of 4 gold each!

    suggestion: either limit cap to 10 (or whatever) units that can be built per country (province) or use only one card in capital (strategical card (IE increase in gold %), but can use more than two cards in one country other than the capital.
    Although, using those two cards is very strategical especially when you are going to utilize all your resources.


    It seems the gold can be stacked a lot and the gold boost is dependent on the total value (From: Maxdmg)(IE base value+gold boost from card) so it could be exploited . Although luck is still at play, a person will have a big advantage over the other if he got a deck of cards full of gold boost. Maxdmg suggestion was to base it on the base value (IE initial gold value of the country before improvements/cards).

    Also, I'm suggesting that instead of production slots are dependent on income, it should have been dependent on research multiplied by XX amount for balancing. The reason I suggested this is that the gold boost should have only increased the gold as it should have been intended and not increase other things such as production capabilities, and, as far as my knowledge of the game, there are no increase in research cards that could inevitably lead to increase in production slots.


% rate bugged and auto resolve as a whole:
  • Look at the bugged screenie below: I actually have less than 50% probability to beat 1 hunter when I have 12 of them! I'm the defender, and there are no entrenchments in my favor.
    [Linked Image]

    Yes, I have to use one mercenary card (2 devestator) to increase it to 64%. I didn't take any chances if I lose or not.

I'm finding the auto resolve quite balanced because there are times wherein I could not win even though I have more than 50% chance of winning, and even 60%+!, but there are still some issues that needs to be addressed.

One time though, I auto resolved using 7 juggernauts and 2 hunters against 2 hunters 3 armors 2 devestators (I forgot) and I have 74% chance of winning. I lost all of my units...

Crash:
  • I just crashed on the campaign map. I think I'm fiddling some units on the right portion of the map of little rivellon. Note: I only used auto resolve in all my battles. I captured dwarven capital and close in capturing green capital. I'm just cleaning up the other factions.

Last edited by henryv; 07/07/13 12:38 AM.

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