G'Kar
07.05.08, 15:47
http://forum.paradoxplaza.com/forum/showthread.php?t=355683
Here's some more details on the game.
Mercenaries no longer reinforce, so to keep up their numbers, you need to recruit more of them when you run out. Also, mercenaries at 0 strength are automatically removed. Another different thing with mercenaries is the fact that each country will have a mercenary pool that fills up on regular time intervals depending on your prestige and how many you currently have. Another change with mercenaries is that they are no longer instant, but takes about 25% of the time a regular regiment takes to recruit. And of course, mercenaries cost the same, no matter what your society affects the costs of that trooptype. Finally, mercenaries can now be recruited on occupied territory, enabling you to strengthen your armies when on the offensive.
http://www.gamersgate.com/eu3/inn_6b.jpg
One major complaint has been on the "ping-pong" that you feel when you keep chasing armies up and down defeating them for dozens of times in a row. In In Nomine this is a thing of the past, as the following things have been done. First of all, an army can never leave the battle during the first 5 days of a battle, which allows you to always do damage on a low morale unit. Secondly, battle lengths have been normalised through the ages, and damage to troops increased compared to morale losses. Thirdly and most importantly, any army outnumbered at at least 2 to 1 odds that would have their morale broken during the first 5 days of a battle will be completely eliminated.
What else is new about combat. First we've strengthened the role of the artillery, where they will now always be placed in the "backline" if possible. Where they can shoot at the enemy frontlines with their offensive stats, AND provide their defensive stats to help the unit in front of them. Another new thing with combat is the fact that zero morale units will be removed from the battlefield, causing lines to collapse or break.
http://www.gamersgate.com/eu3/inn_6c.jpg
We've also overhauled how reinforcements work. When in an empty & uncolonized province a unit can no longer reinforce. When in hostile territory, but adjacent to anything you control your reinforcement is halved. If you are on hostile territory and not adjacent to any friendly city, then your reinforcement is 10% of normal, which is far less than what the smallest attrition is, and is merely a drain on your manpower.
And.. here's a little excerpt from common/defines.txt
start_date = {
year=1399
month=9
day=13
}
end_date = {
year=1821
month=1
day=1
}
So, we've also updated the interface, allowing for some quick buttons to detach mercenaries and siege forces, and as well scorching your own land when retrating.
http://www.gamersgate.com/eu3/inn_6a.jpg
And since maps are cool, here's one of central europe...
http://www.gamersgate.com/eu3/inn_6d.jpg
Here's some more details on the game.
Mercenaries no longer reinforce, so to keep up their numbers, you need to recruit more of them when you run out. Also, mercenaries at 0 strength are automatically removed. Another different thing with mercenaries is the fact that each country will have a mercenary pool that fills up on regular time intervals depending on your prestige and how many you currently have. Another change with mercenaries is that they are no longer instant, but takes about 25% of the time a regular regiment takes to recruit. And of course, mercenaries cost the same, no matter what your society affects the costs of that trooptype. Finally, mercenaries can now be recruited on occupied territory, enabling you to strengthen your armies when on the offensive.
http://www.gamersgate.com/eu3/inn_6b.jpg
One major complaint has been on the "ping-pong" that you feel when you keep chasing armies up and down defeating them for dozens of times in a row. In In Nomine this is a thing of the past, as the following things have been done. First of all, an army can never leave the battle during the first 5 days of a battle, which allows you to always do damage on a low morale unit. Secondly, battle lengths have been normalised through the ages, and damage to troops increased compared to morale losses. Thirdly and most importantly, any army outnumbered at at least 2 to 1 odds that would have their morale broken during the first 5 days of a battle will be completely eliminated.
What else is new about combat. First we've strengthened the role of the artillery, where they will now always be placed in the "backline" if possible. Where they can shoot at the enemy frontlines with their offensive stats, AND provide their defensive stats to help the unit in front of them. Another new thing with combat is the fact that zero morale units will be removed from the battlefield, causing lines to collapse or break.
http://www.gamersgate.com/eu3/inn_6c.jpg
We've also overhauled how reinforcements work. When in an empty & uncolonized province a unit can no longer reinforce. When in hostile territory, but adjacent to anything you control your reinforcement is halved. If you are on hostile territory and not adjacent to any friendly city, then your reinforcement is 10% of normal, which is far less than what the smallest attrition is, and is merely a drain on your manpower.
And.. here's a little excerpt from common/defines.txt
start_date = {
year=1399
month=9
day=13
}
end_date = {
year=1821
month=1
day=1
}
So, we've also updated the interface, allowing for some quick buttons to detach mercenaries and siege forces, and as well scorching your own land when retrating.
http://www.gamersgate.com/eu3/inn_6a.jpg
And since maps are cool, here's one of central europe...
http://www.gamersgate.com/eu3/inn_6d.jpg