1/27/2024 0 Comments Romance of the three kingdoms xiIt will be worse than Risshiden which is already not a well integrated add-on to the origin SOI. I said even if it is implemented it will hardly be well integrated. this actually wrong, the system of city transit is there, you just need sprites of officer running around in transit, there is also build up relation system in place in the game it is just doesn't being used for now, for playing officer mode like before actually doesn't far from being implemented only question is are they willing to add it in PUKĭuel animation also have block, attack and rage option just like before it just being automated so hard so all depend on RNG ![]() The base game is designed in a very specific way to make officer play very hard to implement.Įven if they add officer modes, I doubt it will be well integrated. I don't think they going to add that in to 14. Probably lots of other things but I haven't played it that much to nitpick to hard. like whats all adding to my income and whats all taking away in expense because I really don't understand it.ĭuels and debates being player controlled and a thing. And one that breaks down whats using stuff. Them rebalance the economy a bit (food maybe a bit easier when not marching or doing anything, troops capped with the barrack levels - or let barrack levels allow bigger unit sizes, so they can't be ignored most of the time).Ī screen that shows me the city and all it's areas current state, so I can quickly see and change stuff (its a bit fiddly right now). I also really like the new event system, where it just tells what you need to see an event, so rather then sitting around waiting for it, you can do them. and hidden poison is fun when bandits actually spawn. Placation is also fun if you just want to harass a faction. Something that idk if I ever got to work in other games. Unintended home is pretty fun and actually can work. Like NA:SoI Policies, it gives some differences in how things play out. The new government system is a good idea. and that your income is based on what you actually control. I like it rewards you for not just rushing to the city but taking the nearby towns. I like it more after playing with it though. I like the we-go, I don't mind the auto skills (I do wish the ones you can control was per officer, and not just one and duels weren't automatic). The battle system is -worse- because I do prefer the TBS style to real time. ![]() I think the domestic is better in this game then 11, 11 was plop all the buildings down in the city and it was instantly maxed out then you move to the next one. I liked ROTK 11 best of the ones I played. Originally posted by Saica-Fox:but 14 has to do some tings right RTK 14 is about units that ignore your commands and move in ridiculous patterns. In RTK XI, the battles were very enjoyable, with interesting tactics. So if you enjoy clicking on reward almost every turn, this is the game for you.Ĥ) The battle system is terrible compared to RTK XI. Like sometimes it seems multiple officers with 100 loyalty can suddenly drop to 90 or 85 within one turn. The result is that a player just keeps on spending time buying food from the merchant (to stockpile supplies for battles).ģ) Even with a high charisma ruler, officer loyalty goes down drastically. Gold usage per turn is monthly expenditure divided by 3 (correct) while Supply usage is every turn (this is a terrible blunder). RTK XI had an appropriate balance (between farms and markets) while in RTK 14, a player should just develop commerce instead of agriculture.Ģ) The calculation for Supply Expenditure looks incorrect. ![]() Meanwhile, Gold and Supply income is nearly 1-1 (only slightly more supplies). Gold can be used to purchase supplies at ratio of 8 supplies to 1 gold. Buy it assuming you can afford it.ġ) Gold and Supplies income is totally out of balance in RTK 14. ![]() Originally posted by Roundpixel:In sum, if you liked rotk XI, you should love this one.
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