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Today we are excited to announce that Sovereignty will enter Steam Early Access on April the 9th!
Slitherine, Gothic Labs and The Lordz Games Studio really see Early Access as a unique opportunity to gather relevant feedback on all parts of the game and enhance it accordingly. This epic fantasy strategy game is a rather ambitious project and we thought that the community would be the best source of inspiration to take the game where it deserves to be.
Sovereignty has been in development for 3 years now, so the content provided is already very rich and players can have a complete play through with all of the realms and campaigns available!
We are going to sell the game on our site as well:
- If you buy from our site you are buying a steam key for early access on steam.
- When the game will be released we will supply you a standard DRM free installer.
- Your steam key will be the license key for the installer when it is released.
To better show all the features of the game we will stream it tomorrow 1st April (no joke!) on our official Twitch Channel (http://www.twitch.tv/slitherinegroup) at 20 CEST/2pm EDT!
Enter Early Access here (http://store.steampowered.com/app/312430/)!
Do you want to know more? Check the product page here (http://bit.ly/1pWXmuO)!
Nice!
very nice
I can't really say anything about it until the NDA is lifted, probably at the start of Early Access, but I just wanted to mention that I will be available to answer any questions at that time.
Looks very interesting.
Quote from: tgb on March 31, 2015, 02:14:19 PM
I can't really say anything about it until the NDA is lifted, probably at the start of Early Access, but I just wanted to mention that I will be available to answer any questions at that time.
One nod for 'worth it', two nods for 'let someone else pull the trigger'. ;)
Quote from: spelk on March 31, 2015, 05:39:18 PM
Quote from: tgb on March 31, 2015, 02:14:19 PM
I can't really say anything about it until the NDA is lifted, probably at the start of Early Access, but I just wanted to mention that I will be available to answer any questions at that time.
One nod for 'worth it', two nods for 'let someone else pull the trigger'. ;)
I can't even answer that because even the beta testers don't know how much it's going to cost. It could be priced like Vietnam '65 or it could be priced like War in the West. We have no idea.
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OK I didn't see that. It's still tough for me to answer without violating the NDA. I would say watch the live stream to get a feel for how the game plays. If that looks appealing to you, then yes, it's worth it.
Sovereignty will stream today 1st April (no joke!) on our official Twitch Channel at 20 CEST/2pm EDT!
http://www.twitch.tv/slitherinegroup
Very much tempted. It's been on my radar since it's been announced... O0
Very cool. Haven't played this since way back when I was in the early beta, so looking forward to seeing how the game has progressed. 8)
I'm very intrigued by the title and the different game concepts. If the different game styles merge together seamlessly, I think this one will be a sure-fire buy for me. If this is the kind of game where I have to fight 150 procedurally generated, dumbed-down and repetitive Panzer-General style map battles it might not be.
But I remain highly intrigued by the promise of this title!! I'm much more intrigued by something new these days, versus something polished that I've already seen before. This game seems to be the former.
Sovereignty: Crown of Kings game Early Access pre-launch stream video:
https://www.youtube.com/watch?v=O4WqpJPgpJk
Sovereignty early access manual is up at Steam, remember this is work in progress!
http://cdn.akamai.steamstatic.com/steam/apps/312430/manuals/Manual_SovCofK_v2_WithScreenshots.pdf?t=1427981414
I read the manual, and the game mechanics look simple but very interesting. I'll be curious to see what kind of responses it gets from reviewers after it hits production.
I love the map. Very "Conan"esque. Reminds me of every really good fantasy game I've played.
The beauty is that the game is early access. Within reason, there is opportunity for Tim and his team to take on board player comment and add to the game.
After reading the early access manual (something I seldom do...I generally wait til I'm stuck in the game somewhere) this is a certain purchase for me. Seems to be a very well thought out fantasy universe. If it runs have as good as it looks it could be awesome.
You are all tawdry wanting gaming temptresses.
^I just want her to look good in the morning, when I've sobered up!
That's not necessary for me...feeling good and looking good enough right now is...well...enough :)
I forgot I will be traveling for work the second part of the week and may not have access to a computer until I get home Friday night. I'll try to answer what I can from the road, but if I don't post much, that's why. If y'all are really waiting on me, you may have to be patient an extra couple of days.
Quote from: Gusington on April 03, 2015, 02:10:48 PM
You are all tawdry wanting gaming temptresses.
Yep! :D
HAHA filthy pirate gaming hookers!
Argh! Having now watched part of that stream video on YouTube, I'm anticipating this game in a big way again. Looks like they've definitely improved on what I played around with last year...and I already liked what I saw then. 8)
Quote from: Steelgrave on April 03, 2015, 10:38:30 AM
I love the map. Very "Conan"esque. Reminds me of every really good fantasy game I've played.
Same here. I'm a sucker for a good map, and I have to admit Sovereignty's was one of the things that really drew me to it.
Sovereignty's map reminds me of some old tabletop fantasy wargame maps from the 80s. Don't recall which, but that's the vibe I get. ^-^
I'm hesitant about getting too hyped yet because the game mechanics don't look terribly involved. Fortunately the strength of this one seems to lie in each faction being very different, and there being quite a few. Which is always great. O0
It's got (the fantasy equivalents of) Vikings, Mongols, a naval-supreme Britain, the Byzantine Empire, and even a frickin' pirate nation. That's in addition to your mandatory Orcs, Dwarves, Undead, and Elves (multiple varieties of each). What's not to love??! :smitten:
Quote from: Martok on April 07, 2015, 03:08:31 PM
It's got (the fantasy equivalents of) Vikings, Mongols, a naval-supreme Britain, the Byzantine Empire, and even a frickin' pirate nation. That's in addition to your mandatory Orcs, Dwarves, Undead, and Elves (multiple varieties of each). What's not to love??! :smitten:
Stop it, you tease!!! I can't wait to play this!
Have I mentioned the 30+ playable factions, each having their own "historical campaign" (should you choose it over one of the more standard campaign modes)? Or that the map consists of 100+ provinces, each one unique, with their own distinct properties and features? >:D
Pure
Gamer
Porn
gottaloveit
Filthy pirate gaming hookers!
I think I already used that one...
Quote from: Gusington on April 07, 2015, 07:57:34 PM
Filthy pirate gaming hookers!
I think I already used that one...
Yeah, but it's rapidly becoming a classic!
Unfortunately I can't take credit...have to recognize Ron Burgundy.
Hopefully he doesn't read every bit of the option & setup screens this time, but the gameplay vids have begun!
Very cool first ever Sovereignty game play-through video`s:
https://www.youtube.com/playlist?list=PLGB6RkFB7ZmPYxfE_jNrLoADcCjMKLTMw
Downloading.....now! 8)
Can someone briefly describe how combat between armies works?
The link LZ provided goes to what seems like is supposed to be an ongoing series, starting with the video Nefaro linked to.
As of this morning my time there are only two videos yet, and here's the second one.
Downloaded. I guess others have taken the plunge too from the hush in the forum.
Anyone else getting auto battle crashes? The crash reporter also crashes, too.
The manual had NOTHING on buildings. I'm assuming you need resources to build stuff but have no idea what buildings I can build, what these hypothetical buildings would do or what resources I would need
Any help?
I bought it earlier today but haven't had the chance to fire it up yet :-\
Quote from: mikeck on April 09, 2015, 05:58:27 PM
The manual had NOTHING on buildings. I'm assuming you need resources to build stuff but have no idea what buildings I can build, what these hypothetical buildings would do or what resources I would need
Any help?
as far as i have seen and read you can only upgrade provinces not build specific buildings. thats what i picked up from the DAS lets play video's.
upgrade how? Defense level, more money? Better units? I like what I see so far but it wouldn't be a very deep game if it is limited to province level 1 to province level 2
I have to believe resources serve some purpose
From what i can tell from the video's upgrading provinces gets more gold per turn and you can upgrade provinces i think to level 9, and you need resources to build units if you don't have the resources you have to trade for them.
Here's part 3 and 4
I like what i see but it does look like it needs to be fleshed out in several area's...kind what early access is for. I'm thinking of jumping in, just not sure when. I need to read more feedback on the AI.
Quote from: mikeck on April 09, 2015, 07:26:36 PM
upgrade how? Defense level, more money? Better units? I like what I see so far but it wouldn't be a very deep game if it is limited to province level 1 to province level 2
I have to believe resources serve some purpose
Economic value. They also drop by one when they're attacked, IIRC.
I picked it up anyway and played the tutorial. Unfortunately yes if you want to upgrade a province you can simply click upgrade. It does appear that resources are required but only for the production of certain types of units. The other ones are simply used in trade I think. I do think this is a mistake.... I think province upgrading should be a little bit more complex than simply deciding to upgrade but I didn't write the game so...
Sovereignty: Crown of Kings EA hotfix v1.1 Beta now up on Steam:
http://steamcommunity.com/app/312430/discussions/0/611702631243041437/
Province level also affects defensive ability, I believe. Turns you can hold out before a siege flips ownership, maybe?
Quote from: Lord Zimoa on April 10, 2015, 08:24:28 AM
Sovereignty: Crown of Kings EA hotfix v1.1 Beta now up on Steam:
http://steamcommunity.com/app/312430/discussions/0/611702631243041437/
Great!
I played for an hour or so last night. Really liked what I saw. Personally I like the simplified economic upgrade model, I find it much easier to manage then having to remember what building I built in which province. However I would like it if it required resources as well as gold to upgrade.
Started as the Boruvian Empire. After a few turns of building up my forces, and making some Non-aggression treaties and alliances, I declared war on the Sirucil to my northwest. I thought that them being a one province faction they'd be a push over. I was wrong. Their ents and wood spirits really handed it to me. Overall I like the combat. I didn't read the manual before playing, so I don't know if attacking a unit on a flank is a mechanic but I think I'd like it to if its not.
One thing I liked is that starting units and unit locations seem to be randomized. One game I started I had a fleet and an army, next game I had 2 armies.
I'm really curious how moddable the game is. I did see a mod manager on the load screen but haven't dived into the files myself.
Early Access "trailer":
It's more of an announcement/brief overview than an actual trailer, but still cool. The thing that really caught my attention, however, was the devs' intent to keep Sovereignty in the Early-Access phase for at least a year!
I am, of course, torn. Part of me -- the wiser part -- says, "Good! Time for plenty of player feedback, and to really get this right." The other part of me -- the kid/gamer part -- says, "No! Want right f***ing NOW!!!"
I have watched several videos and I like what I see. I like the choice of scale for the tactical combat, it feels much like you are commanding an army, rather than simply a band of warriors.
One suggestion- When soldiers march, please have a selection of several sounds that play randomly. That boot sound was driving me bonkers while watching the videos.
Here's the thing about province upgrades, building and the like this is NOT a 4X game. If you go into it looking for one, you will be disappointed. It's first and foremost a war game, with basic diplomacy and province management. It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.
And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games? Just because a game doesn't have a feature you wish it did doesn't make it shallow.
Fantasy Empires, couldn't remember the naem, I don't have this game yet, but from I've seen this reminds me of FE.
Quote from: tgb on April 10, 2015, 08:55:26 PM
Here's the thing about province upgrades, building and the like this is NOT a 4X game. If you go into it looking for one, you will be disappointed. It's first and foremost a war game, with basic diplomacy and province management. It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.
And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games? Just because a game doesn't have a feature you wish it did doesn't make it shallow.
Ok, well that was me and I disagree. Grigsby's games are FAR MORE in depth concerning armies. In thos game there are no supply issues, assigning commanders (just 1 hero per army), flanking bonuses, terrain issues, etc
You can't possibly compare the military strategy in this game to Grigsby's
That said, it's not supposed to be. BUT, I do think the lack of any province improvement other than "improve" limits the game as there is simply not enough depth in the military game for me
Key point...FOR ME. Others may like it. It is early release after all and i want to like it. I just don't see any depth yet
Quote from: mikeck on April 10, 2015, 10:18:26 PM
Quote from: tgb on April 10, 2015, 08:55:26 PM
Here's the thing about province upgrades, building and the like this is NOT a 4X game. If you go into it looking for one, you will be disappointed. It's first and foremost a war game, with basic diplomacy and province management. It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.
And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games? Just because a game doesn't have a feature you wish it did doesn't make it shallow.
Ok, well that was me and I disagree. Grigsby's games are FAR MORE in depth concerning armies. In thos game there are no supply issues, assigning commanders (just 1 hero per army), flanking bonuses, terrain issues, etc
You can't possibly compare the military strategy in this game to Grigsby's
That said, it's not supposed to be. BUT, I do think the lack of any province improvement other than "improve" limits the game as there is simply not enough depth in the military game for me
Key point...FOR ME. Others may like it. It is early release after all and i want to like it. I just don't see any depth yet
You are raising a straw man argument. I never said Sovereignty had as much depth in the combat system as one of GG's games. I used GG's games as an example of games that don't have province development but are still deep.
Auto battle crash fixed.
The more I play this game, the more I'm convinced it's a classic in the making. I think it's one of those games that will easily remain on my drive in 10 years.
I'm getting a lot of fun out of this, even in early access and in fact this game is in a better state than many full releases.
Coming from a pen & paper roleplaying game background, I think this is a wonderful game world. Very evocative and the names, province illustrations and units really do speak volumes of how much a strong creative force is behind this. I could easily take that map and the realm info and use it right now in any dice & paper rpg, it's that well-thought out. Well done guys. In fact, I want to know more about the backstory of these nations and it's units but it's a credit to the design team that with minimal info, you've made the map and world come alive.
I believe in giving good feedback when it's due, and this deserves some credit.
At least from my chair, I'm having a good time and it's ticking all the right boxes for me.
it looks thin, but i might be one of the ones pigeon holing it into the 4X category where there is so much to do every turn. I defiantly like the look of it, looks like the basics are there and that early access it going to be a good thing for this game. i'll be eager to hear from players when there deeper into the game or manage to finish a game. I imagine i'll jump into the early access just not right now.
The early game can be slow going, especially if you are playing one of the smaller, weaker factions. It's kind of like the way Crusader Kings II made you think that starting with a small realm in order to learn the mechanics would be easier, when in fact it's tougher because you can't do a lot.
I'm liking the little bit I've played. I watched the first Let's Play and done the tutorial. Going to start a fresh game later today.
Quote from: tgb on April 10, 2015, 10:31:25 PM
Quote from: mikeck on April 10, 2015, 10:18:26 PM
Quote from: tgb on April 10, 2015, 08:55:26 PM
Here's the thing about province upgrades, building and the like this is NOT a 4X game. If you go into it looking for one, you will be disappointed. It's first and foremost a war game, with basic diplomacy and province management. It has more in common with Birthright, Fantasy General, Fantasy Empires, and even Warlords that it does with Master of Magic or Heroes of Might and Magic.
And to the poster who said that it can't be deep if you don't build buildings - how much province development is there in Grigsby's games? Just because a game doesn't have a feature you wish it did doesn't make it shallow.
Ok, well that was me and I disagree. Grigsby's games are FAR MORE in depth concerning armies. In thos game there are no supply issues, assigning commanders (just 1 hero per army), flanking bonuses, terrain issues, etc
You can't possibly compare the military strategy in this game to Grigsby's
That said, it's not supposed to be. BUT, I do think the lack of any province improvement other than "improve" limits the game as there is simply not enough depth in the military game for me
Key point...FOR ME. Others may like it. It is early release after all and i want to like it. I just don't see any depth yet
You are raising a straw man argument. I never said Sovereignty had as much depth in the combat system as one of GG's games. I used GG's games as an example of games that don't have province development but are still deep.
It's not a strawman argument. My point was though those games don't have development, they are wargames and their depth comes in the strategic and tactical areas. This game seems to have neither.... that's my point. If you aren't going to have problems development then maybe we should have more depth in the trading or tactical battles?
I did read somewhere that they were going to add elements to the province development though.
It may end up being a great game and may be now for some people already. It's early access that's what this time is for. But after about 10 times I just kind of stopped and said "so this is it "?
If there's one thing we all know it's that some of us like games that other ones don't like. So I'm not saying that the game sucks or no One should get it.
I'm just saying that I really really want to like this game and was hoping for just a little more depth
The map reminds me of the Dominion series. Is this game anything like them?
Quote from: Rayfer on April 11, 2015, 12:58:28 PM
The map reminds me of the Dominion series. Is this game anything like them?
No. Just the opposite, in fact. Dominions is all about realm management, researching, and throwing a lot of spells around, with hands-off combat. Sovereignty is all about tactical combat, with almost no realm management, no research, and very little magic
It has a beautiful map. One of the best I've seen in this type of game
Bought it on the strength of the videos, and so far have played the tutorial. Clearly early access, but enjoyable. This could end up being very good.
I chose Sonneneve. Always been a sucker for Elves. Tolkien Elves, not those mincing, prancing, faux-mystical imitations just about everyone else has. I have non-aggression pacts with Aevinwode (the Neutral faction of Elves) and Sirucil (the Evil faction of Elves). I am attempting to build up my army to take three provinces from my Human neighbor. In two of the provinces, there are Resources. One has Iron the other has Gems. Nothing in my army requires Gems, but, I can definitely use the Iron. And Gems are a valuable trade good. i am also stockpiling Resources each turn. Opens more options for trade.
Quote from: MetalDog on April 11, 2015, 11:27:43 PM
I chose Sonneneve. Always been a sucker for Elves. Tolkien Elves, not those mincing, prancing, faux-mystical imitations just about everyone else has. I have non-aggression pacts with Aevinwode (the Neutral faction of Elves) and Sirucil (the Evil faction of Elves). I am attempting to build up my army to take three provinces from my Human neighbor. In two of the provinces, there are Resources. One has Iron the other has Gems. Nothing in my army requires Gems, but, I can definitely use the Iron. And Gems are a valuable trade good. i am also stockpiling Resources each turn. Opens more options for trade.
Is that Cragenwaste you're going after?
It is, Martok. They don't have some secret weapon I should be afraid of...do they?
As far as depth, it's deeper than Commander: The Great War, and this game is not a 4x game, but indeed more like Commander.
As for the function of each province's economy level:
Each province has an economy rating (0 to 8 or more). You can improve it by paying a sum of gold, which increases with the level of upgrade. The improved rating nets more income per turn, but there is a maximum rating for each province (you just can't improve all of them to 9 etc). Some of them cap-out at lower levels based on some internal factor. Also, the distance away from your capitol also reduces efficiency of income for distant provinces.
The economy rank of each province is reduced by 1 per turn of occupation. When it reaches zero, the province is captured, so it pays to upgrade them for economic and defensive purposes.
I'm several years in, as Ariselle, the great northern Island naval power (Great Britain clone) and have fought a war against Jotland (Norse clone).
I happily occupied the rest of Jotland before the great powers of the south started making inroads in my northern sphere, so that pissed me off and I decided to annex the whole of Jotland, to bump my rank to just under 'Great Power' status.
So I took over the final capitol province, which was a war of attrition (the Jotlanders are by no means a pushover) angering all the civilized nations.
My diplomatic relations with everyone else are around -30 or more (Hostile) so I can live with that, as long as no one decides to go to war against me. There are powerful alliances around me but my navy is a juggernaut. I'll sit it out for a few years and use diplomacy. However, Palemoor (the undead lands) just cast a global spell of permanent Winter over the world, so I'm guessing that only way to fix things is to conquer them.
Cragenwaste made it easy on me and declared war before I could. I happily obliged him by taking the battle to the first province I had my eye on. I fought a tactical battle instead of auto resolve. May have made the difference as I couldn't eliminate all the units of his army before the allotted time was up. Instead, I captured a second victory hex to seal the win. Having seen what Khazoth, the evil Orc Kingdom directly on the other side of the province I have captured, has for an army, I may have bitten off more than I can chew. DAMN those are some bad ass looking Orcs!
Quote from: MetalDog on April 12, 2015, 07:59:05 AM
It is, Martok. They don't have some secret weapon I should be afraid of...do they?
Ha. No, not as far as I'm aware of. I just know from my experience in the beta that they like to go after Sonneneve a lot -- often with devastating results (the poor High Elves seem to always get their asses kicked back to their capital) -- so I thought your bringing the fight to them was a bit of poetic justice. ;)
Quote from: MetalDog on April 12, 2015, 10:36:04 AM
Cragenwaste made it easy on me and declared war before I could. I happily obliged him by taking the battle to the first province I had my eye on. I fought a tactical battle instead of auto resolve. May have made the difference as I couldn't eliminate all the units of his army before the allotted time was up. Instead, I captured a second victory hex to seal the win. Having seen what Khazoth, the evil Orc Kingdom directly on the other side of the province I have captured, has for an army, I may have bitten off more than I can chew. DAMN those are some bad ass looking Orcs!
Try to make common cause with the Dwarves of Brogen Hur, perhaps? (They were my favorite faction in the beta. O0 ) Khazoth was usually my favorite target (and most frequent enemy) when playing as them, which I suspect was kinda/sorta on purpose on the part of the devs.
The developers are saying they are looking into adding some 4X elements like buildings. I hope they don't, as it will divert resources from where they are most needed (AI) and turn this from a good war game into a mediocre one that is neither fish nor fowl.
Quote from: tgb on April 12, 2015, 11:25:36 AM
The developers are saying they are looking into adding some 4X elements like buildings. I hope they don't, as it will divert resources from where they are most needed (AI) and turn this from a good war game into a mediocre one that is neither fish nor fowl.
I agree completely. If they do that, I'll instantly lose interest in this game. I really like the mechanics of this and hope it stays a wargame, and doesn't turn into a 4X game. We have have plenty of 4x fantasy games already.
i think i agree with the not making it a 4x. I'm trying not to buy it yet but it's getting tempting. I would like the diplomacy and the relationships with other kingdoms fleshed out and would like to be able to add somethings to provinces, but in a limited fashion. i 'd like to see more fog of war, maybe the ability to add watch towers to provinces. i think you see too much info about other provinces and their armies. the AI should be their first consideration though.
I'd like to see more done with leaders, a la Endless Space/Endless Legend, and more lore for provinces and kingdoms. I'm not entirely happy with how the "tactical" (which seem more like operational) battles work - the charge mechanic, for example, seems a bit odd given the distance a hex must actually represent.
I agree that there could be some improvements to FOW, too. It'd be great to see some scouting value assigned to light cavalry, for example.
There's something pretty compelling about this one, though. I find I'm thinking about it when not playing it, which is always a good sign to me.
I'm digging the game, great lore and map etc... however, still a ways to go before jumping completely in. So far, I think with community feedback and more implementation of features, this maybe the fantasy go-to game.
PE
I'm liking the mostly war game aspect of it. As well as the culture specific victory conditions. The other vc are good, too. I especially like, 'Don't let your rival beat you,' as a vc. Gives you something to stay focused on. And for some reason, I find that I am more willing to play the tactical battles in this than I was for Age of Wonders 3.
There is FOW of a sort - most factions can only see the makeup of armies in the provinces adjacent to them. Some units have the "scout" ability that allows you to see further. There is also a landmark that does that (watchtower, iirc) and a spell ("scry") that lets you look at all the armies of any faction for a limited amount of time.
As to the most interesting victory conditions - the realm-specific one and rivalry - the AI isn't playing the same game. It might be too much to expect 31 AI factions to each be trying for a different victory condition, but in both of those the AI is more of a speed bump on the way to player victory. You can still lose by having your capitol conquered, but that's about it. You have to be pretty careless to lose either of those.
It's my biggest complaint about the AI right now.
Quote from: tgb on April 12, 2015, 01:20:19 PM
There is FOW of a sort - most factions can only see the makeup of armies in the provinces adjacent to them. Some units have the "scout" ability that allows you to see further. There is also a landmark that does that (watchtower, iirc) and a spell ("scry") that lets you look at all the armies of any faction for a limited amount of time.
As to the most interesting victory conditions - the realm-specific one and rivalry - the AI isn't playing the same game. It might be too much to expect 31 AI factions to each be trying for a different victory condition, but in both of those the AI is more of a speed bump on the way to player victory. You can still lose by having your capitol conquered, but that's about it. You have to be pretty careless to lose either of those.
It's my biggest complaint about the AI right now.
Sounds like you've played deep into the game, how does the mid and late game hold up.
Quote from: tgb on April 12, 2015, 01:20:19 PM
You can still lose by having your capitol conquered, but that's about it.
That capital/capitol thing is a really annoying typo in the game.
Quote from: PanzersEast on April 12, 2015, 12:27:26 PM
I'm digging the game, great lore and map etc... however, still a ways to go before jumping completely in. So far, I think with community feedback and more implementation of features, this maybe the fantasy go-to game.
PE
I agree 100%. There isn't enough there for me Personally...BUT, what is there is is well done and polished. If there is not going to be province management, I'm still on bored but I would like them to add so tactical stuff like mutual support of units, facing, terrain modifiers and such. But the Devs seem to have made a great base game which will only get better. It is early release so it's not fair to compare it to other complete games
So far, I am really torn on this game...feedback is making it tough to resist, just not sure yet....
mikeck, from the two tac battles I have participated in, I have seen that infantry is mutually supporting and archers have opportunity fire. I thought the terrain affected def/off, but I can't swear to it. The one thing I am finding that isn't happening, as far as I can tell, is units healing in battle. I was under the impression that no move=small amount of healing. I haven't seen that. I also have not seen magic. Whether or not I have any or or how to get it if I don't have it.
Quote from: -budd- on April 12, 2015, 01:31:16 PM
Quote from: tgb on April 12, 2015, 01:20:19 PM
There is FOW of a sort - most factions can only see the makeup of armies in the provinces adjacent to them. Some units have the "scout" ability that allows you to see further. There is also a landmark that does that (watchtower, iirc) and a spell ("scry") that lets you look at all the armies of any faction for a limited amount of time.
As to the most interesting victory conditions - the realm-specific one and rivalry - the AI isn't playing the same game. It might be too much to expect 31 AI factions to each be trying for a different victory condition, but in both of those the AI is more of a speed bump on the way to player victory. You can still lose by having your capitol conquered, but that's about it. You have to be pretty careless to lose either of those.
It's my biggest complaint about the AI right now.
Sounds like you've played deep into the game, how does the mid and late game hold up.
Actually, no. I'd restart every time a new build came out, which was pretty frequently. I found out what the AI was doing by asking one of the developers.
QuoteThe one thing I am finding that isn't happening, as far as I can tell, is units healing in battle. I was under the impression that no move=small amount of healing. I haven't seen that. I also have not seen magic. Whether or not I have any or or how to get it if I don't have it.
Units heal between battles as a general rule of thumb, so when they talk about not moving they mean on the strategic map. Some units and heroes do have the power to heal mid-battle, but it's a special ability.
Here's how magic works: Every turn your faction generates x magic points (the game calls them xp, which is a little confusing). Once you've generated y magic points you gain 1 spell level point. That point can be used to either learn a new spell of the level you are currently on, or you can advance a level. How many points you get each turn and how many you need to advance differs by faction, based on the game's lore. Some factions are more attuned to magic than others. You can allocate a percentage of your budget to purchase additional xp each turn if you like. You also get more xp each turn you are at peace, which seems odd for a game focused on warfare, but think of it as a guns or butter decision. You can only have 6 spells in your arsenal, and there is a cool-down period after casting.
Spells can only be cast on the strategic map, sort of like the Disciples series. Your heroes are essentially one-time fire-and-forget spells that can be cast on the battlefield.
Quote from: mikeck on April 12, 2015, 03:13:18 PM
Quote from: PanzersEast on April 12, 2015, 12:27:26 PM
I'm digging the game, great lore and map etc... however, still a ways to go before jumping completely in. So far, I think with community feedback and more implementation of features, this maybe the fantasy go-to game.
PE
I agree 100%. There isn't enough there for me Personally...BUT, what is there is is well done and polished. If there is not going to be province management, I'm still on bored but I would like them to add so tactical stuff like mutual support of units, facing, terrain modifiers and such. But the Devs seem to have made a great base game which will only get better. It is early release so it's not fair to compare it to other complete games
Agreed. Could use a bit more depth in some areas. Since it leans more toward a grand strategy wargame, I'd like to see more tactical details implemented on the warfare side (as mentioned).
Well, i caved ::)
Metal dog you could be right. When you say mutual support do you mean that for example the infantry games and attack bonus if they are supported by nearby archers? Something like that?
Quote from: mikeck on April 12, 2015, 05:09:29 PM
Metal dog you could be right. When you say mutual support do you mean that for example the infantry games and attack bonus if they are supported by nearby archers? Something like that?
Yes. Infantry gains a defense bonus for being placed next to other infantry, and if archers are in range, archers can be used to fire defensively against an attacker.
There are also terrain modifiers at play, as well as modifiers due to unit type. Pikes, for example quite logically negate cavalry charge bonuses. Certain unit types are particularly vulnerable to certain types of magic.
Magic is a strategic resource and there's a mechanism for investing in it every turn to generate Magic Points. These points can be turned into spells or saved to be redeemed for higher level spells. Some of the high-level spells look to be game-changers, though I've yet to try any of them out.
The manual is worth a skim, at least. There's more depth to the tactical combat than is obvious from the tutorial.
is there anyway or screen to show what your upkeep cost is? expense screen or something. must consult the manual. I'm enjoying it so far, still finding my way around.
Quote from: mikeck on April 12, 2015, 05:09:29 PM
Metal dog you could be right. When you say mutual support do you mean that for example the infantry games and attack bonus if they are supported by nearby archers? Something like that?
IIRC, archers can add some return fire damage to adjacent units (infantry?) being fired upon by enemy ranged units right now. Infantry can also get a supporting defensive bonus when they're in a line of adjacent infantry (not sure of the requisite conditions here).
I think it could probably use some more filling out with this type of stuff. I'm not going to complain about some extra building options, either. More options = better gaming, if the AI can utilize them to some degree.
Quote from: -budd- on April 12, 2015, 06:53:22 PM
is there anyway or screen to show what your upkeep cost is? expense screen or something. must consult the manual. I'm enjoying it so far, still finding my way around.
Hover the cursor on your bank balance at the top of the screen. It's still a little finicky, so it may take 2 or 3 tries to get it to open.
I'm screwed now until they fix the naval battles, crashing on auto and tactical.
Played a bit more. I like it a lot and found that I was wrong inasmuch as there ARE tactical bonuses for terrain (thanks Panzerde!) I dig it
Quote from: Ian C on April 13, 2015, 12:26:53 PM
I'm screwed now until they fix the naval battles, crashing on auto and tactical.
Are you running the beta? I can't really remember, but I thought I saw something in the notes about that being one of the things they fixed. You can sign up for it through the game properties on Steam.
I may also be completely wrong about them fixing that in the beta, but hey, it'll probably show up there first if it isn't fixed now!
Quote from: panzerde on April 13, 2015, 02:55:00 PM
Are you running the beta?
Yep. There was another patch today, but the auto report tool is really a great idea as the reports go straight through to the devs.
Is anyone else noticing the AI not attacking if your units are in a shield wall? I find it easy to abuse without trying.
Not sure if they added things to the tactical combat or not, but I did notice things like supporting fire for nearby units from archers and terrain bonuses when I was playing this weekend. It did take me awhile to figure out that successive attacks by your units would have have better success. Until I noticed that I wouldn't attack a unit unless my siege unit broke it first.
At first glanced I wasn't too excited about a limited number of turns in tactical combat but after playing for a few hours it seems balanced.
Not sure what else I'd like to see on the strategy layer.
I just fought a war against Kazoth and the Orcs definitely went after my pikes even when in shieldwall with archer support. Those damn Battle Orcs did some damage, too!
There definitely does seem to be something wrong on the naval front. I have a fleet in port and can't get it to leave. I'm also have a province I annexed, which has a full stack army of mine in it, that seems to have also attracted a smaller army from one of my allies. At first I thought that this meant that as allies we could move through each other's provinces, but when I try and move through his, I get the red "attack" arrow. So, not sure what's up with that.
Still, very engaging. The game I'm playing is supposed to be a Rivalry game, but I'm about two years in and have yet to attack my rival. I decided I'd use diplomacy first to surround him with allies. While working on that I've been pulled into several wars, however, and ended up annexing provinces that I definitely hadn't planned on. Of course, that means I need troops to defend them and I obviously had to attack them with my main armies in the first place. Now I find myself with a basketful of allies, strong armies that are out of position, new provinces I need to defend, and a rival that's had time to build his forces. And it's winter.
I can only hope that my allies that surround him at least distract him enough that he can't concentrate his troops to counterattack me, or this could be a long war...
Excellent! Sounds like a good time :)
Quote from: panzerde on April 13, 2015, 10:24:13 PM
I just fought a war against Kazoth and the Orcs definitely went after my pikes even when in shieldwall with archer support. Those damn Battle Orcs did some damage, too!
There definitely does seem to be something wrong on the naval front. I have a fleet in port and can't get it to leave. I'm also have a province I annexed, which has a full stack army of mine in it, that seems to have also attracted a smaller army from one of my allies. At first I thought that this meant that as allies we could move through each other's provinces, but when I try and move through his, I get the red "attack" arrow. So, not sure what's up with that.
Still, very engaging. The game I'm playing is supposed to be a Rivalry game, but I'm about two years in and have yet to attack my rival. I decided I'd use diplomacy first to surround him with allies. While working on that I've been pulled into several wars, however, and ended up annexing provinces that I definitely hadn't planned on. Of course, that means I need troops to defend them and I obviously had to attack them with my main armies in the first place. Now I find myself with a basketful of allies, strong armies that are out of position, new provinces I need to defend, and a rival that's had time to build his forces. And it's winter.
I can only hope that my allies that surround him at least distract him enough that he can't concentrate his troops to counterattack me, or this could be a long war...
Winter is coming.
Apropos of nothing, I have to say I really like the auto-battle system in Sovereignty. That it occurs in three phases, that you can "observe" these phases, and that you have the option (at least as the attacker) to retreat before the beginning of each phase is definitely appreciated. I feel that it does a good job of allowing player input, whilst also allowing the player to understand why the battle's results are what they are (you're not left wondering in the dark going "How/why the F did that happen??").
An overview of some of the game's playable nations:
Another beta patch! Fixed the crashes!
As someone who buys but almost never plays fantasy-based games, I should know better than to be tempted by this. Esp. fantasy 4x -- Fallen Enchantress and Endless Legend are installed but I simply never play them... And why did I drop $45 on Pillars of Eternity the other week? Oh yeah, because I'm a sucker.
And yet... those Tolkien-esque maps look freaking amazing.
Quote from: sandman2575 on April 14, 2015, 12:42:46 PMAnd yet... those Tolkien-esque maps look freaking amazing.
Don't forget about the 30+ playable factions and their individual storyline campaigns. :D
Q:
If the game is in 'Early Access', then why are the beta patches being released as opt-ins? Are they so raw that some will likely need to revert to an older version?
I'm okay with all that, as it's the safe way to approach it with the Steam client limitations. Just wondering if the beta opt-in patches are getting uploaded as soon as they're finished or if they are getting a little internal testing first.
Quote from: Nefaro on April 14, 2015, 06:09:49 PM
Q:
If the game is in 'Early Access', then why are the beta patches being released as opt-ins? Are they so raw that some will likely need to revert to an older version?
I'm thinking it's essentially a combination of:
1.) Better safe than sorry
2.) It's become standard practice for Steam anyway.
Quote from: Martok on April 14, 2015, 06:05:57 PM
Quote from: sandman2575 on April 14, 2015, 12:42:46 PMAnd yet... those Tolkien-esque maps look freaking amazing.
Don't forget about the 30+ playable factions and their individual storyline campaigns. :D
Just wondering why 1 realm is AI only, anybody know? Is there any patch notes some where i can't find any.
It's the game version of the Papacy. That's why you can't play it. Ties in to a couple of nations victory conditions.
Sovereignty Beta patch v1.2 is now available:
http://steamcommunity.com//app/312430/discussions/0/611703898450972931/
RPS has a nice little article on the game here (http://www.rockpapershotgun.com/2015/04/14/strategy-wargame-early-access-sovereignty-crown-of-kings/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29).
Quote from: Lord Zimoa on April 15, 2015, 09:26:23 AM
Sovereignty Beta patch v1.2 is now available:
http://steamcommunity.com//app/312430/discussions/0/611703898450972931/
Sweet!
Does it auto patch? Or do I have to apply it myself?
For steam, right click on the game and open up "properties". Go to the beta tab and it drops down. Select "open beta". Do that once and it will automatically update to the newest test betas
Thank you, sir!
Got in some more action as Sonneneve. Palemoor declared on me and I have taken two of the Undead's provinces, including the capital. They have an army in my territory, but, I am trying to lure them in to a trap and destroy them. Found out how to take prisoners. Not sure their signifigance yet, but, I'll keep'em :)
developer basic road map post on steam
http://steamcommunity.com/app/312430/discussions/0/611703999966073127/
First Roar: Sovereignty - Crown of Kings
https://www.youtube.com/watch?v=6G9PMLbwFF0
Finished my war with Palemoor. I annexed all three of their provinces. As soon as that operation was complete, six countries declared war on me! Turns out, if you annex a capitol rather than occupy and leave before annexation, you incur a SERIOUS diplomatic penalty with everyone on the board. Ariselle, Calland, Cragenwaste, Dunmar, Crivia, Riesental and one or two more that are escaping me right now, are all at war with me. I have -50 relations with several other nations, including two that I have diplomats in already trying to improve relations. Doesn't seem to be working :( I have several units in queue, but already have all my Elite and Unique units built. Not sure what is going to happen, but, it looks like I am in deep doodoo.
Sovereignty uses a system along the lines of the old Paradox "badboy" rating, and annexing capitols is in fact the fastest way to get in trouble.
Well. That explains it then. Thank you, sir.
any one know how you get a harbor? Seems i can get one because A. i'm on the coast B. I have ship units in my recruit screen. Went out and traded for some wood... I want my ships :) Is it just a matter of upgrading a province, i'm about to upgrade a province and i'll need ships at sometime, couldn't find anything in the manual.
You should have a province that has a little anchor in a circle on the coast. That's the port/harbor. It isn't AFAIK an improvement you can build. When you build your ships and it comes time to deploy them, only provinces with harbors will be available for deployment.
As Sonneneve, I have a Harbor icon, but, I am unable to access the Ships icon in my unit build screen. While it may be a resource issue, I'm pretty sure I can't even click the icon. Any ideas?
i'm playing Ravenguard, i have a lot of coast line. I have acquired all the resources to build ships and when i tried it says i need a harbor. So your saying if i don't have a harbor to start i'll have to conquer one to get a harbor, upgrading a coast province will not get me a harbor. Well that should be changed some how.
Quote from: MetalDog on April 18, 2015, 08:52:58 PM
As Sonneneve, I have a Harbor icon, but, I am unable to access the Ships icon in my unit build screen. While it may be a resource issue, I'm pretty sure I can't even click the icon. Any ideas?
my guess its a resource issue. see if you have any red resources when you select ship unit.
I don't have any ship units. Going in game to get specifics.
Yeah. The Ship icon in the unit build screen is greyed out and not clickable. And the harbor is in the capitol province of Sonneneve. I have 9 Lumber. So. Any other suggestions?
no idea if its not clickable, no resources show on the right when you hover? I can click my darkened ship icons and see what resources i needed, never thought about the harbor issue before i went out and bought the wood.
Quote from: -budd- on April 18, 2015, 08:54:09 PM
i'm playing Ravenguard, i have a lot of coast line. I have acquired all the resources to build ships and when i tried it says i need a harbor. So your saying if i don't have a harbor to start i'll have to conquer one to get a harbor, upgrading a coast province will not get me a harbor. Well that should be changed some how.
I started a game as Ravenguard and looked at shipbuilding. My guess is that this is a bug, or an omission. From the province descriptions I think Renford is supposed to have your port. From what I can see, it looks like ports are pre-existing facilities and there isn't a means to build them.
There are five icons in the unit build screen, Infantry, Archer, Cavalry, Ships and Siege. Four of them are clickable and when clicked, show the units available to be built in the middle of the screen. The units are darkened if I don't have the resources to build the unit and lit up if I do. The Ships icon is dark, unclickable and shows nothing when I hover over it. I have 9 Lumber.
Now, it may be that I still don't have enough of the proper Resource(s), but if that was the case, I should still be able to see the units available to be built by me in the middle of the screen. I can't, so, that's not it.
I have a harbor. If that was the only requirement for building ships, I should be able to see the ships available to be built, regardless of resources. So that's not it.
So, what does that logically leave as possible answers?
i loaded up and started a game as Sonneneve, man that is weird. Doesn't look like you can float any ships on that river, weird place for a harbor. Can i borrow your harbor :)
bug
Quote from: MetalDog on April 18, 2015, 08:57:23 PM
I don't have any ship units. Going in game to get specifics.
Yeah. The Ship icon in the unit build screen is greyed out and not clickable. And the harbor is in the capitol province of Sonneneve. I have 9 Lumber. So. Any other suggestions?
I get the feeling that the naval portion of the game is still pretty half-baked. I built ships as the Boruvian Empire, deployed them to my port, and then was unable to get them to put to sea at all.
I poked at the editor the other day, and I suspect what's going on is that in your case, the harbor hasn't been properly tied to the province, so you can't use it, and in budd's case the harbor hasn't been place in the province it's supposed to be placed in. That's a guess, but in keeping with how broken I'm finding naval action so far.
@ -budd-: Yes, you may. You'll just have to help me fight six or seven other nations ;)
@panzerde: Sounds like a winner to me.
well it is early access, where is the official report stuff thread....steam, matrix, slitherine,
What is the purpose of having chips? I haven't really played enable power so can you have naval battles or do you use them to blockade or something like that?
Quote from: mikeck on April 18, 2015, 09:57:32 PM
What is the purpose of having chips?
If you have access to the quacamole resource, you can build awesome wind-powered units.
Quote from: mikeck on April 18, 2015, 09:57:32 PM
What is the purpose of having chips? I haven't really played enable power so can you have naval battles or do you use them to blockade or something like that?
I haven't played a navel country either. I am playing the own 200 provinces victory condition, my plan was to board some units and go to war with someone other than my neighbors to start, while trying to keep good relations with my bordering nations.Not even sure if you can transport units via ship at this point i just assumed you could. Guess i could look if the ships have a carry capacity. Since i don't have a harbor, and i notice[now] that a lot of coastal regions don't have harbors, and the nearest harbor is a few provinces away. I may restart.
Quote from: tgb on April 18, 2015, 10:07:47 PM
Quote from: mikeck on April 18, 2015, 09:57:32 PM
What is the purpose of having chips?
If you have access to the quacamole resource, you can build awesome wind-powered units.
I'd build Salsa Sharks. With lasers on their heads.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fs-media-cache-ak0.pinimg.com%2F736x%2Fb3%2F93%2Fa5%2Fb393a5f02e76a0850da0b2b242cd6a27.jpg&hash=c3912968da3fe92b22ce806229edc7a23e14b91a)
Quote from: MetalDog on April 18, 2015, 09:15:07 PM
There are five icons in the unit build screen, Infantry, Archer, Cavalry, Ships and Siege. Four of them are clickable and when clicked, show the units available to be built in the middle of the screen. The units are darkened if I don't have the resources to build the unit and lit up if I do. The Ships icon is dark, unclickable and shows nothing when I hover over it. I have 9 Lumber.
Now, it may be that I still don't have enough of the proper Resource(s), but if that was the case, I should still be able to see the units available to be built by me in the middle of the screen. I can't, so, that's not it.
I have a harbor. If that was the only requirement for building ships, I should be able to see the ships available to be built, regardless of resources. So that's not it.
So, what does that logically leave as possible answers?
this may help Metal Dog
from the steam forum
Hi budd,
Actually realms can only build ships if they own a harbor. Ravengard has to win a harbor before it gets to build those ships.
Mostly this applies to human conventional armies. Some realms (such as the elves) board their swan ships directly by simply moving a land unit to sea. This converts the land unit into a transport ship.
Breca
To clarify what Brecca said, all units can be moved out to sea directly without building transports. The difference is with most realms you can only do it from a province with a port. Oh, and beware of seasickness. It can really mess up an amphibious invasion.
I haven't played a naval power since the beginning of the beta testing period, but I don't recall hearing about that changing.
It has been reported that there's a bug where the AI can fill up an entire sea zone with ships (there is a stacking limit), if this happens, other sea vessels cannot leave ports adjacent to the sea zone:
See here:
http://www.slitherine.com/forum/viewtopic.php?f=175&t=63866
Bug reports are made here:
http://www.slitherine.com/forum/viewforum.php?f=175
Some nations don't start with a navy, a port or the resources needed to build ships. The only way to get them is to capture a port province or trade for the resources.
I really gotta try playing Ariselle.
I'm getting no where playing Ravengard, and i picked the 200 province victory conditions......WTH was i thinking :uglystupid2:
About to go on the attack on my great campaign of conquest and i get attacked and lose 5 provinces so have to use my armies to take them back, wasn't a serious threat but time and resources had to be used. Finally got sick of the Moth%# Fu^%er and took his capital, of course we know how that goes....everyone and there mother gets pissed at me..especially my big neighbors who i have to keep happy for now and that i'm trying desperately to make an alliance with so i can attack the other way. Then the little fu**ers from the sea declare war and start dropping in on my provinces, no serious threat but time and resources again. There's about 9 or 10 different realms camping off my coast line just waiting to pounce.
Quote from: -budd- on April 19, 2015, 12:54:56 PMFinally got sick of the Moth%# Fu^%er and took his capital, of course we know how that goes....everyone and there mother gets pissed at me..
There are some circumstances where annexing the capital province does not impact global relations. I'm playing as the Boruvian Empire and in the scenario I'm playing I was able to annex Berany and Galani without incident because the Valagorn Palatinate says it's ok.
If anyone missed it, you can view your advisor's advice by clicking on the small circles on your realm card. This is where I found the diplomatic info.
Quote from: -budd- on April 19, 2015, 12:54:56 PM
I'm getting no where playing Ravengard, and i picked the 200 province victory conditions......WTH was i thinking :uglystupid2:
I'm pretty sure that regardless of which faction I'm playing as, I'll be going with the storyline campaign 90% of the time. Much less tedious (and probably more interesting) that simply trying to take 200 provinces and/or conquering the entire bloody map.
So I spent some time with Sonneneve again today. After one attempt to take the two provinces of mine that bordered the ocean region, Ariselle and Calland quit attacking. That left Cragenwaste and Dunmar. The others that I am at war with are too far and can't reach me.
I was originally going to attack Cragenwaste for the Gem and Iron Resources they possessed, but they did me the favor of declaring on me first. Dunmar joined a couple of turns later and started pressing on the provinces I took from Palemoor (which started this fershluginer war in the first place!). I managed to take four provinces from Cragenwaste and surround a fifth province before I agreed to peace and had to cough up one of the provinces I was occupying but hadn't annexed.
Dunmar captured Coldmist and Neivoinen from me before I was able to bring the troops I was using against Cragenwaste to bear. I attacked the province adjacent to Dunmar's capitol, so, when I attacked the capitol, I could do so from land rather than across the water from Coldsmith. Vessoi is also at war with Dunmar and has been actively attacking the northern reaches of Dunmar, leaving a couple of provinces to fall to me just by providing an occupation force. Right around this time, a Druid Hero appeared and offered her services to lead my armies. That's all I needed to complete the subjugation of Dunmar. My envoy is on the way to broker peace with them now.
Which leads me to Riesental. One of my victory conditions is to ally with the other two Elf factions, Aevinwode and Sirucil. Almost as soon as the game started, I allied the former. And one turn after that, Riesental declared war on my ally. Now. The second reason for originally attacking Cragenwaste was to take the right provinces and end up on Riesental's northern border. Dunmar also had a province on that border, so once I made peace with Cragenwaste, I had to continue with Dunmar no matter what if I was going to honor my alliance with Aevinwode. And if I calculated correctly, my diplomat will arrive in Dunmar's capitol and agree to peace just in time for me to take two provinces and have my army kicked out of the capitol one turn before I annex it and make things REALLY bad for myself!
Oh, and I found that if you activate troops and move them in to a Harbour, they will turn in to Transports (which I believe someone above already told me). However, I was unable to move them up or down the river, so, I reloaded and went on about my business.
Very cool Sovereignty player guide of one the Ork factions:
http://steamcommunity.com/sharedfiles/filedetails/?id=425718268
A short video discussing heroes and magic:
(Hey, the YouTube button is back! And it's working! O0 )
Sovereignty patch 1.3 is now available:
http://steamcommunity.com/app/312430/discussions/0/611704531883446006/
QuoteFixed Dead Winds spell ending up permenantly cats on sea zones
Cats and water don't mix, innit.
Sovereignty: [TUTORIAL] Adding Custom Unit/Province/Landmark Images
http://www.slitherine.com/forum/viewtopic.php?f=370&t=64009
Quote from: amandachen on April 22, 2015, 12:37:29 PM
QuoteFixed Dead Winds spell ending up permenantly cats on sea zones
Cats and water don't mix, innit.
First sign of rain, and our cat makes a dash for the door, but will sit on the edge on the bath and watch with intense fascination. Its only a matter of time before she slips in....This is that look (although obviously, not a picture of her on the edge of the bath).
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2F20150129_101902_zps87756ded.jpg&hash=4f44aab7611e4de38555367639f296aa6b0815f0)
You have a monorail cat!
I used to have a cat that would sit outside in the rain staring into the sky trying to see where it was coming from - God bless him he was a simpleton but a great cat
We had an older one that would bully him and after the older one had come home from 'the operation' benny, the simpleon lay on his back pretending to surrender and then stuck a paw in George's but sack as he went past
Quote from: bbmike on April 25, 2015, 07:29:26 AM
You have a monorail cat!
Need buttered toast for that
I bought it the other day. I haven't had time to play much and still working through the tutorial but looks interesting.
I've put some hours in and i really enjoy it. I think early access was the right thing to do for this title. It's solid right now and just needs some fleshing out and flavor added. Some of the objectives need looking at i.e. destroy this country halfway across the map. I'd like to see some differences in diplomacy/spying by realm. There a base of diplomacy/spying options but i'd like to see some added abilities added by realm, more options for the smaller, weaker starting realms. Another way to make the realms different. I don't think every realm needs the exact same diplomacy/spying options.I do hope the devs stay focused on keeping this wargame focused.
I picked it up today and have played about 3 hours. So far very entertaining. I've tried (briefly) 2 different factions and they play very differently.
For a Beta, it seems feature-complete.
Pretty kitty you have there Bob!
I picked up this game as well the other day and have put in at least 15 hours. For a pre-release this is a highly polished game. Needs some work like missing text descriptions for Ariselle's objective and there are some nasty crashes that occur when some of the naval battles are fought on the tactical level.
Other than that this game is highly addictive with the right blend of strategy and lore. Great game Lord Zimoa!! O0
anyone know what this means, dont know what to do and cant advance the turn.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo484%2Fronnie8691%2F2015-04-25_00001_zpsemrlqnpc.jpg&hash=b962ef4efad71f367db33d6333ab74e067fd422f)
^Yeah, click the bottom event card that says you have a reward. It is asking where to place it. That one drove me crazy as well.
Roger that,thank you.
what ever the reward was it wasn't there when i reloaded...damn
Finished and completed an epic scenario as Boruvian Empire, reuniting borders with Dragonhold and the Valegorn Palatinate .
It's World War in a fanasy world the cross between Middle Earth, Conan's Hyperborea and Narnia, without feeling like it's ripped off. Immersive map, units and background. Very interesting to learn the tactical strengths and weakness of the fantasy units. It's not possible to bulldozer in this game, which is a good thing and huge stacks will not crack a province held with a few enemy units and forts.
I've experienced occasional crashes during battles, but it is early access so it's no biggie. Bug reports have been sent via the in-game auto bug reporter. Seems I'm the only one to experience this?
In short, great fun and as held my attention since release. Minus the few expected bugs at early release, I feel this is a very enjoyable game and a keeper.
I read it's also relatively simple to add custom units as mods etc, so I'll be looking into this.
Quote from: Ian C on April 27, 2015, 05:40:57 AM
I've experienced occasional crashes during battles, but it is early access so it's no biggie. Bug reports have been sent via the in-game auto bug reporter. Seems I'm the only one to experience this?
I've seen those crashes during battles but mostly during naval fights. It seems to happen to me when I have a group of land units being escorted by naval units being led by a hero. When given the option to enter tactical battle with the ai fleet the game crashes on occasion.
Have you or anyone else noticed that if you make an amphibious landing on a province that is accompanied by naval units you lose all of your naval units regardless of the outcome of the landing once the battle is over?
Quote from: W8taminute on April 27, 2015, 05:57:39 AM
Have you or anyone else noticed that if you make an amphibious landing on a province that is accompanied by naval units you lose all of your naval units regardless of the outcome of the landing once the battle is over?
Not tried an amphibious invasion but I'll look out for it.
Sovereignty EA Beta Patch 1.4 is now available:
http://steamcommunity.com/app/312430/discussions/0/613956964580848591/
There was a bug in the "brave" flag in the 1.4 update which went out - this causes auto-battles to crash constantly (only happens if there is a unit with brave in the battle, which is how it slipped through).
We have a fixed version of the file ready to go, so we advise to downgrade/opt out of the beta until we get it dealt with.
Fix should be up asap.
Hotfix for Sovereignty EA 1.4 Beta Patch:
http://steamcommunity.com/app/312430/discussions/0/613956964583742791/
Good news. I am prepping an article based on my Dragonhold experiences and we have brave units, so it is good you caught this. Are you planning to expand the magic research tree, as it seems a bit thin at the moment?
We already have 100+ unique magic spells, but as on popular request we will enhance the magic part of the game even more.
We are committed to constant updates during this full year of Early Access, so expect a lot more to come...
Quote from: Lord Zimoa on April 30, 2015, 12:08:12 PM
We already have 100+ unique magic spells, but as on popular request we will enhance the magic part of the game even more.
We are committed to constant updates during this full year of Early Access, so expect a lot more to come...
No worries Tim. I realise that the game is early access. It was just the impression I had after a few hours play. FWIW, overall I like the way the game is developing - and it has that "just one more turn" characteristic, which is a hallmark of a good game. O0
Sovereignty: Crown of Kings Patch 1.5
http://steamcommunity.com/app/312430/discussions/0/613957600524790176/
Anyone else been playing lately? I've dinked around a little the last couple days, but not enough to feel like I can put in any worthwhile additional commentary yet.
I've been sadly tied up with work, and except for a PBEM turn back to Cyrano for Campaign Leipzig haven't played much of anything this week. Looking forward to giving this a try, though.
I finished a huge campaign as the Boruvian Empire and absolutely thoroughly enjoyed it. I'm having a brief rest before taking on another scenario.
Good to know Ian. I'm off tonight, so hoping to spend some more time with it after I've had some shut-eye.
Quote from: Ian C on May 06, 2015, 05:06:51 PM
I finished a huge campaign as the Boruvian Empire and absolutely thoroughly enjoyed it. I'm having a brief rest before taking on another scenario.
Ditto. I'm deep into a game with the Boruvian Empire and enjoying every minute. I would be done except I am juggling Order of Battle Pacific and 7 Days to Die as well. I'm not exactly monogamous when it comes to gaming 8)
Sovereignty: Crown of Kings Twitch Stream! With a host!
http://www.slitherine.com/forum/viewtopic.php?f=175&t=64604
Sovereignty EA Patch v 1.6 is now available:
http://steamcommunity.com/app/312430/discussions/0/613958868351607237/
Sovereignty Beta patch v1.7 is out
http://steamcommunity.com/app/312430/discussions/0/615085406653278222/
Thank you Lord !
Sweet. :)
Sovereignty EA patch v1.8 is out:
http://steamcommunity.com/app/312430/discussions/0/594820473979809579/
QuoteThe main feature of this update is the introduction of the Irregular unit class. This class is where units which don't really fit into the typical structure of an army can be found.
All Irregular units have the Hit and Run ability - when they attack another unit, they will try to dodge out of the way of any damage they might take in return - if they are able to they will move one hex and only take half of the damage. If they cannot move they will take full damage. Units moving in this manner are not considered to be retreating, and cannot be captured by a unit with Shackles.
Great! So there are now "skirmisher" type units. O0
I'm not sure if the attack-only damage evasion possibility quite fills out the role. Most wargames also provide the option for their skirmishers to withdraw a limited amount when attacked, too, which is ideal. But those games also have severe melee penalties for such units, which probably wouldn't fit Sovereignty's Irregular Units well since not all of them are (highly mobile?) ranged units.
Just wondering how fast & light the Irregulars are intended to be in Sovereignty compared to Regulars. If they can't evade when first attacked via melee, or an adjacent location, then it would still be easy to run them down with regular troops. Maybe if they withdrew a short distance the first time this happened every turn? Or a "Hold Ground" switch added to enable such behavior on the other side's turn, or only used as a special ability on a subset of the Irregulars which rely on ranged attacks?
I may be overthinking this, and should shaddap, but I enjoy battlefield wargames such as the GBoH series and I see some vaguely similar parallels in the battle mechanics for Sovereignty. Which is wonderful and adds extra layers of strategy to the battles. This new addition stirred my thinkmeats a bit on the battle mechanics.
Sovereignty EA Beta Patch 1.9 is now available!
http://steamcommunity.com/app/312430/discussions/0/523890681403612482/
Anbody playing this now? What do you think? Not a lot of chatter on Steam or Slitherine right now.
I have some time off after thanksgiving, so I am thinking about picking this up, or maybe AoW 3, if it happens to go on sale. Or, maybe I should just play some of the pile of uninstalled steam games I already have.
Quote from: RedArgo on November 04, 2015, 01:40:09 PM
Anbody playing this now? What do you think? Not a lot of chatter on Steam or Slitherine right now.
I have some time off after thanksgiving, so I am thinking about picking this up, or maybe AoW 3, if it happens to go on sale. Or, maybe I should just play some of the pile of uninstalled steam games I already have.
Waiting on the next big update.... for now I would not recommend picking it up. As it stands, AoW3 is the better route until probably next year when they get further along with development.
PE
I was going to dive in again a couple of weeks ago when I heard they were changing the engine. Never a good sign. The funny thing is that when it was released to the public as "early access" is was a perfectly fine game and could have served as the 1.0 version.
Thank guys. I was thinking it must be pretty solid at this point, but if they're still changing things I'll hold off. Over the years, I've decided I'm not too interested in being a beta tester.
it's pretty solid, just limited. Looks like the engine switch is going to take up the whole year of EA. I don't really want it to be a 4x but right now playing as a smaller nation you hit a lot of end turn. Limited economy and trade and some unreasonable goals for some countries campaigns. I do like the battle system, just needs some tuning.
Just noticed AoW3 with both DLCs (I think there are 2 right?) is on sale for about $28 at gog.com right now. Think I'll grab that.
Switching engines in a serious undertaking. I am a little surprised that would undertake something like that at this point. That could really drag on if they are not careful.
This one got rave reviews out of beta, but seems to be slow-moving since then. The engine news is worrisome.
Given the rave reviews out of beta, where does the hold-up seem to be? Are the factions too much alike? Are certain unit types still missing from the force mix? Are the battles too much alike, so the game becomes more of a grind?
This isn't a shot at the development team, as I'm very excited for the game. I'm just curious why nobody's showing it much love these days?
I really liked the engine that they where using. One of the things that set Sovereignty apart from every other fantasy game on the market was that it broke the mold of you start off with one city and expanding aka the civ mold. I'd really hate for them to lose that and turn it into another civ clone with a fantasy skin.
Having played a ton of the closed beta, I can say for a fact that the factions were all different from each other. I liked it because it wasn't trying to be another MoM or AoW. The game it came closest to was the old SSI game Fantasy Empires. I stopped playing around the time of the general early access release on Steam because 1) I was a little burnt out on it and wanted to wait for the final version, and 2)I felt I had already done my part in terms of feedback to the developers.
Unfortunately the Steam Masses jumped on it and demanded it be turned into a traditional 4X. Why isn't there a tech tree? Why can't I build things in my provinces? Why aren't there cities? Why why why? And rather than standing strong, the developers started to buckle and this has become a game designed by committee.
I hope it turns out well in the end, but I kind of doubt that's going to happen.
I think it had room to grow.
Not sure how that will pan out if they're switching it all over to a new engine. Could be superb, though!
Steam says I have 18 hours in on this game. And the last time I played was the end of September. I liked that the factions had different goals, victory conditions and units. I liked that there were good and evil races and that provinces could contain resources or bonuses for various things. The research and magic systems seemed thin, but, none of it was game breaking. And the thought of some good mp made me look forward to this.
I played it a lot last year, but started to lose interest for the same reasons as MD. Maybe it has been improved? It seemed to have so much potential when it first released.
I like this game as is or was during it's early release on Steam. Definitely a good game but I've lost interest as well. This game will still stay on my hard drive for when I have the itch again. O0
I'm sure they'll retain the faction individuality & all such stuff that made the beta good. I won't complain if they expanded upon them, add more spells/research, and improve the UI.
I do hope they retain the 2D setup & art. My concern is that they'll try to redo everything in some mediocre 3D way, in an attempt to make it look "better". Creating something in 3D doesn't necessarily make it better IMO, and sometimes worse if the 2D art was nice, as was the case here. That said, I think the UI could've used some extra improvements in it's look. Maybe that's the reason for the change?
I agree that while I find the UI aesthetically pleasing, it isn't always the most intuitive. I also admit I wouldn't mind seeing the magic and research/building systems fleshed out; however, I don't think doing so is necessary to making Sovereignty a good game, as I thought it was already pretty enjoyable in those areas.
Porting it to a new engine makes me nervous, but I'll wait to see what the end result is before making any judgments.
So, I know this game has been in Early Access for something like a year, but I wanted any recommendations from folks here on whether I should invest in it now? I've got a 38% off coupon from Matrix and nothing else I see that I want to spend it on (DC: Barbarossa is too much for me, even at 38% off).
The developer seems to be releasing regular updates, and the Steam reviews are positive. What say you all to the progress of this game since v2.0 came out?
Quote from: FarAway Sooner on November 08, 2016, 12:23:46 AM
So, I know this game has been in Early Access for something like a year, but I wanted any recommendations from folks here on whether I should invest in it now? I've got a 38% off coupon from Matrix and nothing else I see that I want to spend it on (DC: Barbarossa is too much for me, even at 38% off).
The developer seems to be releasing regular updates, and the Steam reviews are positive. What say you all to the progress of this game since v2.0 came out?
If there's nothing else that interests you, and you've been considering it, then why not?
The devs have proven that they're willing to spend a lot of extra time modifying and updating the game over time. I think that's a great sign.
The game's strength is in it's asymmetrical factions, and it's fantasy grand strategy theme. Many such games proclaim it's factions are asymmetrical, but they're often just modified versions of a similar template, and/or use very similar "tech" upgrades. Many of Sovereignty's nations are different in a few ways. Not just troop types, abilities, and spell research, but in the size, income, and ultimate victory goals of each state. The widely varying victory conditions are of special note, since it can vary so much for each.
IIRC, their engine update, and a chunk of the extra development time, was for improving the UI. Which needed it. I've not played it much yet, since then, as I'm waiting for the updates to get close to finished. But I liked what I've seen in the past and I keep it installed & ready on my laptop. If it passes the 'remains installed' test for me, then it's a good sign.
It has an indie look & feel, so don't expect much eye candy. However, it's 2D artwork is good enough for me since it's all about the gameplay. Kinda reminds me of big strategy tabletop game. Each faction has it's own distinctive strategic personality & goals, more so than most grand strategy games, and this is it's big strength. Having both a strategic and battle layer is a plus, and they're both turn-based.
They're still working on it, being in Early Access, but it's certainly playable last I looked. I've not been slavishly following the progress & plans, but only because it makes patience easier. There were a few odd mechanics, awhile back, but they've changed them for the better since then, AFAIK.
The question should be.. would it be worth the asking price? At $24.99, plus a 38% discount, it would be for me!
I'm gonna be lazy and simply second what Nefaro said. While Sovereignty remains a work-in-progress, there's already a lot to like about it.
Quote from: Martok on November 08, 2016, 08:21:23 AM
I'm gonna be lazy and simply second what Nefaro said. While Sovereignty remains a work-in-progress, there's already a lot to like about it.
Not everyone has to be as dull and long-winded as myself. O0
I'm pretty sure you meant "eloquent". Stop confusing me with you! :P
Your long-winded detailed commentary was really useful, Nefaro. Thanks!
Think I'm going to go ahead and pull the trigger.
:)
Sovereignty 2.1.3 patch is here!
Hi everyone! Sovereignty's path continues, and this time we're hitting 2.1.3 version.
http://store.steampowered.com/app/312430
Full changelog:
Fixed mod editor not correctly identifying existing mods on the workshop
Fixed crash when sending trade offers with no available Agent
Fixed possible crash when game tries to access prisoners which no longer exist
Fixed possible crash when adjusting UI scaling
Fixed possible crash when disposing of texture which has already been disposed
Fixed crash at battle end when units are still packed into wagons (requires testing to confirm)
Fixed crash caused by battle checking for winner multiple times
Fixed crash caused by trying to promote units which have maxed out their medals
Fixed crash caused by Overrun unit ability
Fixed crash when disposing units at game end
Fixed battle sounds not working after reloading saved games (only fixed in newly started games)
Fixed AI ending up in negative goold due to incorrect unit cost calculation
Fixed crash if counter-offering without ever having opened Foreign Affairs screen
Fixed missing tooltips in the Diplomacy section of Foreign Affairs
Fixed incorrect total on finance panel when there are are active trades
Fixed global spells not being possible to cast
Fixed prisoners panel display of costs when Arena of Bolgara is in effect
Fixed heroes not being able to move to an adjacent stack unless a unit also moves
Fixed switch left/right buttons setting not working on campaign map
Fixed Charge bonus being shown incorrectly in combat casualty estimates
Fixed issue causing units to sometimes not follow the arrow when attacking in battle
Fixed Tax Collector not having any effect
Added new checks for naval units ending up on land (swan ships in particular)
Gambler's Hall can now be built in the Capitol
Missing texture files no longer crash the game
Battle map artwork updated
And more good news,
The end is near, we will upload a Gold Master (a release version) version to be tested within two weeks and Slitherine found a release spot we all agreed on!
Of course we will keep on continuing fixing and updating anything you guys still find and polish as long as we are allowed to do so.
So a final release date is to be announced soon and EA has almost come to an end, and an official release PR campaign is being prepared by Slitherine.
More official news will come via Slitherine.
Cheers,
Tim aka LZ
Quote from: Lord Zimoa on November 16, 2016, 09:24:31 AM
The end is near, we will upload a Gold Master (a release version) version to be tested within two weeks and Slitherine found a release spot we all agreed on!
Of course we will keep on continuing fixing and updating anything you guys still find and polish as long as we are allowed to do so.
So a final release date is to be announced soon and EA has almost come to an end, and an official release PR campaign is being prepared by Slitherine.
Thanks for the heads-up, Tim. This makes me excited. 8)
Approaching full release? Huzzah! O0
Does that include the engine change? haven't fired up for quite a while.
Quote from: FlickJax on November 16, 2016, 12:05:21 PM
Does that include the engine change? haven't fired up for quite a while.
Pretty sure that changeover happened months ago. They've been testing & fixing since.
Yes. Engine change was several months ago
Excellent thanks chaps, as I said long time since i fired this up..
Woo hoo! Looks like I bought it just in time... :)
Yes guys, the engine change was from 1.9 to 2.0 and was completed in June.
For the last six months we have been updating, patching, fixing, changing, adding and polishing the game based on all the fantastic feedback we got during Early Access.
We will continue this as long as possible, but the game is now almost good to go and officially being released.
Man, I just came back to this game only to discovers it still suffers from many of it's previous problems.
It's really too hard to play a small nation, no resources, no allies, too few agents (can't really deal in diplomacy that way), and invaded by everyone.
The A.I is still ultra-warlike, by turn 3-4 nearly the entire world is at war with itself, there's barely a nation that is not at war with several others at the same time.
All the while, the A.I nations cheat left and right. They spam troops, even though there's no way their recruitment queue could hold that many or they'd have enough resources,
and then invade my provinces en masse with Garrison units (these units are not supposed to be able to attack provinces, just defend. That's how it is for the player at least)
Just got my ass handed down to me as Palemoor pretty damn quickly.
Quote from: Tpek on November 20, 2016, 05:45:27 PM
Man, I just came back to this game only to discovers it still suffers from many of it's previous problems.
It's really too hard to play a small nation, no resources, no allies, too few agents (can't really deal in diplomacy that way), and invaded by everyone.
The A.I is still ultra-warlike, by turn 3-4 nearly the entire world is at war with itself, there's barely a nation that is not at war with several others at the same time.
All the while, the A.I nations cheat left and right. They spam troops, even though there's no way their recruitment queue could hold that many or they'd have enough resources,
and then invade my provinces en masse with Garrison units (these units are not supposed to be able to attack provinces, just defend. That's how it is for the player at least)
Just got my ass handed down to me as Palemoor pretty damn quickly.
The AI nations don't operate under the same constraints as the player?! That's not good.
^That really seems like the case unfortunately.
Quote from: Tpek on November 21, 2016, 05:21:24 AM
^That really seems like the case unfortunately.
Is it a difficulty setting, or just like that normally I wonder?
From my experience AI entities getting buffs & shortcuts to better compete in the game world is fairly common - the trick is making it less obvious, I guess. The thing is that no matter how good a game's AI is (and to be frank, few have managed to code 'truly' good AI), they can't compete with a living person. It's like God coming to play amongst the ants.
The Total War games commonly made up for lack-lustre AI by secretly buffing stats in both Campaign and Tactical modes (which was then also scaled by difficulty). I play EUIV a lot and you see the AI get away with many things that you just know as a player you wouldn't be able to do (debt comes to mind). Without these the AI would get steam-rolled by a player pretty quickly.
Sovereignty's case seems especially bad though, from what you've said. I imagine there are things they can do to make it less 'In your face' but it will still be there, because it kind of has to be.
Yeah. I used to be good friends with one of the two guys who had the design lead on Imperialism and Imperialism 2, and he was emphatic that "Unless you design easy AI handling into a game from the very start, you're going to have AI problems. Designing a game that's great for human players won't be very satisfying if you don't also make something that the AI can handle."
Of course, in the same breath, he admitted that Imperialism 2 struggled to get rival factions to generate and conserve enough money starting with the mid/late-game period.
I think that's one area where Arcen Games' AI War introduced a great innovation that's seldom been followed in other 4x titles: assymetrical play. Having an AI that plays a "human faction" competently without buffs is extremely hard. This is a convention that's been with us in 4x titles since at least Sid Meier's original Civilization 25 years ago.
But if you design the non-human players to play using a different dynamic, because they themselves are different (e.g., a god-like slumbering machine intelligence that is busy thinking thoughts of inscrutable godliness so it won't readily notice your early pin-pricks of resistance; a sprawling and bureacratic Evil Empire ponderously moving to crush rebels; a random series of viruses popping up over the world that need stopping), you avoid the whole "the AI has to cheat to compete" problem.
A new patch for Sovereignty, with more bugfixes and more balancing done!
http://steamcommunity.com/app/312430/discussions/0/152391285457881490/
Changelog Sovereignty patch RC1:
Prisoners now added automatically to trade table when sending peace treaty
Remembered trade offers now remove invalid items
Necropolis hero power no longer works on forts, siege, naval or undead units
Poison Vial hero power no longer works on forts, undead and phantom units
Fixed all prisoners auto-releasing at end of wars
Fixed possible crash when province with allied armies changes owners
Fixed possible crashes when looking up prisoner lists
Fixed possible crash when opening foreign affairs
Fixed graphical glitches on move/attack overlays in tactical battles
Fixed another case where promoted units causes a crash
Fixed non-working Rally unit ability
Fixed tutorial issue when Garrison units are present
Fixed a lot of German texts which were not appearing
Fixed issue causing some Rebel armies to be invisible
Fixed crash when losing the game as Aevinwode
Fixed crashing after notifying user that graphics hardware is not supported
Fixed shader compiler issue which caused seemingly random crashes
Fixed player being able to initiate trade with dead realms from resources pull out panel
Fixed crash when sending AI trade offer immedately after a counter-offer is made
Fixed being able to edit trade deal before clicking the counter button
Fixed removing treaty from trade table only removing from one side
Fixed canceling out of trade counter-offer freezing the game
Modding: Game now passes target unit when requesting Healer status
Love that you guys fixed the Tutorial issue quickly; I'm going to fire this up just as soon as I win my Polaris Sector game!
Quote from: Lord Zimoa on December 07, 2016, 06:05:18 AM
A new patch for Sovereignty, with more bugfixes and more balancing done!
http://steamcommunity.com/app/312430/discussions/0/152391285457881490/
Changelog Sovereignty patch RC1:
Prisoners now added automatically to trade table when sending peace treaty
Remembered trade offers now remove invalid items
Necropolis hero power no longer works on forts, siege, naval or undead units
Poison Vial hero power no longer works on forts, undead and phantom units
Fixed all prisoners auto-releasing at end of wars
Fixed possible crash when province with allied armies changes owners
Fixed possible crashes when looking up prisoner lists
Fixed possible crash when opening foreign affairs
Fixed graphical glitches on move/attack overlays in tactical battles
Fixed another case where promoted units causes a crash
Fixed non-working Rally unit ability
Fixed tutorial issue when Garrison units are present
Fixed a lot of German texts which were not appearing
Fixed issue causing some Rebel armies to be invisible
Fixed crash when losing the game as Aevinwode
Fixed crashing after notifying user that graphics hardware is not supported
Fixed shader compiler issue which caused seemingly random crashes
Fixed player being able to initiate trade with dead realms from resources pull out panel
Fixed crash when sending AI trade offer immedately after a counter-offer is made
Fixed being able to edit trade deal before clicking the counter button
Fixed removing treaty from trade table only removing from one side
Fixed canceling out of trade counter-offer freezing the game
Modding: Game now passes target unit when requesting Healer status
Sounds like good progress is being made. O0
It's been a while since I last played the game... can you buy/build forts in provinces now to boost defence?
Unfortunately it doesn't seem to address the problems I complained about.
I guess they want to keep the A.I utterly cheating, and freakishly over-aggressive.
Quote from: Tpek on December 08, 2016, 02:12:11 AM
Unfortunately it doesn't seem to address the problems I complained about.
I guess they want to keep the A.I utterly cheating, and freakishly over-aggressive.
Smaller nations should be able to make alliances easier to make up for deficiencies in size, perhaps.
Quote from: FlickJax on December 08, 2016, 03:47:04 AM
Quote from: Tpek on December 08, 2016, 02:12:11 AM
Unfortunately it doesn't seem to address the problems I complained about.
I guess they want to keep the A.I utterly cheating, and freakishly over-aggressive.
Smaller nations should be able to make alliances easier to make up for deficiencies in size, perhaps.
That is a good idea. O0
Quote from: FlickJax on December 08, 2016, 03:47:04 AM
Quote from: Tpek on December 08, 2016, 02:12:11 AM
Unfortunately it doesn't seem to address the problems I complained about.
I guess they want to keep the A.I utterly cheating, and freakishly over-aggressive.
Smaller nations should be able to make alliances easier to make up for deficiencies in size, perhaps.
Won't change the way the AI's over-aggressiveness ruins the game.
Making peace in the game looks like a joke, considering no more than a turn or two later the same war will break out again.
Quote from: Tpek on December 09, 2016, 07:56:44 AM
Making peace in the game looks like a joke, considering no more than a turn or two later the same war will break out again.
Should definitely be some hard time limits imposed for peace deals, if nothing else.
Not unusual in grand strategy games. It's always been a fixture in the Total War series for example.
^Not this much.
Everyone continuously fighting everyone else? that's just silly and ruins the theme of the game (not to mention the gameplay).
Yes, the peace could have options... short truce - 4 turns, truce - 12 turns, then all bets are off, release the dogs of war...
They should simply fix the AI to not be this ridiculously aggressive.
Especially for Good and Civilized nations.
Quote from: Tpek on December 09, 2016, 03:46:00 PM
They should simply fix the AI to not be this ridiculously aggressive.
Especially for Good and Civilized nations.
Have you mentioned this in your feedback on Steam? It's a good point IMO.
Quote from: Boggit on December 09, 2016, 04:40:54 PM
Quote from: Tpek on December 09, 2016, 03:46:00 PM
They should simply fix the AI to not be this ridiculously aggressive.
Especially for Good and Civilized nations.
Have you mentioned this in your feedback on Steam? It's a good point IMO.
I thought of doing so, but I prefer to avoid Steam's community whenever possible.
It tends to be so flooded with nonsense that devs rarely get to truly read and take posts there seriously anyway.
Quote from: Tpek on December 09, 2016, 06:30:36 PM
Quote from: Boggit on December 09, 2016, 04:40:54 PM
Have you mentioned this in your feedback on Steam? It's a good point IMO.
I thought of doing so, but I prefer to avoid Steam's community whenever possible.
It tends to be so flooded with nonsense that devs rarely get to truly read and take posts there seriously anyway.
For these indie games, it's not as bad. Less rage spam clogging it up than others.
Sovereignty: Crown of Kings Full Release Date Revealed! It is coming out the 2nd of February 2017!
http://www.thelordzgamesstudio.com/site/2017/01/sovereignty-crown-of-kings-full-release-date-revealed/
(https://pbs.twimg.com/media/C2EHzhWWQAMYp9m.jpg)
Sovereignty update! This is bringing us very close to full release, which will happen on February the 2nd. Details and changelogs are here:
http://steamcommunity.com/app/312430/discussions/0/142261352649320913/
Very excited about this one! I figure there's not much point starting a campaign now if the new updates will break old save games, but I can hold off for another few weeks...
:bd:
One more week! :D
Sovereignty live on Twitch the 3rd of February!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.thelordzgamesstudio.com%2Fsite%2Fwp-content%2Fuploads%2F2017%2F01%2F654_image.jpg&hash=afa77d435402e1d82d82b4946170bcf8b37211b7)
http://www.thelordzgamesstudio.com/site/2017/01/sovereignty-live-on-twitch-the-3rd-of-february/
Sovereignty patch RC 3 is now available, just one more week to go before release!
http://steamcommunity.com/app/312430/discussions/0/133255603285144816/
Check the factions!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.thelordzgamesstudio.com%2Fsite%2Fwp-content%2Fuploads%2F2017%2F01%2F312430_screenshots_20170131145750_1-768x432.jpg&hash=2794bfef22ba1c50ed982896a5387291d7329a38)
With the full release of Sovereignty: Crown of Kings only two days away, today we're going to have a look at the many factions available in the game!
Sovereignty features 35 original fantasy factions, each of them providing a unique starting position and diverse gameplay. With so many options, Sovereignty has huge replay value! Click here to have a look at the factions in game:
http://www.matrixgames.com/amazon/Guides/Factions%20Preview.pdf (http://www.matrixgames.com/amazon/Guides/Factions%20Preview.pdf)
The game is being released on Thursday February 2nd on PC and Steam. Don't miss it!
Fully released! :)
Will try out later.
Sovereignty has been released!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.thelordzgamesstudio.com%2Fsite%2Fwp-content%2Fuploads%2F2017%2F02%2F659_image.jpg&hash=855d424bc793152a43200a2dc7118ec29d558a26)
http://www.thelordzgamesstudio.com/site/2017/02/sovereignty-has-been-released/
Sweet! Gonna go fire it up.
Post impressions!
Sovereignty Public Beta patch v1.01 is available on Steam for testing:
http://steamcommunity.com/app/312430/discussions/0/133256240728311283/
Awesome! Am hoping I can find some time to play this when I get back on Monday.
Get back? On Monday? We need our fix NOW!!! Stay home, in the dark, ignore the phone and the doorbell, and play, play, play. Then post, post, post. We can't wait, wait, wait for very long. In fact, stop reading this right now. \m/
(Looks at watch)
:-"
If you want my two pennies (plus some pennies you can find on the site), this is a mash-up between Total War and EUIV. It's got some solid ideas but it's still a bit unstable and a lot of the non-war stuff is kind of lack-lustre right now - Trade doesn't really work, Diplomacy is functional but not really-well implemented and the Magic system is kind of forgettable. But the tactical-battles are interesting and all the elements are there for something fun and engaging and you're given a lot of replay-ability right out of the box.
It really depends on whether they improve it from here. It stayed in EA a bit too long and had to go through an engine-change, so all in all this is in danger of just being abandoned but I hope not.
Quote from: WargamerJoe on February 07, 2017, 04:55:55 AM
If you want my two pennies (plus some pennies you can find on the site), this is a mash-up between Total War and EUIV. It's got some solid ideas but it's still a bit unstable and a lot of the non-war stuff is kind of lack-lustre right now - Trade doesn't really work, Diplomacy is functional but not really-well implemented and the Magic system is kind of forgettable. But the tactical-battles are interesting and all the elements are there for something fun and engaging and you're given a lot of replay-ability right out of the box.
It really depends on whether they improve it from here. It stayed in EA a bit too long and had to go through an engine-change, so all in all this is in danger of just being abandoned but I hope not.
By "unstable", do you mean crashes to desktop, freeze ups...that sort of thing?
I found this video enlightening:
we've got an interview with the team coming up in a few weeks :)
Quote from: Rayfer on February 07, 2017, 07:49:18 AM
By "unstable", do you mean crashes to desktop, freeze ups...that sort of thing?
Yes, although it's very inconsistent right now - out of all the games writers who got review copies, only a handful experienced bad crashes (including us), but the devs couldn't figure out why. I decided to delay the review a bit to see if this was a widespread thing, and it doesn't appear to be based on what's being reported. Yeah, some people are reporting crashes, but it's not an epidemic.
Very puzzling, and very annoying when your experience isn't representative of the general state of the game. It's unstable, but how much I can't really say. New patch is dropping soon though that's supposed to fix a lot of things.
There is also quite an annoying issue particularly with laptops. Apparently if you have 2 video cards; an onboard and then an installed card, it will use the onboard card so you must disable it. If not, the map is black. I, and others, have a laptop that only has the onboard card so I cannot play it at all. Apparently it is not easily fixable but is being looked into.
On my desktop however, I have played it for awhile and not had any problems.
There's a review over at the Wargamer that echo's what WargamerJoe says. Still might be great with some little fixes.
Quote from: Sir Slash on February 07, 2017, 10:05:29 AM
There's a review over at the Wargamer that echo's what WargamerJoe says. Still might be great with some little fixes.
Was it written by Joe?
Quote from: FlickJax on February 07, 2017, 11:45:39 AM
Quote from: Sir Slash on February 07, 2017, 10:05:29 AM
There's a review over at the Wargamer that echo's what WargamerJoe says. Still might be great with some little fixes.
Was it written by Joe?
It wasn't ;) but I've been playing the game a little as well to keep on top of things.
They seem to have fixed the issue with the AI being freakishly over aggressive (yay!).
I've played Icespire for hours, until I came upon a CTD (was at war with Vessoi, and went to the diplomacy screen to make peace with them).
Sovereignty Public Beta patch v1.01 has been updated:
http://steamcommunity.com/app/312430/discussions/0/133256240728311283/
Sovereignty - the 1.01 version is here!
http://steamcommunity.com/app/312430/discussions/0/133257324794951345/
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fgrogheads.com%2Fwp-content%2Fuploads%2F2017%2F02%2FTuesdayInterviewSPLASH-Sov.jpg&hash=4cc67143c94611c87ad327fd626675a63f2980cb) (http://grogheads.com/?p=13930)
Very interesting. I might give this game a second look indeed.
So I'm on vacation inside watching the rain from TS Gordon with my crappy laptop (Intel graphics, not a dedicated GPU) and I thought I'd give this a go, since I never really tried it before. I made it far enough in two games to get in large tactical battles and both times I had CTD. From reading on the Steam forums, it seems CTD are still an issue for others too. Have any of you had luck getting this to be stable long term? Is it worth putting more time on this, or should I just move on?
I may move on to Battlestar Galactica Deadlock if my computer can handle it.
I never had CTD issues with Soverignty however with Battlestar I could never get past the intro movie. So good luck with that!
I recently spent ~ 20 hours on this again. I do not play the tactical battles, so my experience may be atypical. I did get a CTD playing as the Dwarves after a fair amount of turns. I do not remember the specifics, but, I seem to remember it happened during battle resolution. Or right after. I played Aevinwode for quite some time. Auto resolved every battle and crushed it. I stopped playing when it became too much of a slog.
Hmm, I can spell but can't seem to type on my phone!
Quote from: RedArgo on September 05, 2018, 10:23:59 AM
So I'm on vacation inside watching the rain from TS Gordon with my crappy laptop (Intel graphics, not a dedicated GPU) and I thought I'd give this a go, since I never really tried it before. I made it far enough in two games to get in large tactical battles and both times I had CTD. From reading on the Steam forums, it seems CTD are still an issue for others too. Have any of you had luck getting this to be stable long term? Is it worth putting more time on this, or should I just move on?
I may move on to Battlestar Galactica Deadlock if my computer can handle it.
I've read that the big issue causing CTDs in
Sovereignty are the Intel HD graphics. It hates them.
The devs released some update awhile back to address some of those Intel HD issues but it appears they weren't all solved.
I've not run the game in quite awhile, but recently installed it on my new rig - planning on checking it out again soon. However, I've only ever ran it on Nvidia cards and that will continue to be the case. If it also CTDs on those, I'll update.
I may try it again on my regular gaming rig when I get home and see how it works there. The sun is out now, so no time for gaming anyway :)
How does this play now since the rebuild.. I have it just haven't booted it up since before the rebuild!
I revisited this game a few months ago. Prior to that I have played it for around 20 hours. I've never had any CTD issues but I was also running the game on an Nvidia card.
I put in a couple hours last night on my gaming computer, had a few major tactical battles and no crashes, so I just my problems were probably laptop with Intel graphics related.
On the actual game side, the AI seems to be pretty brain dead in the tactical battles, which is disappointing. I really wanted to like this game.