|
Post by ππ³π°π΅π΄π¬πΊ on Sept 8, 2021 16:00:30 GMT
I don't understand why more players don't get Jerome or August I in addition to Arnold, and just make Fatimah the better Arnold. [...] with Economic Master and Architecture, she is indeed the better Arnold. I won her recently, and the minute I got Jerome in the HQ, I regrouped Arnold into her and then put Jerome in ... ππ³π°π΅π΄π¬πΊ, 1798 may be bad for resources, but OTOH this Baidu guy has given us the roadmap to finish in less than 31 turns with full everything, and by your own figures there is no need to do any better. With a guaranteed fast finish and full resources in your pocket, the only thing between you and all the European princesses is campaign and HQ development. The other thing is that HRE has Britain as an ally, so you don't have to fight an overseas battle against a first-class enemy the way you do with France.Β First class enemy overseas ? You mean the islands in front of europe ? 1806 Sebastiani and Villeneuve finish Britan between R20/R24. Britain has a few generals that will early attack - and die in, the Netherlands. Take back the Port of Amsterdam and land north of London, close to Leeds - Villeneuve will control the Irish Sea. 1798 conquests are easier, than then later ones for a few reasons: less gens, less spam, no evasion and so on, but 1798 you have to look extremly after your ressources. Understanding the the differences, for me and my only Arnold pricess pick up, FR1806 is easier than HRE1798 and so much more fun. I prefer to work with the OP-frech generals and guards, and arrive easy for 900. For this reason I requested a new HRE-guide. Maybe with the strategy from this video I can enjoy HRE Absolutely Fatima with 5β if far better than Arnold for only 100ποΈ more. The thing for Arnold, or Nenadovic if you find him, is: They make only sence as your first general in the game. The trading qualities are enough to play alone two conquests that give all princess, sooner and later. If you have not this plan, I would not buy Arnold.
|
|
|
Post by littlecorporal on Sept 8, 2021 22:38:26 GMT
Even with the video it's not easy to follow. The movements are so quickοΌthe player doesn't pause at all. For this reason I'm sure it's the game developer. He made the puzzle and know where the pieces go. It's also an impressive demonstration of memory.
I'm not sure copying that video is possible or reasonable. You can get ideas but no way could you replicate it without taking exact notes.
|
|
|
Post by pathdoc on Sept 10, 2021 11:18:51 GMT
Even with the video it's not easy to follow. The movements are so quickοΌthe player doesn't pause at all. For this reason I'm sure it's the game developer. He made the puzzle and know where the pieces go. It's also an impressive demonstration of memory. I'm not sure copying that video is possible or reasonable. You can get ideas but no way could you replicate it without taking exact notes. I'm in the process of taking exact notes. Unfortunately, real life is getting in the way at the moment. What we really need to be able to develop and agree on is a notation system for describing positions, like chess notation. The hex nature of the grid means this is not as easy as it would be if it were square (in which case we could describe things in terms of +1, +2, N, E, S, W etc. In addition, the grid is so huge that giving each square an absolute number is impractical. No doubt the developers have each square mapped exactly, but I think we would do better with positions described relative to major landmarks or the starting point of a unit when it moves on that turn. I could imagine a code in which you might say, for example, "August I - M:D1L1, A:L2" to describe August I moving one hex down and to the left and then shelling the target two to the left of him, or maybe "Dumouriez - A:L1, M:L1+UL1" to describe Dumo attacking (and killing, obviously) the target to his left, then moving into that hex and then to the one upper-left of it. Then there's "Inf unit 2L of Paris - M:Capture Paris." I will go research hex grid movement notations and report back.
|
|
|
Post by pathdoc on Sept 10, 2021 11:40:51 GMT
Here is a system I found for describing movements from a fixed point on a hex grid: catlikecoding.com/unity/tutorials/hex-map/part-1/hexagonal-coordinates/axial-diagram.png Note that you can extend this for generals with movement items greater than three hexes. Each square that the unit moves to is described uniquely, and the sum of the absolute value (without minus signs) of the numbers in the grid square is the total squares moved. Thus we could say, for example, Dumouriez M(-2, 2), (taking the red number first as it's on top and because it represents the X direction in a somewhat skewed Cartesian system) and that would tell us exactly where he needed to land, but then we would have to agree on whether we described any subsequent attack relative to the square he had moved to or the one he had moved from. For infantry and cavalry it wouldn't matter much because they can only attack their immediate neighbours, but most ships and all artillery have a two-hex range. I think it would be better to describe the attack relative to the square in which the unit stands when it delivers it. Unnamed cities could be described with a location relative to named ones. Building of forts could likewise be described relative to the nearest named city. Note that if you ignore the minus signs and add the two numbers in the hex together, it describes the number of squares needed to move (or fire).
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Sept 10, 2021 21:58:44 GMT
I'm in the process of taking exact notes. Unfortunately, real life is getting in the way at the moment. What we really need to be able to develop and agree on is a notation system for describing positions, like chess notation. The hex nature of the grid means this is not as easy as it would be if it were square (in which case we could describe things in terms of +1, +2, N, E, S, W etc. In addition, the grid is so huge that giving each square an absolute number is impractical. No doubt the developers have each square mapped exactly, but I think we would do better with positions described relative to major landmarks or the starting point of a unit when it moves on that turn.Β I could imagine a code in which you might say, for example, "August I - M:D1L1, A:L2" to describe August I moving one hex down and to the left and then shelling the target two to the left of him, or maybe "Dumouriez - A:L1, M:L1+UL1" to describe Dumo attacking (and killing, obviously) the target to his left, then moving into that hex and then to the one upper-left of it. Then there's "Inf unit 2L of Paris - M:Capture Paris." I will go research hex grid movement notations and report back. The nature of the hex battlefields is: The Fields are organized like a chessboard. And you are right pathdoc every hef-field has it's unique IDentification number starting with Field 0 as the Noth-West edge of the map - and like this, every hex has its coordinates. To display a hex grid the odd rows are displayed half a square moved to the right. A hex 2,4,6.... distant to the North or South has exactly the same x-coordinate. We should keep this logic. I see your notification is already evolved, but while I am preparing this post, I think, I found the most elegant solution: There is no x:Β±0 if y is odd. .... and the whole movement thing looks directly really inuitive (in fact you have to move left or right if you go 1,3,5... rows higher or down ) These are the resulting movement descriptions: x:-1 x:Β±0 x:+1 y:-2 y:-2 y:-2 x:-2 x:-1 x:+1 x:+2 y:-1 y:-1 y:-1 y:-1 x:-2 x:-1 x:Β±0 x:+1 x:+2 y:Β±0 y:Β±0 y:Β±0 y:Β±0 y:Β±0 x:-2 x:-1 x:+1 x:+2 y:+1 y:+1 y:+1 y:+1 x:-1 x:Β±0 x:+1 y:+2 y:+2 y:+2
I used for my explanation the x-y coordinate system. For movement, you even can use N/S W/E (always with positive numbers - I think that is easy to understand: move:S1W2 Info: Paris is ID:2158 (25,27)
|
|
|
Post by pathdoc on Sept 11, 2021 11:32:35 GMT
The nature of the hex battlefields is: The Fields are organized like a chessboard. And you are right pathdoc every hef-field has it's unique IDentification number starting with Field 0 as the Noth-West edge of the map - and like this, every hex has its coordinates. To display a hex grid the odd rows are displayed half a square moved to the right. A hex 2,4,6.... distant to the North or South has exactly the same x-coordinate. We should keep this logic. I see your notification is already evolved, but while I am preparing this post, I think, I found the most elegant solution: There is no x:Β±0 if y is odd. .... and the whole movement thing looks directly really inuitive (in fact you have to move left or right if you go 1,3,5... rows higher or down ) These are the resulting movement descriptions: x:-1 x:Β±0 x:+1 y:-2 y:-2 y:-2 x:-2 x:-1 x:+1 x:+2 y:-1 y:-1 y:-1 y:-1 x:-2 x:-1 x:Β±0 x:+1 x:+2 y:Β±0 y:Β±0 y:Β±0 y:Β±0 y:Β±0 x:-2 x:-1 x:+1 x:+2 y:+1 y:+1 y:+1 y:+1 x:-1 x:Β±0 x:+1 y:-2 y:-2 y:-2
I used for my explanation the x-y coordinate system. For movement, you even can use N/S W/E (always with positive numbers - I think that is easy to understand: move:S1W2 Info: Paris is ID:2158 (25,27) I think your hex grid has a typo in the bottom line. y should be positive. It seems to me that you are taking upper northwest extremity as the origin and counting Y movement DOWN as positive for this reason (with no ABSOLUTE negative Y coordinate ever; the top line of hexes is y=0). This feels counter-intuitive to me. IMHO the origin should be bottom left to keep the entire map in quadrant 1, but maybe that's a Chinese thing. (I actually wouldn't be surprised to find that the map origin was really top RIGHT, because of the way they read). I'll have to think about the S1W2 thing; I feel there's room for ambiguity, but I might change my mind on that with a little work.
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Sept 11, 2021 15:33:58 GMT
The nature of the hex battlefields is: The Fields are organized like a chessboard. [...] I think your hex grid has a typo in the bottom line. y should be positive. It seems to me that you are taking upper northwest extremity as the origin and counting Y movement DOWN as positive for this reason (with no ABSOLUTE negative Y coordinate ever; the top line of hexes is y=0). This feels counter-intuitive to me. IMHO the origin should be bottom left to keep the entire map in quadrant 1, but maybe that's a Chinese thing. (I actually wouldn't be surprised to find that the map origin was really top RIGHT, because of the way they read). I'll have to think about the S1W2 thing; I feel there's room for ambiguity, but I might change my mind on that with a little work. YES, you are right, it was a typo (I corrected my post). How to count lines: This seems to me an educational deficite of today. I noticed this problem of understanding already a few times before, here in the forum. Computer ALWAYS start counting from the left,top edge. I don't know one exeption, really ! - the only difference that exists is, if you use 0 or 1 as base coordinate: IE: The first element (top-left) can be (0,0) or (1,1). ET uses (0,0) for the map (first element is 0) This is not my or ET's Idea, this is the reliable standard. Nobody would start counting the lines of a poem for example, fom the bottom up, Excel starts in row 1 and counts up DOWN.... This may come from history, computer are evolved typewriter. Anyway, my Idea was to name movement (S1,W2) or (N1,E2) as example, (with y= Noth or South as FIRST parameter and x= West or East as SECOND parameter), so we even don't have to face this learning problem. This in general (Facts):Computer always start to count from the LEFT-TOP-edge, WIDTH grows to the right but HEIGHT grows DOWN! (not like math-graphs)
|
|
|
Post by pathdoc on Sept 12, 2021 12:23:47 GMT
Oops yeah, my bad.
In my defence: the computer might start counting that way, but the programmers might have their own ideas of how to reference the coordinates.
I assume you know the start coordinate by skillful hacking.
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Sept 12, 2021 15:18:37 GMT
Oops yeah, my bad. In my defence: the computer might start counting that way, but the programmers might have their own ideas of how to reference the coordinates. I assume you know the start coordinate by skillful hacking. For nothing pathdocI noticed, that this info was missing, a few times already, I thought it is something you learn in the first two hours of computer instruction. Remember: Computer (mobile) = Typewriter+++ This is the same since more than 100 years, there is no practical other way. That EW4 starts with Hex-Id:0 (0,0) and they count up without gaps at the end of a line, I know from looking inside the APK, thats right.
|
|
|
Post by pathdoc on Sept 20, 2021 18:31:12 GMT
I've attempted the HRE Speedrun a couple of times now, with and without Arnold (the latter, on a new install on my PC, got me Sophia).
I need to study more carefully what's going on in France, to determine whether he was very lucky to get some fortunate damage rolls vs. the AI and have some of his more critical units survive, or whether something's wrong with my attention to detail. On both my runs, I've either lost Lusignan or been very lucky not to lose him before he does his job. Ottoman falls relatively quickly regardless; France takes a very long time and don't talk to me about Spain (groan).
The next time I do this, it's going to be with the speedrun vid playing to one side and I am going to copy his path exactly. On my Android tablet, I have Fatimah with 5* trade and should be able to duplicate his feat.
On my PC install, I will probably put Sophia into Vienna and that will be better than nothing; I should still be able to do it in under fifty. Alternatively I can try sending her to Italy and northern France on the artillery with Klenau, and keep Archduke C in Vienna because he has one more trade star. If I can do the run fast enough, that will get me Fatimah and I can regroup Jerome into her twice.
|
|
|
Post by pathdoc on Oct 2, 2021 15:49:11 GMT
I attempted the speedrun again, trying to copy move for move, and it fails dismally. Everything diverges, the AI gets good rolls, the facilities near the enemy forts fall early and the early path into France is screwed up. Even Ottoman goes badly wrong.
|
|
|
Post by littlecorporal on Oct 3, 2021 7:17:56 GMT
I attempted the speedrun again, trying to copy move for move, and it fails dismally. Everything diverges, the AI gets good rolls, the facilities near the enemy forts fall early and the early path into France is screwed up. Even Ottoman goes badly wrong. It seems like France has a few different strategies that it runs in 1798. The speed run might be dependant on where the French generals go. I've played as Sardinia a few times long agoοΌbecause Sardinia goes last. Sometimes Marmot takes to the sea sometimes he heads up to England. It seems like every other country follows the same path each time.
|
|
|
Post by littlecorporal on Oct 3, 2021 7:24:09 GMT
I just did two recent restartsοΌone without Arnold and one with. The game is just so much easier with Arnold. He's actually a pretty good attack general. 3 stars plus Spy delivers really good damage vs forts when he's on grenadiers or guard infantry. Even the single stars on artillery and cavalry are useful.
I'm trying to do a non princess run but it's not easy. The princesses save you money for items. I'm thinking of doing just trainers for the first two campaigns and then spending money on emblems for tier II guys. Not really sure. Any suggestions?
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Oct 4, 2021 12:27:09 GMT
I just did two recent restartsοΌone without Arnold and one with. The game is just so much easier with Arnold. He's actually a pretty good attack general. 3 stars plus Spy delivers really good damage vs forts when he's on grenadiers or guard infantry. Even the single stars on artillery and cavalry are useful. I'm trying to do a non princess run but it's not easy. The princesses save you money for items. I'm thinking of doing just trainers for the first two campaigns and then spending money on emblems for tier II guys. Not really sure. Any suggestions? A single star gives Arnold (or Sophia) with guards (inf or cav) against forts: +11ΒΌ DMG - flat on top (Atack + AI), a pistol +13Β½Dmg! On a non-princess run I would start with one of my endgame generals, not with trainer. Being without items the trainer have their cost and are too weak to be really usefull apart maybe Arnold and Diez. Doeblen can be without items a nice starter ? I have no real Idea - I dont't have males in the HQ for longer.
|
|
|
Post by ππ³π°π΅π΄π¬πΊ on Oct 4, 2021 13:38:19 GMT
I attempted the speedrun again, trying to copy move for move, and it fails dismally. Everything diverges, the AI gets good rolls, the facilities near the enemy forts fall early and the early path into France is screwed up. Even Ottoman goes badly wrong. It seems like France has a few different strategies that it runs in 1798. The speed run might be dependant on where the French generals go. I've played as Sardinia a few times long agoοΌbecause Sardinia goes last. Sometimes Marmot takes to the sea sometimes he heads up to England. It seems like every other country follows the same path each time. Ok I played the start of the Sardo conquest 1798: Another beautyfull example how the Generals are skilled for their role in the campaign or conquests. King β¬ Victor Amadeus III. of Sardegna (the conquest was planned as 1793) has only Architecture as active Skill - only by using his Achitecture I arrive to defend la isola and finally defeat Napoleon (R30+). Once in action the generals move quite mechanistic I think. Marmot for example moves every round vs. the closest target he finds, I believe. He will enter the sea if - I donΒ΄t move the privateer south, or - HRE don't build a unit in the city south of weilburg! - And building Is random ! once he advanced north, I move the privateer back to flank Napoleon.
|
|