Forum

Poster: Argo Mamurus
Date Posted: 17 November 2010, 12:47pm
Recruitment.
Hi all.

Just a quick couple "noob" question regarding party recruitment.

At the moment i have roughly a level 7/8 party, which consists of 3 warriors and 2 archers.

Now, these fine fellows have managed to deal with nearly everything i have the privilege to encounter upon my travels (even "small" groups of wyverns)

Now mentioning the above group, I do take damage while fighting them, and normally have to travel to the nearest town to heal up (wasting precious turns)

Now to the real question - When recruiting a new character for your party, is it better to go for a lower level, or a higher level, because at this moment I could really do with a priest in my team.


 
Poster: Axel-K
Date Posted: 18 November 2010, 04:55am
Re: Recruitment.
[quote author=Argo Mamurus link=topic=88.msg624#msg624 date=1289998055]

Now to the real question - When recruiting a new character for your party, is it better to go for a lower level, or a higher level, because at this moment I could really do with a priest in my team.



[/quote]

Generally, it is better to go for lower level, which gives you more control over the evolution of your character. The higher level characters available tend to have mediocre stats which tend to be randomly distributed into characteristics irrelevant to the speciality of the character, i.e. for a priest: intelligence or strength.[s] High constitution (greater than 14) can leave you with fewer turns, by increasing your movement factor.
[/s] - It does the exact opposite. Higher movement factor = more turns. Thanks to JamesOfJames for pointing this out!

When recruiting a priest, you should look for relatively high divinity - greater than 15 points. Agility, which gives the ability to avoid harm, is the next best characteristic since priests have low HP and and are easily killed. Priests rise in level very slowly, so it is best to have these stats high to begin with. It is a good idea to give a priest strong armour. You can even give them two shields, since offensive ability is not so important. If your have magical items which increase divinity, so much the better. A magical item which increases agility may be better used on an archer (as it increases their attack factor).

A priest should have the protection of being in the back rank. It is a good idea when attacking stronger opponents to put all your players except the archers (with high agility) in the back rank to minimise damage.

Above all the most important thing to remember is that you should H'nnnargh when you Btraach!!! and Btraach!!! when you are conventionally expected to H'nnnnargh (note four 'n's).
 
Poster: Mutant
Date Posted: 19 November 2010, 04:02am
Re: Recruitment.
Don't forget, low level spell casters are pretty crap... you need to level them up quickly... or you could buy one low level and one higher level, and sell the latter off later.
 
Poster: Argo Mamurus
Date Posted: 20 November 2010, 19:08pm
Re: Recruitment.
One thing i forgot to ask, what is the max party size and level?
 
Poster: Mutant
Date Posted: 20 November 2010, 21:25pm
Re: Recruitment.
You can have 8 characters in your party, but you can own more characters if you put them in garrisons, etc. Max character level is 20 at the moment.
 
Poster: JamesOfJames
Date Posted: 21 November 2010, 06:43am
Re: Recruitment.
[quote author=Axel-K link=topic=88.msg628#msg628 date=1290056101]
High constitution (greater than 14) can leave you with fewer turns, by increasing your movement factor.
[/quote]
Off topic, but I was under the impression that higher Con -> Higher movement factor -> More turns.  When I swap in a new mayor-to-be with low stats, my movement factor drops from 6 to 5 and Hills (2) becomes Hills (1).  The parenthesis is the turns it takes to cross, right?

(Also, I hadn't hit the level cap yet, and now I'm sad that there is one.)
 
Poster: Mutant
Date Posted: 21 November 2010, 10:20am
Re: Recruitment.
Movement factor is getting a bit of a tweak in the next release, so any issues should be fixed.

The level cap is mostly there because there's no point levelling up when there's nothing for characters to do at higher levels. It might be raised later on (or there'll be other ways to advance).
 
Poster: Axel-K
Date Posted: 21 November 2010, 16:16pm
Re: Recruitment.
[quote author=JamesOfJames link=topic=88.msg633#msg633 date=1290321800]
[quote author=Axel-K link=topic=88.msg628#msg628 date=1290056101]
High constitution (greater than 14) can leave you with fewer turns, by increasing your movement factor.
[/quote]
Off topic, but I was under the impression that higher Con -> Higher movement factor -> More turns.  When I swap in a new mayor-to-be with low stats, my movement factor drops from 6 to 5 and Hills (2) becomes Hills (1).  The parenthesis is the turns it takes to cross, right?


[/quote]

Thanks. You are right. Higher constitution seems to give greater range to your party by making difficult terrain cost fewer turns. I searched the forums using the term 'movement' and found this thread:

http://forum.kingdoms-game.com/index.php?topic=68.msg411#msg411

Where Mutant says:

"Also, as your party's movement factor increases, they use less turns (and also explore dungeons where you go thru a lot less turns). Maybe new parties should get more turns per day....".


and SJD remarks:

"Travelling costs are related to the lowest common denominator in terms of your party member's constitutions - so work on that if you want to move faster/ more cheaply."

I tested this on some characters with high constitution and found that difficult terrain took fewer turns.
On the other hand I am puzzled by the fact that when your party has movement factor 6, hills are (2) but with movement factor 5 hills only consume (1) turn. It could be that some other factors are coming into play.
 
Poster: Axel-K
Date Posted: 21 November 2010, 16:31pm
Re: Recruitment.
[quote author=Mutant link=topic=88.msg632#msg632 date=1290288329]
You can have 8 characters in your party, but you can own more characters if you put them in garrisons, etc. Max character level is 20 at the moment.
[/quote]

It seems to me that you can get an absolutely huge attacking party (is there an upper limit?) due to the fact that ousted mayors rejoin their party. All you have to do is to capture a lot of towns, set the taxes so high that the peasants inevitably rebel and overthrow the mayor, then just sit in some town and wait until your group becomes a Mobzilla. With a big enough party you could wipe out a garrison (or a normally sized party of similar level) in one turn. Is this a bug or a feature? It could make play very interesting.

 
Poster: Mutant
Date Posted: 21 November 2010, 19:01pm
Re: Recruitment.
No, that's a bug.
 
Poster: SJD
Date Posted: 21 November 2010, 19:37pm
Re: Recruitment.
Yes, and a rather nasty one if for instance I was to put all my 20th level characters into Mayoralty and wait for them to join the gang. As noted, a one round party kill would be pretty easy. Also, If I recruit a single level one character before stacking my party, his/ her level will bring my part level down such that I am allowed to destroy much lower level parties than myself. Something to think about when you are camping your party out in the wilderness ;]
 
Poster: Argo Mamurus
Date Posted: 21 November 2010, 22:29pm
Re: Recruitment.
Cheers for the advice guys, just spent the last few day trying out priests/wizards at varying levels (then re selling them into the recruitment office)

And to be honest, I didnt like any of them.

Now i know that preists/wizards each have there own "playing" styles, but with my current mid-level party, they dont seem able to keep up to date with the overall ability to gain xp outside of quests.

I know im going to regreat not having any, but for now, i think i might just go for a melee/ranged focused party/garrison's
 
Poster: SJD
Date Posted: 22 November 2010, 07:15am
Re: Recruitment.
Yes, if they aren't hitting or being hit, they aren't earning XP. The trick to caster characters ... is right there.
 
Poster: JamesOfJames
Date Posted: 20 December 2010, 05:39am
Re: Recruitment.
Not to gravedig, but I got a pretty good recruitment tool together this evening and thought I'd share.  It's a Google Spreadsheet, and if I'm not mistaken, you should be able to follow this link to view the original.  After that, you should be able to make a copy of the original for your own use - it's under the 'File' drop down menu.

The way the spreadsheet works is fairly simple: You go to a town's recruitment office, copy the list of recruits, and drop it in the main spreadsheet.  Fill in the Town you're in in the next column, and copy the formulas in the next columns for Points left, Points in Mains, Total Points, Percent in Mains, and (if you like) Class.  Class is simply for reference; the rest basically interprets the potential recruits in terms of the useful distribution of their stats.

The Percent in Mains is a fairly simple calculation: I assume that every class should have a high Constitution and a high main stat.  For Archers, the main stat is Agility, and it is simply these two stats combined that gives the percentage in mains.  For other classes, I assume that 18 is the maximum useful agility, as I've had good results with well-smithed Full Plate and an Agility of 18 in the vast majority of my fighting.  This total gives you the Points in Mains, dividing this by the Total Points gives you the Percent in Mains.  Do some comparison shopping with it next time you're in the market for a new character and see what you think!