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About Procyon Lotor
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Rank
Raccoon
- Birthday 12/22/1976
Profile Information
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Gender
Male
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Location
Iowa
Converted
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Location
Iowa
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Interests
Gaming?
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Occupation
Lawyer
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Favorite Games
Alpha Centauri, Advanced Tactics Gold
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Three Moves Ahead 537: Humankind
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
I agree that the tech tree is . . . bland. And religion is an appendix of a mechanic. I think the combat system is fantastic. The 1UPT mechanic of Civ V, Civ VI, and Old World never quite engages me. The "zoom in tactical battles" of Age of Wonders et. al. are fun for a while, but seem to take too much time and are only occasionally interesting. The Humankind system, with terrain, 3 rounds per turn and multi-turn battles, reinforcements, etc, is really cool, and hits the sweet spot between detail and time consumption. This is the first Civ game where the military strategy might be my favorite part, and I've played them all since Civ I. I really appreciated the conversation about optimal game settings. A lot of these free-form strategy games play *very* differently depending on the settings - difficulty level, landforms, size, pacing, and number of opponents. I'm playing Empire, Large World, Random Landforms, Normal Pace, but with 10 opponents. I'm not winning, but I'm having a great time, and I'm under a ton of pressure from the AI throughout. My first games, on the default settings, were quite easy and quite boring. There have been past 3MA episodes where I've been frustrated that one of the panelists complains about something that can be easily addressed by adjusting the game settings. It was good to hear that conversation play out in this episode. -
Episode 409: Field of Glory II
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
Great episode, great game. The battles are just a lot of fun and have a great deal. Rowan's point about the sticky melee is a good one, as it makes the battles feel 'real'. Troy has the elephants figured out - charge the heavy infantry. Try to keep them in melee at all times. I have yet to successfully route an elephant. -
Episode 381: Ultimate General: Civil War
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
I got it and have played the first couple of battles from the Union side. I didn't play UG: Gettysburg. I love the interface - it's very easy to get the troops to do what you want to do with very minimal fuss. I think there is great potential for the campaign. I'd like to see more of a Panzer General style approach where your core corps (see what I did there?) is the core (ugh) of your involvement in the scenarios. Right now it seems like my corps is just a supporting actor to the much larger army. But I've only played a couple of scenarios, so that may change. -
I agree with Cold, especially in regards to this game. I bought the early access version maybe two years ago. It was never an "early access" game. It was always complete enough to provide a very fun experience for the price. It's been fun to see the iterations come along and add new things. With Rimworld, the early access process has actually been quite fun. And I say this as a guy who cannot devote a lot of time to gaming.
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Episode 360: Hearts of Iron IV
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
I found this super-helpful: https://forum.paradoxplaza.com/forum/index.php?threads/beginners-guide-to-unit-types-division-design.942449/ -
Episode 360: Hearts of Iron IV
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
Artillery has width if used as a line battalion. If used as a support company (the + signs on the left of the division designer) then it does not contribute width. It's a lot more powerful if used as a line battalion, however, And a line battalion requires more pieces to be fully equipped. So there is a trade-off. -
Episode 360: Hearts of Iron IV
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
This is where that (way too hidden) width mechanic comes in. I estimate each of your super-divisions would have a width of 55 (infantry =2 width, artillery =3). When you attack from just one province, you get 80 width to work with. Each additional province gives you another 40. On defense, you only ever get 80 width. So you could only ever defend with one division at a time, and probably were never able to attack with more than 2. Your enemy, on the other had, employed divisions with width of 24. Still not optimal, but they could always bring at least 3 to every fight. I read on the forums that you should try to keep your divisions at either 10 width or 20 width to maximize their effectiveness. I've found that to be a VERY useful guideline. Most of my French infantry weighs in at 19 width, which has been close enough. -
Episode 360: Hearts of Iron IV
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
That's fair, and I think the free-flowing nature of your conversations is part of what makes the podcast great. I am probably more frustrated than I otherwise would be because I think all the information you need to play the game is out there. The wiki is good, the tutorial videos are good, the forums are okay. Also, tooltips! Hover that mouse of yours over any stat that has you scratching your head, and a pop-up box will tell you most of what you need to know. There is a ton of information in those battle screens. That being said, there are some incredibly important concepts that are not obvious or explained anywhere. For example, I just happened upon a Paradox forum post about how to build divisions. Did you know that divisions have a "width" number? Do you know how important that number is? I sure didn't, and other than having a lightbulb go off while watching a battle screen, I don't think I'd ever have figured it out. I know I'm not the only one who was clueless. I've been watching a Let's Play by a guy who seems to be a pretty good player, but he keeps gleefully creating these monster divisions with no thought of their width. How long until he figures out why only 2 divisions can ever enter an attack? Listening to the podcast, and watching some "Let's Play's", I think that people have yet to figure out exactly how to play this game. I don't think most of us have really figured out the optimal use of the battle planner, how to use our air forces, etc. Again, I'd be really interested in having you guys revisit this in a few months (or after the first DLC). (I'm 18 hours in. I've played France twice. The first time I struggled with basic interface issues, as well being generally clueless, and I got stomped by the Germans in 1940. My second run has been an epic blast. I almost collapsed a couple of times, but managed to turn the tide in 1941. Now it's late 1942 - Germany and Italy have been defeated, I'm mopping up Balkan fascists, and Japan is next on the list.) -
Episode 360: Hearts of Iron IV
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
I think the topic of "How Do We Learn Games?" would be an interesting one. Manuals vs. wiki vs. tooltips vs. "Let's Play" videos on youtube, etc. I'd just rather the topic didn't take up so much of this particular episode. Essentially, the first half hour of this episode was a complaint about how Paradox expects gamers to learn their games, followed by complaints about game systems that boiled down to "I don't know how this works." I make this criticism as a big fan of you guys. You have a much better HoI4 episode in you. I hope you come back to it in the future. -
Most complex diplomacy system on a strategy video game
Procyon Lotor replied to Noio's topic in Strategy Game Discussion
I can only comment based on games I've played, but I'd say EUIV. A combination of the mechanics, diplomatic options, and the sheer number of countries involved makes EUIV diplomacy a very involved process. -
Episode 348: Civilization at 25
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
Great episode. I've played Civ from the beginning, and probably owned every expansion along the way. I had forgotten how jacked up the early Civs were. In Civ 2 and 3, I remember agonizing over overflow-avoidance. I remember ICS (Infinite City Spam), which was still a viable strategy in Civ 3, even with corruption (though I can't fathom why you would WANT to play that way). Like Rob, I found myself reminiscing about gigantic apocalyptic endgame wars in Civ 2, and wondering whether I would even have the patience for that now. Probably not. Anyways, classic episode! -
Episode 341: Homeworld: Deserts of Kharak
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
"staint" is my new favorite word -
Episode 339: Ancient Warfare
Procyon Lotor replied to Rob Zacny's topic in Three Moves Ahead Episodes
I think the difference is of degree, but it's of such a degree that it becomes a difference in kind, especially in the context of historical wargames. We just really have no idea how ancient warfare worked. We know how Napoleonic warfare worked. We don't really know the make-up of the ancient armies or their deployments for battle. We do know the makeup of Napoleonic armies and their deployments. Etc. The difference of degree is such that instead of arguing over the details, we are arguing over the basics. -
Want suggestions for a strategy game when... idle?
Procyon Lotor replied to RedSwirl's topic in Strategy Game Discussion
How powerful is your laptop? You can't go wrong with Civ V if your computer can handle it. On my older laptops it is too much of a hog. I'd nix Wargame because I personally hate playing RTS's on a laptop. So I'd probably go with Unity of Command. -
I'm listening to the episode now, and it's really good. Thanks for answering my (admittedly kind of obnoxious) question! As a marketing thing, I have to think that being able to ask the questions is more enticing than being able to listen to the show, and if you make the show free for all it will advertise that perk to potential backers.