Main Menu

News:

Please be aware of the Forum Rules of Conduct.

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Alasteir

#1
Feature Requests / Confirmation before call early taxes
January 10, 2013, 05:22:38 PM
Title:
Confirmation before call early taxes

Summary:
Fixing the problem of unvoluntary or wrong taxes called early by the Banker.

Details:
It is something stupid, I know, but sometimes, the player just wrong click on the "call taxes" buttom, and the entire realm receive less than expected. The simply insert of a second question "are you sure you want to call the taxes early?" would fix this problem.



Benefits:
The obvious. Callingearly taxes is a desperate tool for war.

Possible Exploits:
None.
#2
IT is hard to manage militia if you don't see them, you know.
#3
Feature Requests / Re: Religious Paraphernalia
December 10, 2012, 02:29:52 PM
We could have both. We all know tales about holy relics, but we also know the historic sell of false relics and heaven gifts by churchs.
#5
Feature Requests / Re: Religious Paraphernalia
December 08, 2012, 04:30:07 AM
I liked the idea. A possible exploit would be boost the Priests. Perhaps this would be useless to them, as they already travel with their own paraphernalia, or, would bring them more to the game possibilities. I always've seen the priests as something alien to the entire options of the game. They can buy any paraphernalia, but can't use them (even scouts). Having the possibility to buy some religious stuff would be very nice.
#6
Title:
Priest Lord Allowed to see military units on his own land

Summary:
t is something dificult and without explanation the limited situation of the preachers on BM to do not have any idea about the military situation of the regions. But ok. The worst on this is, while a Lord is a priest, he can't see the situation of the militia on his own land. This sould be removed or repaired to allow him to see this, and manage the militia, adding or dismissind it. I think this could not have any type of abuse, as it will be limited to the lords and their own regions.

Details:
Today, a priest, lord or knight, can't see the military situation of the land he or she is. Despite the IC incongruency, as anyone can see the units and tabards passing by their sight, it helps taking off the preachers from the spy and miiltary role. Unfortunelly, this occurs, too, within the lands the priest is Lord, making him blind even to militia, a situation with needs modification.


Benefits:
The same as to other lords. They will be able to manage, disband and add militia, and know about its size.

Possible Exploits:
Not sure.

#7
I believe a vague information is better... or we can kill the banker, definitly. As he goes now, without the option to do an intervention on the economy/food distribution, he just become the boring one who asks Lords to put the food on the market, and seeing wich place will starve in a few days. If a simply merchant could get this information, well, we will not need the Banker anymore.
#8
Development / Re: More Estate Features
August 07, 2012, 05:32:22 AM
It could be a minor thing, but a very good one. See, as the game goes today, an estate is nothing more the way you get gold. Perhaps having options like those sugested, like building a winery, a mill, or any things like this instead of just "investing" the money could generate more and more spend of the families gold.

Something that should be implemented, with this, is the option to enlarge your own mansion/house, like building your personal shrine, etc, and more, perhaps a place where you could storage your unique items,protecting them from deterioration, but turning them a target to thieves.
#9
Development / Re: Campaigns
August 07, 2012, 05:22:20 AM
Yup, and we can list the Jedis leading the Republican Clone Army against the separatists.

Unfortunelly, we are talking about something that only occurs in BM by roleplays: interactions between an independent thing (religion) and other (military) mechanics. I always thought the priest could ever been no a class, but a trait, something a warrior (a.k.a. paladin) could be. But, honestly, the way BM goes is better. Today, we can do horrible things, like drive dozen of fanatics to break up the production and kill many peasants, conduct an "Auto-da-fé" to punish unbelievers, even a religious take over. Imagine combine this with the possibility to carry an army. If we have this, I believe theocracies will appear everywhere.

To do what you want, we can simply have a religious warrior. We don't need a military priest, neither someone gainning hours like a priest and driving a large army through enemy lands.
#10
Development / Giving a Captain to initial units
August 06, 2012, 11:26:05 PM
I believe this is something that should be fixed:

After creating a new noble, on the very beginning of the game, I just clicked to see the stats of my chosen unit, when I noticed it hasn't a captain. I believe that, if you are a young noble, unexperienced, your family would send with you a good man to help you guide your unit, no?
#11
Development / Re: Feature Cut: Mentors
August 03, 2012, 07:54:46 PM
Well, if we are cutting off the mentors, will students been cut too?
#12
Development / More power to Bankers
July 17, 2012, 06:43:36 PM
I'm experiencing some troubles with the new food system, and reached a point where, as a banker, I"m just feeling useless. Because of that, I believe the banker should have more power, to arrange the food system, withim the realm.

What I'm saying is, as the Judge has the power to hold courts in any place, the Banker should have enough power to post trade offers, or to determine food transfers. In my land, the people is just forgetting to post offers, reaching a situation where a land has a storage of almost a thousand bunshels, and other a starvation classified as horrible.

I"m not asking, of course, for full power. This should be balanced by other things, like the Judge receiving notifications and cancelling arbitrary food transfers.
#13
Development / Re: Reworking Family Gold
March 02, 2012, 06:52:17 PM
I never saw a use to the family gold. If you make an investiment, 99% of chance to receive less then you spent. Perhaps a change in the family conception could be good. Giving the ability to move the house not to every hero of the family, but only to one (the lead, patriarch/matriarch), and allowing you to buy things with the gamily gold instead of secondary spend or support (a time ago someone suggested the creation of heirlooms, some items a family turned as their and passed through the characters. this is a good way to think)
#14
Do we need this feature? It is always a subject to concerns. Why when we have a tie, this just won't start a new referendum, necessarily with the tied characters?
#15
Development / Re: Religion is missing something?
February 16, 2012, 01:59:25 AM
Yes, because you just can't leave hero as you do to every other class/sub. You can't pick volunteers, your family doesn't gold to let you change your mansion any time you want, and the "tell your tale" option never appears, at last, to me.