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Messages - [email protected]

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1
BM General Discussion / Re: Heroic question
« on: October 08, 2018, 07:05:10 PM »
Personally I feel you should have the option to drop the Hero class if you change realms or Islands (and/or maybe religion). I've always played my Heroes as fanatics of specific in-game groups, with taking the hero class as representive of a higher level of dedication to that group than a average lay member, sort of like paladins from D&D. Doesn't make much since for my Keperstan fanatic to risk his life on the frontline for a realm he just joined that he isn't as dedicated to. Then again, others play their Heroes different than I.

2
East Island / Re: Once again, a Chenier flaps its wings in Africa...
« on: September 20, 2018, 11:46:49 PM »
Shoot, I take a day off and the whole map changes!  :o

3
BM General Discussion / Re: Best Unique Item Names!
« on: September 18, 2018, 07:20:20 PM »
I should pay more attention to the forums... I can tell you lots about Rila, what would you like to know - aside from the fact she was killed by a Daimon (having herself killed one of the Daimons in the previous invasion (I think it was the previous one and not the same one))

Likewise. ;)

A physical description would be nice, given it's her head on the stick.

4
East Island / Re: EC Meme Inc.
« on: September 18, 2018, 07:15:36 PM »

5
Feature Requests / Re: Remove adventurers from the game
« on: September 13, 2018, 01:55:40 AM »
Can still get captured and stuff by rogues without units.

If their capital city was so tore up that rogues were a threat, Advies would be the least of their concern. ;)

6
Feature Requests / Re: Remove adventurers from the game
« on: September 13, 2018, 01:32:50 AM »
And advies run the risk of being arrested or beaten in any and every region they pass through, not only rogue regions.
There is no region that is truly safe for advies.

Strange that you would be relying on the Rogues to keep you safe from other nobles though.

Not to mention it doesn't matter, the nobles could lead units into the region and drop them as soon as they entered the region before the attack.

Also, a few facts, since the claim "the advies are all their alts" Angmar, the realm in question has 19 nobles and 8 Advies at the time of this post. Out of of those 8, 4 are played by players with nobles also in the realm.   

7
Feature Requests / Re: Remove adventurers from the game
« on: September 12, 2018, 09:25:54 AM »
The two realms in question were not at war, it would have been easier to move a couple of nobles in with high spellcasting, hit the Ruler with a wounding scroll first to keep him from declaring war, and done the exact same thing without any risk at all to our characters. Using Advies or Priests would actually be the suboptimal way of going about this, as you only need a single active noble with a few hours to arrest them, not so with nobles, and since the realms were not at war, the nobles could go in without units without fear of arrest. Might have taken slightly longer, but I doubt it, and as long as the ruler is kept locked down it wouldn't matter. Trying to paint this as a flaw of the Adventurer class is short-sighted.

8
Development / Re: Adventurers No Longer Using Scrolls - Discussion
« on: September 10, 2018, 04:03:27 AM »
I just want to say that:

1. I never heard of Adventurers using scrolls was a bug. Ever. Until this event.

2. I, or any player with a noble that has high spellcasting, could waltz over to Bara’Khur loaded with scrolls and do the same thing that these adventurers did, and you could neither arrest the noble to stop it, nor execute them. You couldn't even get a ban on them.

Also, since somebody brought it up, Angmar and Bara’Khur were not formally at war (I had to check with Max, since my Angmar character is currently in rogue prison  ::)), so a noble from Angmar without a unit could do #2 without fear of arrest or capture, just make sure to target the ruler first so they can't change relations.

9
Development / Re: Adventurers No Longer Using Scrolls - Discussion
« on: September 09, 2018, 08:51:26 PM »
I just want to say that:

1. I never heard of Adventurers using scrolls was a bug. Ever. Until this event.

2. I, or any player with a noble that has high spellcasting, could waltz over to Bara’Khur loaded with scrolls and do the same thing that these adventurers did, and you could neither arrest the noble to stop it, nor execute them. You couldn't even get a ban on them.


10
Development / Re: Adventurers No Longer Using Scrolls - Discussion
« on: September 09, 2018, 07:39:40 PM »



Quote
Dear Vita,

I am all fine if due to the complaints of one player group game rules get changed but then please not to the disadvantage of another group. I am not sure if you realised but post-event that you took away the commoner’s ability to cast scrolls, the player of Josiah goes around and celebrates your seed as his god’s deed and being therefore supported against the others IC. I am not sure if this is the play between friends we all want but so be it.

Now, since the commoners were not able to continue the attack and suddenly all critically/seriously wounded chars including the judge in Bara’Khur got the “ok” status in the middle of the a turn (that must have been also an intervention as this is other wise impossible, right?) this gave them the advantage to execute my commoner who again got caught from a char that got unpaused (before the intervention). Whether the unpausing was intentional or not, I can’t say and I won’t comment further. I also do not know if there more interventions to help Bara’Khur in their situation they are (or were).

I this ask you to revive my commoner as well as well as all other commoners (Giovanni, Samuel) who got caught in case they will be executed as well. Otherwise it is clear that the GM helped one player to execute the char of one other. See, chars can heal, walls can be rebuilt and regions or realms retaken or refounded. But my char or the one of the other chars once dead, are dead. No return possible there and that is what makes the GM intervention asymmetrical from my point of view and I am sure you can see a reasoning there.

Regarding the general topic whether commoners should be able to cast scrolls, let me outline shortly the view from the other side: In a declining game, I tried to give players a RP that was within the game mech and the rules and which they accepted well and made the realm of Angmar thrive. We are one of the largest realms with a good noble count and the best commoner count (till now). We work together on a RP which we enjoy a lot, part of that are training missions for the commoners. Wudenkin was the master exam in spellcasting for some of them. To make the long story short: they are no weapons as it is said in here. They are all independent chars with their own will. They could have done something else if they want it. A weapon is something that is without own will and gets fired when used. A scroll is a weapon. A commoner is a char.

Thank you for your time to read this lines.

Max Mustermann

Max cannot currently log onto the forums, and asked that I pass this message along.

11
BM General Discussion / Re: Bug - Beluaterra - Reeds - Serious
« on: August 11, 2018, 06:36:57 AM »
You mean this one?

http://bugs.battlemaster.org/view.php?id=9283

Yeah, that would be the one Pryde's talking about. :)

12
BM General Discussion / Re: Random red letters
« on: August 09, 2018, 08:16:11 PM »
I'm guessing red are bad guys and green are good guys?

;)

It looks like Blue, rather than Green on my screen, but yeah.

13
East Island / Re: The War
« on: August 09, 2018, 06:26:47 PM »
No, the north wouldn't. Thomas spent several real life months arranging the Highmarch/Fallangard treaty with the north and getting Caligus onboard. Had Fallangard accepted the treaty, it could have walked away from the war losing nothing and it wouldn't have been under any threat from the north for the duration of the war. Once the war is over, Fallangard and Caligus would then have been left to sort out the issues between them in what ever way they saw fit (that was written in to a previous version of the treaty, but I can't remember the wording. I rewrote that treaty so many times....).

Obviously, I can't predict whether Caligus and Fallangard would have ended up fighting again. Relations between Fallangard and Caligus might have improved under influence on Caligus from some of the other northern realms. But Highmarch was incredibly protective of Fallangard throughout the treaty negotiations, so Highmarch would probably have sided with Fallangard in a Fallangard/Caligus war. But it's hard to predict these 'might have been' scenarios.

Fallangard made a huge mistake in rejecting the treaty (I know they probably don't see it that way, however) and in then burning their bridges with Highmarch.

Aramon was in support of giving Fallangard an easy way out of the war, and would have likely supported them later if Caligus had moved against them, given that they're historically allies of Greater Xavax. If Highmarch and Caligus can bury the hatchet (even temporarily) given the history there, there was hope for Fallangard and Caligus.

14
Beluaterra / Angmar Ascendant?
« on: July 29, 2018, 08:23:35 AM »
Given the monster/Undead swarms plaguing the island, I noticed Angmar has the most (by one) regions under her command, and the fourth highest noble count (and second highest Advie number). Not bad for a realm that started as a questionable spinoff of Nothoi.

15
East Island / Re: Highmarch's Betrayal ---- What next???
« on: July 06, 2018, 09:24:09 PM »
GUIIIS I was busy infiltraiting, Can someone summarize the last two weeks or so for me? i'd be very grateful.


In fact, Where's BarticaBoat with his continental analysis? XD

After the Yellow Wings left Highmarch, it left a bad taste in the mouth of those left in Highmarch, and they got serious about seeking peace with the NA. We all came to an agreement (which I won't go into here because "spoilers", check in game, I'll send you a copy). The SA obviously feel this is a betrayal.

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