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Messages - Anaris

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1
Then shouldn't courtiers just be banned from duels and tournaments like priests are?

Courtiers can fight, they just aren't focused on it.

And who says the skills you train in the academy have to include everything that character could possibly do at that time?

2
Each class can train the skills that are directly relevant to them.

Only infiltrators can train infiltration.

Only courtiers can train bureaucracy.

Only warriors can train swordfighting and jousting.

3
BM General Discussion / Re: Influence
« on: April 05, 2019, 02:16:29 PM »
Why would recruitment centers, scout guilds, temples, and shrines matter to determine how the nearby regions' people think of that region/realm? They aren't exactly there to serve the peasants (unless they are of the specific religion those temples and shrines belong to, in which case you can use its levels instead).

Aside from that, though, pretty much everything you mention either is the case now or has been at some time in the not-too-distant past (regions revolting to other realms from rogue is not, I think, currently possible, but it was a few years ago). It mostly frustrated players when regions would join realms apparently at random like that. I can recall hearing of maybe one or two cases where the equivalent of your Realm 3 actually tried to keep their Region D and play politics around it; mostly, they either just willingly gave it up, or got war declared on them by at least one side in the pre-existing conflict before they could even take a position.

4
BM General Discussion / Re: Influence
« on: April 03, 2019, 03:36:33 PM »
I have thought about ideas of culture and cultural influence in BattleMaster for a while now, but what you describe here is not something I think I would be interested in implementing. Each region already tracks how much they like every realm on the continent—it's called sympathy (or, for the realm that owns the region, loyalty). And we don't need more ways for big, strong realms to win more easily.

If I were to implement culture, it would only be on a new island or a complete reset (probably not the South Island, because the idea doesn't go too well with its War Island nature), and it would be giving culture to the peasants and minor nobility—or rather, cultures. Several distinct native cultures, with nobles created on the island having the option to come from one of them or not, shifting as populations shift, having greater or lesser affinity for the realms on the island. Ideally, it would (somewhat as Zakky suggests) go along with an overhauled idea of religion, one that is much less player-driven, such that each culture has opinions on each religion.

That would provide an organic basis for conflict between player desires and the wants and needs of the NPCs they rule, something much more interesting than just another stat to maximize by doing what they already want to do.

5
Development / Re: [BUG] Cannot hire healers when not enough gold
« on: March 28, 2019, 11:56:39 PM »
Please report to the bugtracker.

6
Approved. Should be pretty simple.

7
Feature Requests / Re: Training Center Militias
« on: March 26, 2019, 05:31:01 PM »
I think the problem with that idea is that in BattleMaster terms, that is what militias are. They're perfectly ordinary units, of regularly-trained soldiers, that happen to have been left in the region (or originally recruited into the region) as guards.

I'm definitely interested in the idea of having militia in the game that are more like what we would actually refer to as "militia" in the real world during the period, but I don't have anything very specific in mind yet.

8
Feature Requests / Re: wider spacing on menus
« on: March 26, 2019, 12:07:28 AM »
Maybe...put it in the official Feature Request format?

And be a little more descriptive? Which menus? The left navigation menu?

9
Yes, I did. Sorry about that. The dangers of using the same term for two distinct (but closely related) actions.

That's worth thinking about. It would go well with the revamped hunt system.

10
It has been deliberately made manual to discourage nobles from attempting to use adventurers as scouts in wartime.

11
Feature Requests / Re: Tournament Region Stat Boost
« on: March 24, 2019, 12:20:35 AM »
Already true.

12
Feature Requests / Re: Religious Map Mode
« on: March 22, 2019, 02:10:52 PM »
Wimpie is more or less correct.

What you are asking for is to make completely public information that is currently only available through costly actions by limited numbers of characters. I can certainly see your argument for this, but I'm hesitant to simply flip it around and make it all easily accessible to everyone.

I may have to think about this some.

13
Feature Requests / Re: Training Center Militias
« on: March 20, 2019, 07:41:07 PM »
An interesting proposition. I'm not totally against it, but I'd need to think on it more.

14
Feature Requests / Re: Training Center Militias
« on: March 20, 2019, 01:13:52 PM »
I've got some thoughts kind of like this for defense of regions. This particular idea I suspect would prove too confusing and frustrating for Lords ("Stop recruiting my militia, I'm going to lose my region!"), but I like the general thrust of it.

15
Feature Requests / Re: Scout from map
« on: March 17, 2019, 12:21:15 AM »
Scouting from the travel page is actually something I've had sort of poking at the back of my mind for a long time. I think something like that would be an excellent idea—just have multiple links after each region you can travel to, one for travel, one for scouting. (Suitably separated, to make it harder to misclick.)

The political map doesn't currently have popups, and it would be non-trivial to add them.

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