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Topics - Alpha

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1
Beluaterra / Where to start a new character
« on: May 13, 2013, 04:41:08 PM »
Any realms need some new nobles?

2
Other Games / Project Eternity
« on: September 22, 2012, 01:10:40 AM »
http://www.kickstarter.com/projects/obsidian/project-eternity

Some of you have probably seen this. Personally, I'm excited for it.

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Other Games / Crusader Kings 2 multiplayer game
« on: September 20, 2012, 02:10:43 AM »
Would anyone be interested in playing a Crusader Kings 2 multiplayer game?

4
Helpline / Winter travel time
« on: September 06, 2012, 04:46:52 PM »
I can't remember if this is supposed to work like this, or if this was a prior bug.

On the travel page,  there is a time shown before I start travelling. After I start, the estimate time increases. For example, travelling to Dsinanas from Hatdhes the travel time was listed at 32 hours, but after travel began the ETA was 39 hours. Is this a bug, or is this winter?

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Development / An idea on provisions
« on: August 30, 2012, 05:19:04 PM »
I haven't seen this posted anywhere on the forum regarding provisions. It may be against the balance behind the idea.

In addition to the current way to get provisions, why can't a noble buy provisions like paraphernalia? A region lord could set aside x bushels to be sent to the market to be purchased as provisions. The conversion from bushels to provisions would depend on unit size.

I didn't post this as a feature request because I wanted to get some input on it first.

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Feature Requests / Disputed Lordships
« on: July 28, 2012, 04:13:41 AM »
Title: Disputed Lordships

Summary: Rulers are granted the power to appoint to Lordships that have been vacant for more than two weeks(could vary.)

Details: If a region remains without a Lord for more than two weeks, allow for a ruler to appoint a candidate. This would cost the Duke prestige as it appears he does not even have power over his duchy. Also give the Duke the power to dispute any such appointment, causing prestige loss for the Ruler. The Duke will lose prestige over time if the disputed lord remains in power, and the ruler will lose a significant amount of prestige if the appoint lord loses the region for some reason. The Duke can withdraw the dispute if compromise is reached, or the dispute ends if the Duke or the Lord lose their positions.

Benefits: It adds an IC way to deal with uncooperative Royal Duke. As well, it could add some interesting conflict between a powerful Duke and a realm Ruler.

Possible Exploits: No obvious exploits.

edit: changed potential exploits

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Feature Requests / Feature Request: Lordly ability to persecute heretics.
« on: September 06, 2011, 02:35:39 PM »
I would swear that I posted this before, but I couldn't find it by searching through the forums or my old posts. So sorry if this is an unwanted repost.

I'd like to see Lords, especially Dukes, have the option to persecute heretics, like the priestly option. I believe there was some discussion last time about whether or not that Dukes can already do this, but only priests can currently.

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SM General Discussion / Background
« on: September 05, 2011, 01:39:17 AM »

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SM General Discussion / Character background question: Setting creation
« on: September 04, 2011, 11:39:09 PM »
I haven't been involved with any of the other SMs, so I have a few questions. Roughly how much leeway to we have in the creation of the known world? I'm talking in terms of cities, rural lands, and lords of those lands? I suppose I'm asking just how much freedom are we granted in world creation?

In terms of a character background, I'm thinking a younger son of a minor(just above landed knight) southern lord. To do this I would have to create at least a basic setting involving a city to which the minor lands are aligned, and the lands which the character's father owns. Slightly more for a complete background. In addition, I plan on create a scenario in which the character will have to go to the colonies.

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Helpline / Rebellions
« on: April 02, 2011, 09:10:38 PM »
How do the militia in a region fight if the lord of that region joins the rebellion? Do they join with their lord, or the realm?

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Helpline / Capital secession
« on: March 24, 2011, 12:43:57 AM »
I was under the impression that the capital of a realm could secede, so long as there was another region capable of become capital.

This is currently not the case. Is this purposeful, or am I simply mistaken?

12
Helpline / On archer range
« on: March 11, 2011, 06:40:59 PM »
How, exactly, is it determined when a range 4 archer unit will fire? I was recently involved in a battle with other range 4 archers. Those units fired, but my unit "moved forward for better shots" My unit fired at range 2.

All units in the same line. Monsters 4 lines away. Battle occurred on a "quite windy day."
-=Mayen's Archers=- (2) fire on Monsters (1), scoring 38 hits.
McFinks (4) fire on Monsters (1), scoring 58 hits.
Fury of Ortedail (3) move closer to get better shots.
Vert Cloaks (7) fire on Monsters (1), scoring 125 hits.

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Far East Island / FEI History
« on: March 11, 2011, 02:29:09 AM »

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Feature Requests / Lower the rate at which unique items degrade
« on: March 08, 2011, 05:27:42 PM »
I'd like unique items either degrade more slowly, or see a more reliable way to repair them. Currently, they are more trouble than they are worth. With no reliable way to repair the items, one can very well lose it while trying to repair. It's safe to assume that UIs are not actually magic, since BM is a low fantasy game, and therefore should be repairable by conventional means. Though, not by common smiths that toil on the items of peasants and soldiers.

I'd prefer that adventurers still be used for the repairs. Perhaps allow UIs to be repaired by high cost of gold, or by having the required materials. Make it so only adventurers may find people capable of the repairs( due to it be improper for nobles to associate  with wizards/sages).

If UIs had a longer life, more RPing could be done about them. Could allow for infiltrators to steal more valuable items, for them to be lost in battle and be found by someone foraging the field, or for an item to be passed down from x to x(holder to holder of a position).

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Feature Requests / Ability to move militia
« on: March 05, 2011, 10:38:00 PM »
Currently the only way to move militia is to rely on unreliable assignment of units to nobles then regarrisoning them as militia.

I'd like to see the ability to transfer militia in a way similar to how ox carts, and trade offers, currently work.  Travel times would be lower than any unit commanded by a noble, and while moving the militia units would have a vastly lower CS.


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