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Topics - roland.walters@abbott.com

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1
Helpline / Email address being terminated
« on: October 24, 2012, 03:58:36 PM »
I will be retiring in about a week.  At that time my email account which I use to access Battlemaster will be shut down.  Is there a way to change the email account or will I need to start up anew?

Roland

2
BM General Discussion / Sea Travel
« on: October 09, 2012, 04:20:48 PM »
I did not see a place to comment so I will start one here.

Looked at the map.  It was most helpful.  A pointer somewhere to the map function might be useful.  Not sure how I will use sea travel yet but it is a welcome addition to the game in my opinion.  Will it be open to use for advenurers?  Mine is not in a place to check at the moment.

3
Roleplaying / Adventuring in Limbo
« on: September 24, 2012, 08:47:04 PM »
It had been a rough week for Damian.  First he learned that his homeland was no more.  Not that big of a loss as he had not been back since he was threaten and had all his possessions and gold taken by the local banker.   As he was relaxing under a shady oak tree from a hard but successful day of monster hunting, he also heard from an another passing adventurer  that the region that Damian was working so hard to wrest from the local monsters was now part of a theocracy.  Time to saddle up an move to less civilized territory.

Just as Damian started to get up to leave, he felt a sharp pain in his head and then nothing.

Awaking some time later, he found himself confined to a small windowless room with only straw for bedding and a smelly chamber pot for company.  After a day of stale bread and sulfur laden water, a voice informed him that bail had been set to 356 gold, every coin that he had.  At least they didn't also demand the 3 magic items he had.

Waiting a couple of days so he would have a stake when he was released, saw the bail dropped significantly.  Rather that face execution, Damian counted out the required coins and was shown to a door which was surrounded with arcane symbols and the words: Abandon hope all ye who enter.

Being given no other choice, Damian openned the door and stepped through to freedom.  Looking back he was astonished to see the door had disappeared.  Feeling a bit disconserted, Damian began to travel towards the east to get to, hmm now where was he going?  Looking around it did not even appear that he had moved.  In fact any travel in any direction resulted in him appearing back at his starting point. 

To be continued:  and yes the bug has been reported.  I just wanted to make an advernure out of it.

4
Helpline / Released to Limbo
« on: September 24, 2012, 06:44:29 PM »
My adventurer character has had a very bad experience.  His realm was destroyed and before he could adopt a new country, he was arrested.  Ok, getting arrested is no big deal.  Happens all the time.  But when he paid his fine, he was released to no where, literally.  When I try to do anything that needs a location to function, like travel, I get a message saying "not possible from this location".  Is there any way to get out of this limbo or is the character screwed?

Roland

5
BM General Discussion / Is there a need for caravans?
« on: May 17, 2012, 05:33:24 PM »
With the new changes to the food system implemented, is there a need for caravans any more?  Other than carrying food to keep a unit from starving where food is not readily available, I can not see one.

Roland

6
Helpline / Stuck in West Divide
« on: February 09, 2012, 05:47:50 PM »
Ii have treide to move out of West Divide twice now, once to Balance's Retreat and then to Alley ow Swords.  I was fully rested at both attempts and had a full 16 hours available.   In both cases I got an error message which I failed to write down but will do so the next time I try to move.  In both cases it cost me 6 hours.

7
Development / Things that make you go Huh?
« on: January 27, 2012, 03:46:11 PM »
A nation is at war.  One of its infiltrators in his home city attacks an enemy nations infiltrator who has no troops and ends up captured and transported 6 regions away to the enemy jail.  And we wonder why people stop playing the game. 

8
Dwilight / One Character on Dwilight?
« on: August 12, 2011, 12:18:18 PM »
I just received a notice that I could start another character.  I tried to start a noble on Dwilight where I have an adventurer but received a notice that another character would exceed my limit.  Is there a one character limit on Dwilight?

Roland

9
Development / Test of the archer modifications
« on: August 08, 2011, 09:00:08 PM »
It does not seem to be working as advertised in the announcement posting.  All infantry deplyed in middle rank inside a wall and dug in.  Both MI deployed in back rank.  Inconsistencencies bolded.

Roland

Battle in Eagle's Glen
No. Role Army Unit Commander Realm Unit Formation CS
1 A  Andrew's Regiment Roland Eston 30 MI line   377
2 A  Hired Mercenaries Landro Eston 25 MI line   345
3 D  EG Legionnaires (militia/guard unit) Talerium 28 Inf box   406
4 D  EG Legionnaires (militia/guard unit) Talerium 15 Inf line   229
5 D  EG Legionnaires (militia/guard unit) Talerium 12 Inf line   194

Total:
2 attackers (55 MI)
3 defenders (55 Inf)
Total combat strengths: 722 vs. 829


Begin new treaty system battle setup:

The region owner Talerium attacks Eston due to their lack of a Passage Rights treaty.

End new treaty system battle setup.

The region owner Talerium and their allies defend.
The Eston troops attack because they are at war with Talerium.

A calm wind blows, to the joy of the archers.
The defenders take up positions inside the Palisade (1).

(legend: I=Infantry, M=Mixed Inf, A=Archers, C=Cavalry, S=Special Forces, U=Undead, M=Monsters)
Turn No. 1
    1 (30-M)
2 (25-M)
         3 (28-I)
4 (15-I)
5 (12-I)
       


Andrew's Regiment (1) have no enemy in range and advance to better firing positions.
Hired Mercenaries (2) have no enemy in range and advance to better firing positions.
EG Legionnaires (5), EG Legionnaires (4) and EG Legionnaires (3) move forward to take up positions at the outer wall.


Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 0 (0 from close combat and 0 from ranged)


Turn No. 2
      1 (30-M)
2 (25-M)
     3 (28-I)
4 (15-I)
5 (12-I)
         


Hired Mercenaries (2) fire on EG Legionnaires (3), scoring 80 hits.
Andrew's Regiment (1) move closer to get better shots.Total ranged hits suffered: Attackers: 0, Defenders: 80
EG Legionnaires (4) leave the fortification, attacking the enemy.
EG Legionnaires (3) leave the fortification, attacking the enemy.
EG Legionnaires (5) leave the fortification, attacking the enemy.


EG Legionnaires (3) take 80 hits from archer fire, which cause 2 casualties.
Total hits suffered: Attackers: 0 (0 from close combat and 0 from ranged), Defenders: 80 (0 from close combat and 80 from ranged)
Total casualties: 0 attackers, 2 defenders


Turn No. 3
      2 (25-M)
 1 (30-M)
 3 (26-I)
4 (15-I)
5 (12-I)
           


Hired Mercenaries (2) fire on EG Legionnaires (3), scoring 78 hits.
Andrew's Regiment (1) fire on EG Legionnaires (3), scoring 145 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 223


Close Combat (Attacker Line 1):
EG Legionnaires (4) score 192 hits on Andrew's Regiment (1).
Andrew's Regiment (1) score 37 hits on EG Legionnaires (3).
Andrew's Regiment (1) score 20 hits on EG Legionnaires (4).
Andrew's Regiment (1) score 18 hits on EG Legionnaires (5).
EG Legionnaires (3) score 353 hits on Andrew's Regiment (1).
EG Legionnaires (5) score 149 hits on Andrew's Regiment (1).
Total close combat hits suffered: Attackers: 694, Defenders: 75

EG Legionnaires (4) take 20 hits in close combat. No casualties.
Andrew's Regiment (1) take 694 hits in close combat, which cause 21 casualties.
EG Legionnaires (3) take 260 hits (37 in close combat, 223 from archer fire), which cause 5 casualties.
EG Legionnaires (5) take 18 hits in close combat. No casualties.
Total hits suffered: Attackers: 694 (694 from close combat and 0 from ranged), Defenders: 298 (75 from close combat and 223 from ranged)
Total casualties: 21 attackers, 5 defenders


Turn No. 4
      2 (25-M)
 1 (9-M)
3 (21-I)
4 (15-I)
5 (12-I)
             


Hired Mercenaries (2) have no viable target and wait for one to appear.EG Legionnaires (4) cannot join the melee, as it is too crowded.


Close Combat (Attacker Line 2):
Hired Mercenaries (2) score 135 hits on EG Legionnaires (4).
EG Legionnaires (4) score 211 hits on Hired Mercenaries (2).
Total close combat hits suffered: Attackers: 211, Defenders: 135

Close Combat (Attacker Line 1):
EG Legionnaires (5) score 128 hits on Andrew's Regiment (1).
EG Legionnaires (3) score 251 hits on Andrew's Regiment (1).
Andrew's Regiment (1) score 49 hits on EG Legionnaires (3).
Andrew's Regiment (1) score 34 hits on EG Legionnaires (5).
Total close combat hits suffered: Attackers: 379, Defenders: 83

EG Legionnaires (5) take 34 hits in close combat, which cause 1 casualties.
Hired Mercenaries (2) take 211 hits in close combat, which cause 6 casualties.
EG Legionnaires (3) take 49 hits in close combat, which cause 1 casualties.
Andrew's Regiment (1) take 379 hits in close combat, which cause 9 casualties, wiping the unit out.
Roland Darlor Lawrence, Count of Saradic has been wounded by EG Legionnaires (3).
EG Legionnaires (4) take 135 hits in close combat, which cause 3 casualties, making the unit retreat from the battlefield.
Total hits suffered: Attackers: 590 (590 from close combat and 0 from ranged), Defenders: 218 (218 from close combat and 0 from ranged)
Total casualties: 15 attackers, 5 defenders


Turn No. 5
      2 (19-M)
 3 (20-I)
5 (11-I)
             


Hired Mercenaries (2) fire on EG Legionnaires (3), scoring 99 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 99


Close Combat (Attacker Line 2):
EG Legionnaires (5) score 124 hits on Hired Mercenaries (2).
EG Legionnaires (3) score 213 hits on Hired Mercenaries (2).
Hired Mercenaries (2) score 51 hits on EG Legionnaires (3).
Hired Mercenaries (2) score 29 hits on EG Legionnaires (5).
Total close combat hits suffered: Attackers: 337, Defenders: 80

EG Legionnaires (5) take 29 hits in close combat, which cause 1 casualties.
EG Legionnaires (3) take 150 hits (51 in close combat, 99 from archer fire), which cause 3 casualties.
Hired Mercenaries (2) take 337 hits in close combat, which cause 10 casualties, causing panicked flight among the survivors, 1 additional men get slaughtered during the retreat.
Total hits suffered: Attackers: 337 (337 from close combat and 0 from ranged), Defenders: 179 (80 from close combat and 99 from ranged)
Total casualties: 11 attackers, 4 defenders


Defender Victory!


10
Helpline / Adventurer Recommendations
« on: May 09, 2011, 03:54:32 PM »
My adventurer, Damian who plays on Dwilight, just received his second recommendation.  It was from a realm that is not the same as the realm that I started in.  My starting realm has also had a successful revolution.  While it was my second recommendation, the game only lists one for me, the one that I just acquired.  Do recommendation expire after some time or if the recommending character leaves the game?

Roland

11
Feature Requests / Archers in combat
« on: April 29, 2011, 04:08:36 PM »
Currently an archer unit is not allowed to fire at any unit that is "engaged" in combat.  This results in these types of units being highly ineffective when the opposing force contains little or no archers as they have no targets for most of any battle.  In real life, archers would not just stand around watching their fellows fight and die but would engage with a more careful use of their weapons. 

I would suggest that instead of requiring archers to just sit back and watch the battle, that they be allowed to fire into melee with reduced effectiveness due to the care needed to target the "rear" of the enemy units or individual men.  This would be most appropriate when the target is a large unit is engaging a small unit.  This would allow a more realistic battle.


12
Feature Requests / New Infiltrator action
« on: April 11, 2011, 10:31:57 PM »
Allow infiltrators to attack other unit types besides militia, perhaps with greater risk since they would be assumed to have greater skill.   Attacking men at arms and scouts could introduce new players to infiltrators without the risk of discouraging them from playing.  Stripping characters of scouts would be an effective action for infiltrators to use in discouraging the new player character intrusions that are being used to scout with impunity.

Roland

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