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Topics - Foxglove

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Development / Battle Report Unit Highlighting
« on: November 21, 2018, 03:38:08 PM »
The bug is fixed, but I still don't get my unit highlighted in battle reports. Does anyone else have the same?

Feature Requests / Approved: Colour Code Attachments
« on: August 29, 2018, 02:32:31 PM »
Title: Colour Coding for Attachments

Summary: Introduce two different colours for attachments in the list where you select which attachments to add to a letter. One colour for scout reports and battle reports from your own character; a second colour for reports from other characters.

Details: Fairly self-explanatory. It would require the addition of a colour coding system to the list of tick box attachments where you select which attachments are added to the end of a letter. This is mainly important for scout reports. Although it would likely also be useful for other kinds of reports in the attachments list.

Benefits: This is a solution to the problem of people sharing the wrong scout reports because they're not sure which are the new ones they've created through their own scoutings. As the attachments list currently stands, if you have lots of fresh scout reports in one turn, it's not immediately clear in the list which reports have been generated by your own scouts and which ones have come from other characters via their report letters. All the reports are only marked as 'fresh', so you can get a long list of fresh reports if you've been looking at reports from other people that turn before you send out your own scouts, and there's no immeditate way of telling your own scout reports apart from those shared by others. I know that, generally speaking, your own scout reports are the lowest on the list of ones marked 'fresh', but this isn't a very clear distinction and is causing confusion. Some people seem to be having trouble getting used to the new attachments system, and this is likely to help everyone.

Possible downsides or exploits: None.

BM General Discussion / Something to Do While Wounded
« on: May 16, 2018, 05:16:37 PM »
I've been thinking about this for a while, but one of my characters moving to critically wounded status brought it back to the front of my mind. What I've been thinking is, wouldn't it be good if there was something you could do with your wounded character while they're out of action? Something that sort of encourages players not to see being wounded as a totally bad thing that essentially stops you from playing that character for a few days.

The thing that came to mind on this was how in celtic mythology they thought that the separation between our world and the 'otherworld' was quite thin and it was possible to slip between the two. What I was thinking was that while a character is wounded, perhaps they could slip in to some 'otherworld' area of the game where they can do something. On a strictly Middle Ages level, it's also similar to how people could have religious visions in the delirium of being badly wounded.

I don't know how easy or possible it would be, but perhaps part of the current code could be reused to form this otherworld to minimize Dev time on it. The things that came to mind were, what if all wounded characters from across the game could fight each other in some way using the dueling code? Or what if all wounded characters from across the game could communicate with each other and RP this otherworld?

The idea would need to be worked out in more detail. But all this would replace the brief glimpse of messages you see when seriously or critically wounded (which tend to be a bit frustrating anyway). Essentially, it would form some sort of mini-game that you could only play with a wounded character.


Helpline / What Happens to Bonds When You Change Realm?
« on: December 19, 2017, 02:22:12 PM »
It's been a long time since I had a character change realm, so I can't remember what happens to the bonds that you carry. I know you take the gold you carry with you to the new realm where you can then convert it back in to bonds at your new capital city. But what happens to bonds you're still carrying when you change to your new realm? Do they go to the realm income of your old realm? The realm income of your new realm? Or do they just disappear?

Dwilight / The Shameless Westgard Recruitment Thread
« on: November 29, 2016, 09:35:36 PM »
Pretty much as the subject heading says, a shameless recruitment appeal designed to give you an idea of what Westgard is like if you're thinking about looking for a new place to play.

Westgard is the only realm currently completely based in the west of Dwilight. It was founded by the Dev Team to be a home for players who were forced to migrate characters to Dwilight during the island closures. It still has a fair number of the nobles who arrived at that time, but it's also gained a few people from other sources. Generally, it maintains its position as the realm with the largest noble count on Dwilight, alongside being one of the smallest realms in terms of number of regions.

As a frontier realm, it's constantly under attack by the monsters and undead of the west. This leads to an endless war against the monsters, with plenty of battles. As a result, the realm has a strong PvE gameplay experience. It normally has several battles per week, both large and small. Generally speaking, most people can be funded to lead respectable units into battles. So lots of action.

In terms of both the practicality of its location and its established roleplay, Westgard doesn't really seek conflict with other realms. It considers itself to be the Shield of Humanity with a Calling to defend the civilised lands of the east against the vicious, ravening beasts of the wilds. Broadly speaking, it's on good terms with the other nearby realms. So, Westgard isn't the run-of-the-mill BM realm. It's intentionally something different. There are clear parallels with the Night's Watch from Game of Thrones, but we've tried to make it something less derivative than just a straight copy of that.

There are plenty of opportunities for roleplay (whether writing roleplays or just how you play your character). The realm doesn't have much of a religion going, so there's room for someone to create something there. Whether it be to try to introduce one of the native Dwilight religions to Westgard or create something new. Westgard's native 'religion' is called The Virtues, but it's not a religion in the common sense. It's more like a code of personal conduct akin to chivalry or a similar oath.

So, in summary, Westgard is a realm with a clear and distinctive theme. It's intentionally not like other realms, particularly in that its main focus is fighting NPCs - which may or may not be to your liking according to your tastes - some will find it interesting, while others will find it a bore. It's a pretty active realm for those willing to get involved. Almost all letters I see are answered by someone. It has a very large number of battles because it's endlessly at war with the hordes. Mostly, people have good level of funding to maintain units. There's a pretty strong team spirit in the realm that makes it an enjoyable and friendly playing environment.

And that's all I can think to say at the moment. This isn't a recruitment thread just aimed at getting more players to boost one side or another in a war, it's just because Westgard is an interesting and different place to play that has things to offer in terms of adding to your enjoyment of the game. I can honestly say that it's the most interesting realm I currently play in.

BM General Discussion / Number of Players Lost Since Glacier?
« on: April 08, 2014, 02:07:48 PM »
Are any statistics available on how many players have closed accounts or paused all characters since the start of the glacier event? I seem to have seen a lot of people leaving the game or pausing over the past week in particular.

Just curious to know whether the stats are significantly up from normal rates of player loss.

Helpline / Glacier Event Unit Payment Bonus
« on: March 26, 2014, 01:55:45 AM »
There's a feeling in Kindara on FEI that people aren't seeing the expected reduction in unit payment costs that was meant to have been introduced to help offset the negative impact of the advancing ice on effected realms. Could we have some indication of roughly how much less we should be expecting to pay units? Or, ideally, could it please be checked that this ' payment advantage' is actually working in Kindara?

Helpline / Automatic Trade Offers
« on: March 21, 2014, 01:49:25 AM »
How do you change existing automatic trading offers, cancel them, or set up new ones? I'm not seeing options to do any of these things.

Roleplaying / An Army of the Dead
« on: February 28, 2014, 07:56:21 AM »
Bremer had risen with the dawn. He had slept uneasily, troubled by the tales of that damned unnatural fog and lost ships that had sailed towards the north from the docks of his city. Irritable, he had ordered a servant to bring him his old wolf skin cloak and his mighty axe that was forged in snow-bound lands to the north. Wrapping the cloak around him, he felt comforted and warmed by this relic of his youthful life in the north. Resting the axe across his knees, he ran a finger along the edge of the blade. A lot of ale and blood had swept along the river of time since he had travelled south. It had been a strange life, he reflected. A journey from being a mercenary in the north to becoming a respected duke in the south. Yes, a very strange life. Drawing the cloak further around him, he sat beside the roaring fire in the hearth and sank into his thoughts. If this was the end of times, as the priests said, he had nothing to regret. Well, perhaps never having won a tournament with the sword, even through he had won with the lance. Aye, damn it! That would have been worth living for.

He was roused from his thoughts by the sound of the city bells ringing. That could only mean that the watch had sighted some threat beyond the walls. Tipping over his chair in his rush, he ran from his private chamber in the high keep. He was dimly aware that his ducal guards had fallen in behind him, jogging along in his wake. As he reached the bottom of the stairs, he was met by a captain of the watch. The man seemed hardly able to speak but muttered something about the docks. Bremer made a mental note to have the man replaced if they lived through the next few days. He could not abide panic amongst his men.

Making his way through the city, the ducal guards clearing a path through crowds that had taken to the streets at the sound of the bells, Bremer was soon atop the mighty eastern sea wall that had protected Narville from so many storms. He was met by the captain of the wall guards. The man simply pointed out to sea, and Bremer immediately understood. From the darkly shadowed waters, there emerged shambling figures that Bremer knew were the walking dead. The sea was giving up its bodies, and they were coming for the living. On and on they appeared, masses of shuffling corpses climbing out of the water onto the docks. Bremer was staggered to see the number of them. That is not a horde, Bremer thought. It is a bloody army!

After the initial realization had sunk in, Bremer started to shout out orders. The city guards rushed to obey. Very soon the entire militia of Narville was at the sea wall, ready to meet the threat. "Not enough", Bremer cursed. He ordered the captains of the guard to call up men from the surrounding regions. By sunset, he would have an army of the living to meet this siege by the army of the dead.

Taking up his mighty axe, its blade chipped by so many battles, he raised it above his head and roared out to the sky.

"All Father, Odin! Baldyr! Freyr! Tyr! Thor! Vali! Ullr! Ragnarok is upon us and I will not disappoint you. I will claim many heads before I fall! Save me a seat of honour in the Hall and let me die well."

He rested the axe on his shoulder, put a booted foot up on the fortification of the sea wall, and gazed out at the advancing army of the dead. Battle was coming. Perhaps the last battle. And he would be ready for it.

BM General Discussion / Most Skilled Captains?
« on: January 22, 2014, 02:47:49 PM »
Who are the most highly skilled captains out there at the moment? Also, what's the highest skilled captain you've ever had?

I currently have a captain of +20 skill. I think I recently saw someone else with a +23 captain.

I have a question about regulating the selling of food. I'm not sure if this is the right section of the forum to ask, so apologies in advance if it isn't. Way back when the new trading system was introduced, I feel that I remember Tom saying that he wanted the food produced in a region to be the property of the regional lord, to sell as he wished.

If a region lord refuses to give market access to a banker and also refuses to sell food as directed by the banker, and is then given some form of punishment for disobeying instructions, would the issuing of a punishment go against the IR, the Social Contract, or be against the spirit of the game? 

Helpline / Offsetting Granary Damage
« on: September 29, 2013, 04:49:41 PM »
If the granary in a region is taking continual damage due to lowered population, what happens if you build another granary while the damaged one is still standing? Does it lower the total percentage damage with all granaries grouped together under the same damage percentage? Or is the new granary split off from the existing granary with the new one starting out at 0% damage under its own bar on the economy page?

Helpline / Guidance on Travel Times
« on: September 19, 2013, 02:57:36 AM »
I remember that months ago the screwed up travel time estimates on some (all?) islands were reported to the bugtracker, but the issue seems to have disappeared from the tracker without a resolution. So I'm hoping for some guidance on which, if any, of the contradicting travel time estimates is accurate.

For example, on FEI, before you start to travel from one region to another you're told that the journey will take 11 hours. Then, once travel is underway, you're told that E.T.A. is 17 hours. Meanwhile, Military Advisor estimates travel time at 19 hours. Very confusing, and effecting every island on which I play.

Out of these three numbers, which is accurate? The one before you start travelling, the one after you've started travelliing, or Advisor estimate?

As a community, I think we should discuss what ideas we can generate to make the entire game more interesting for new players, working within the existing gameplay. This thread isn't for suggesting changes to game mechanics or new features - it's about working with what we have.

My initial thoughts are that a personal IC letter to a new player offering advice or help if they want it is good start. If possible, suggesting locations of vacant estates will help ease their start in the game.

When I have a character with some sort of authority I also try to have new players released from prison immediately if their character is captured. Allowing them to sit in a dungeon for 7 days doesn't help retention, and I have seen new players have a character captured within their first few turns and quit the game a day or two later. Any Judge can take a quick look at a prisoner's background and check they haven't just started playing.

Other ideas to improve the game experience for them in the first few weeks?

Roleplaying / Cassandra Leaves Home
« on: July 31, 2013, 08:07:27 PM »
Even in the dead of night, the royal court in Westmoor was not entirely still. A few servants moved soundlessly through the corridors going about their duties and the night guards watched closely as they passed. The watchmen who kept guard in the small courtyard garden below the royal chambers normally had a peaceful night since the King was not often in residence. But tonight they quickly snapped their pikes to attention and straightened their cloaks as King Thomas strode between them, trailing a horde of servants and court officials behind him like ducklings.

Servants spread out around the garden, lighting torches that were set into thick iron brackets on the walls. Soon, the whole courtyard was flooded with flickering light from the dancing flames. Cassandra moved forward from the shadows by the southern doorway and made a deep curtsey to Thomas. After a moment, he bid her rise.

"Your Majesty," Cassandra began. "It's a pleasure to see you so well. We've had so little time together since you were crowned."

"A pleasure for me too, sister. We are pleased to be able to grant you these moments alone with us for once."

Cassandra whipped a glance around the courtyard at the twenty servants who were attending the king, and arched an eyebrow. Thomas smiled.

"It is rare for a king to be truly alone. But these here are just the small folk. We meant alone from the great nobles of the realm."

"'We?'" You use that even with me?" Cassandra seemed troubled by his use of the Royal 'we'.

"A king must be a king," Thomas replied. "When we are at the Royal Court we must appear in all our majesty, even with family."

Thomas turned his back on her and paced to the other side of a small decorative hedge, pretending to examine the leaves. He knew that the Crown had already begun to change the way others saw him, but he felt disturbed by the fact that even his sister seemed uncomfortable before him. "Leave us," Thomas barked at the servants. They all bowed and walked awkwardly backwards out of the garden. One must never show such disrespect as to turn one's back on a king. He waited until he and Cassandra really were alone and then turned back to her.

"I needed to see you before you started on the journey," Thomas said, his voice lighter and less formal. "You've been at my side all our lives and I could not let this moment pass without seeing you in person. Once more, like it was in past days."

He opened his arms wide, and Cassandra threw aside all formality and ran to him, wrapping her arms around him, just as he enveloped her in a protective hug. He planted a light kiss on her forehead.

"Take care, little one," Thomas said, and saw her smile at the use of the childhood name. "I am sure it will be a grand adventure for you, and I will never really be far away. If you need me I will reach you, even if an army stands in my way."

He gently pushed her back, and clapped his hands. In a moment, the servants returned. He knew full well they had all been waiting just out of sight. At his command, an attendant stepped forward. He carried a red cushion, upon which was a thick gold necklace, decorated with twisting patterns of entwined roses. The pendant that hung from it was studded with emeralds and sapphires around a huge Westmoorian sunstone from the mines of Evora.

"A gift fit for a duchess," Thomas said, as he took up the necklace and placed it around Cassandra's neck. "Wear it often and think of us. Let the sunstone and roses remind you of home. Your true home."

They exchanged a few more words, and then made a formal end to the meeting. Thomas turned on his heels and made for the doorway. Servants parted before him like waves parting before a ship in full sail. He had made it the habit of a lifetime never to look back, and he kept to the habit now. A few hours later, a servant brought him the news that the lady Cassandra had been seen leaving the city by the southern gate. He acknowledged the news with a gesture and sat in a chair by the hearth, brooding in thought.

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