Main Menu

News:

Please be aware of the Forum Rules of Conduct.

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Charles

#1
Helpline / Deleted account
April 27, 2018, 02:02:47 AM
I feel like I know the answer to this already, but thought it would be worth asking.
I paused my account a few years back and am wondering if it is retrievable.  Family name has disappeared, it was “de Coivos”.
#2
Dwilight / Sages (adventurer game)
October 16, 2014, 01:25:27 PM
I have had a hard time finding sages since leaving the west.  I don't think they have ever gone through D'Hara, but I spent a lot of time looking around the palm sea as well.  Is the west safe for adventurers?  Any suggestions?
#3
Feature Requests / Ranged unit attacks
July 16, 2014, 08:23:02 PM
It seems to me that there is still a bug in the ranged unit attacks.  If this has been left to be fixed later, I have a different solution that may be interesting:

Title: Limit Ranged Volleys

Summary: Instead of limiting how far an archer can attack from, limit the number of attacks they have to use.

Details: The range for each ranged unit would be converted to number of volleys.  My suggestion would be to use the current numbers but addapt them as follows:  MI 1:1, Archers 1:2, SF 1:2 or 1:3.  So a range 1 MI would have one volley before they would be left to mellee, range 2 MI would have two.  Archers would have double the volleys as their current range, 3 range to 6 volleys etc.  The Range 5 SF would basically have unlimited volleys as I have never seen a battle go to 10  or 15 rounds. 
In the settings for the ranged units there would need to be an additional two settings:  Range at which to attack (1-max) and what to do once out of volleys (retreat, defend, attack).   
The efficacy of the attacks would decrease with the longer distances (and wind) as per usual.  The rate at which the attack decreases with distance may need to be tweaked.

Benefits: Realism.  Units only have so many things to throw/shoot.  This gives TLs the option of using attacks earlier on to weaken their enemies with less effective shots.  Or only attack once they are close ("see the whites of their eyes"), but have the risk that the enemies will reach them before they manage to use their ammo.

Possible Downsides/Exploits: An army of weak archers may be able to decimate a larger infantry army by attacking when they are far away and retreating before anyone reaches them.  This could be interpreted as guerila warefare (not sure that is a downside or a benefit)
#4
Helpline / SF and Marshal settings
July 02, 2014, 07:32:01 PM
It seems all SF are being treated like infantry.
I brought this up as a bug a while ago, but it was misunderstood and dropped before I could respond.
Ranged SF are being treated as infantry by marshals.  So my 5 range SF are being placed with infantry.  This make them much less effective.
Can this be changed? 
#5
Feature Requests / Hosting Foreign Nobles
April 05, 2014, 08:18:14 PM
Title: Hosting Foreign Nobles

Summary: Much like prison, but no torture, banning, or execution. 
A noble without a unit who is from a realm that is below federation can be 'hosted' by The Lord of the region.  His time as a guest would be limited in a similar fashion as prison.  The Lord would then decide whether to release him back to the region or back to the nobles own realm.

Details:  The Lord of the region would either need to be there with troops to 'arrest', or have militia in the region to arrest him.  With militia present, The Lord could order them to 'arrest' the noble in absentia.  Or perhaps a noble with a unit is needed in the region to make the arrest, but the noble would be taken to the region lord's estate.
Keeping the noble in the region should cost a certain amount of gold, after all, they are accustomed to finery.  Perhaps the extravagance and cost could be decided by The Lord or it could just be based on region type.  All costs of the noble are payed for by the lord, including the trip home, unless the noble decides to leave early.
The restriction of a noble below federation could be changed to below alliance or perhaps not have any restrictions at all.
The gold may be forfeit or not.  This may be dependent on stature of noble, or may be a comparison between noble and Lord (ie, The Lord would not be able to take the gold from another lord, but a Duke would.
The guest would not have access to their paraphernalia, and would not be able to see what kind of troops are in the region.
The noble would be able to communicate with all his usual contacts, The Lord would receive a copy of all letters to and from the noble.  The noble would not receive any messages that are realm wide or part of any message group without the sender intentionally including the guest noble (I am imagining a check box like the keeping recipients secret feature).
The duke, and ruler could decide to host the noble instead of The Lord, thereby moving them to the ducal/realm capital and transferring control to the duke/ruler.  The Judge can decide to release the noble at any time under selected conditions.
Clearly some of the aspects of this feature need to be fine tuned.

Benefits: At this point, nobles without units can travel wherever they like and bring paraphernalia like scouts with them.  There are currently no methods of dealing with these nobles.  This would increase international relations and disputes.  This would also be fairly accurate to historical events.

Possible Downsides/Exploits: Nobles would no longer be able to travel without fear of being arrested.  This would function similarly to prison other than communication restrictions, so it could be rather boring for players. 
#6
Helpline / Buy offers
January 08, 2014, 07:52:50 PM
There are a number of buy offers in place from the previous lord of my region.  We since took over the region.
If we accept the buy offers, where does the food go?
Is this a bug?
#7
Helpline / Automatic trade offers
November 06, 2013, 05:04:09 PM
Have they been disabled or am I just not looking in the right places? 
#8
Helpline / Trading over seas
April 11, 2013, 01:29:17 AM
How are the distances calculated for trading over water?  Are the sea routes the only routes used? 
#9
Helpline / Rogue movement
March 22, 2013, 06:35:46 PM
Is there any 'intelligence' in rogue movement?  Or is it entirely random?
It seems to me that monsters move to nicer regions (more population, more food).  Is this the case?
#10
Helpline / Priest protection
March 12, 2013, 03:58:18 PM
I now am attempting to play a priest for the first time.  And would like to know how certain things work before catastrophic things happen to my newly "reborn" character.  My warrior characters have been mugged when not accompanied by soldiers, but I understand that this will not happen to my priest (as much?). 
Is there any chance of it occurring? 
#11
Title: embarking form enemy territory with 12 banked hours

Summary: Currently you need to have enough hours banked in order to embark.  So it is impossible to embark from an enemy territory if it takes 13 hours.

Details: either cap the embankment time to 12 hours, or allow embarking to start with less than the total time required (similar to adventurers traveling over 16 hours).

Benefits: it would always make embarking possible.

Possible Exploits: it would always make embarking possible.
#12
Feature Requests / Finding dead adventurers
February 26, 2013, 03:58:05 AM
Title: finding dead adventurers

Summary: After an adventurer dies, his/her body along with most of the common items are findable.  Along with all the unique items. 

Details:  The adventurer's body and belongings would be findable by other adventurers.  For the first while, they could be found by an adventurer hunting in the same region.  After a while, it would need to be found while searching.  As time passes fewer and fewer common items remain, and the identity of adventurer would also be lost. 

Benefits:  Many adventurers interact with each other and would likely enjoy the RP.  There is currently nothing informing other adventurers of one of their companion's death.

Possible Exploits:  when losing an adventurer, players will just create new ones to find what they lost.  Making the common items have a shorter half life would solve that problem.
#13
Helpline / Landless Nobles
February 21, 2013, 05:58:05 PM
Is there anywhere or anyway to see which nobles do not have an estate?  At one point (I think) they were under the Heirarchy page, but that changed with the new estate system. 
I would like to be able to contact certain nobles individually to offer them an estate, but I need to know who they are first.
#14
Title:
Changing the begining of the day for the message system

Summary:
Use the turn change as the begining of the day for the message system. 

Details:
When selecting messages "from Today" or "from Yesterday on", the cut off would be at the turn change rather than midnight at server time.

Benefits:
Less confusion (or frustration) for those who do not live on server time.

Possible Exploits:
Not sure there really could be any.
#15
Helpline / Messages from Today
October 11, 2012, 03:00:50 AM
What is the time division for a "day."  I am sure it is very logical for exactly one timezone, but less so for the rest.
Why is it not set with the turn changes? 
#16
Helpline / Gold missing message
September 15, 2012, 02:06:47 AM
I know this message is sent when bankers steal gold, is it the same message when infiltrators steal gold?  Or is this proof the banker stole gold?


Gold disappearing   (7 hours, 26 minutes ago)
Something fishy is going on in (realm). The tax books appear to have been tampered with and some gold is missing from the chests.
#17
Feature Requests / Adventurer Child Board
August 23, 2012, 05:27:35 AM
There have been times where I would have liked to have a place in the forum to talk to other people who have adventurer characters.  I am not sure if it would be a child board under Locals, or General Discussion, those where the two places I came up with that made most sense to me.  I just thought I would through it out there and hear what others think.
#18
Helpline / Starvation
July 26, 2012, 03:48:44 AM
How long does starvation persist after food is brought into the region?
I have a city which is still starving after having food in the granaries for 8 days. 
At what point does this become a bug?
#19
Development / New Estate Buildings Ideas
June 22, 2012, 06:39:29 AM
Title: New Estate Buildings Ideas

Summary: Tom requested a list of ideas.  Here are the ones I found or came up with.

Details:
Shrine - (Some religious benefit or purely RP)
Weapon smith - Improve the weapons of RCs
Armour smith - Improve the armour of RCs
Ale Maker/Brewer/Winery - Improve moral, increase population
Mason's guild - decrease damage rate on fortifications
Paper mill - Increase loyalty/literacy of a region, schools, universities.
Mine - increase ore production (gold/iron/etc)
Lumber mill - increase production of lumber
Grain Mill - (not sure, something to do with food)
Road Crew - increases road repair.
Hostel/inn - Room for rent for advies.
Bar/Tavern/whorehouse - Increase entertainment value for troops

Benefits: Some of the buildings would also bring an increase in income to the estate.  The new construction could cause an increase in imigrants to the region (caused by the increase labour demands.

Possible Exploits: I think technically each of the buildings is an exploit.

These are all the ones I found.  Please add if I missed or if there are other ideas.  Remove those that don't work.
#20
Feature Requests / Culling Prisoner Options
June 19, 2012, 05:31:41 AM
Title: Culling Prisoner Options
    Summary: In prison, there are very few things which can be done.  All(?) are found under the "Prison" tab.  Get rid of the rest.
    Details: There is nothing available under any of the other tabs: Information, Politics, Messages are empty. Why have them?
    Benefits: No confusion about what you actually can do.
    Possible Exploits:  None that I can think of.