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Topics - Chenier

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Helpline / Digging In
« on: July 26, 2017, 10:40:39 PM »
How does digging in work in relation to fortifications?

You can't dig in in cities or strongholds, even if they don't have any fortifications.

But you can dig in in, for example, townslands, even if they do have fortifications.

So if you dig in in a region that has a palisade, for example, do the bonuses stack?

Wouldn't it make more sense for digging in to be restricted to regions without fortifications, even cities and strongholds?

Helpline / Delay Arrival restrictions
« on: July 17, 2017, 02:53:54 AM »
I thought we could delay multiple times, but I'm not seeing the option. What are the restrictions? Can't delay twice in a row? Can't delay when 1 hour away?

Feature Requests / Share scout reports with whole realm
« on: June 23, 2017, 02:59:11 PM »
    Title: Share scout reports with whole realm

    Summary/Details: Either make it so that scout reports are no longer just shared with one's army, but with all armies or the whole realm, or at least give the option to the scouter to share it with either whole realm or just his army.

    Benefits: The point of sharing the scout reports only with the army was, I believe, to reduce the ability of the general to overmeddle in the armies' affairs, making marshals rubber stampers. I think those days are long gone, and that this mechanic discourages devolution more than it encourages it, since only a one-army force (typically led by a general/marshal) will have access to all of the realm's scout reports, while realms that spread the military leadership over multiple armies will be faced with the dilemma of either partial information, or sending scout reports to the whole realm by linking them manually. I don't really think there's any reason to limit the scout report sharing to just one army anymore, but if there's desire to keep that, having the option to share to the whole realm would be appreciated. Armies often operate in the same general area, and I don't really see a reason to force people to scout the same regions twice for two armies to have the big picture (or to force them to spam the "to realm" channel, barely any better).

    Possible Downsides or Exploits: The potential return of meddler generals, I guess? But I really don't think we are "there" any more. With the declined player base, most realms don't really have the nobles for multiple armies anyways, and I don't feel like this behavior has been a problem in quite some time. Besides, such people could already order people to spam the "to realm" channel anyways.

Helpline / Distance from the capital and anarchists
« on: May 15, 2017, 12:45:54 PM »
How is it calculated? Bird's eye? Hours to travel? Miles to travel? If travel distance, using only the realm's region, or the shortest route? Number of regions?

In Westgard, Gaston Farms and Gaston seemingly have this problem, which leaves me perplex. Is this because of the doughnuts? I've seen realms way bigger than this, and more stretched than this, without anarchist issues. Are these things that are variable through time or through realms? Because just on Dwilight today, most realms are at least this stretched if not more; are they all plagued with anarchists?

Duchy Report for Gelene   (6 hours, 26 minutes ago)
message to the duke and nobles of Gelene


        With food distribution at its lowest level, the population's only consolation is that they're not yet starving.
        The distance to the capital causes anarchists to prosper, and the people not to feel like part of the realm.
        Production is very low and in desperate need of aid.

Gaston Farms

        Though food distribution has returned to normal, the peasants don't quickly forget having their rations decreased.
        The distance to the capital causes anarchists to prosper, and the people not to feel like part of the realm.

When we had anarchists in Crotona, now that wasn't much of a surprise. But Gaston? It's but a few regions away from the capital: Gelene, Gelene Outskirts, Sabadell, Forguthrie, Gaston Farms, Gaston.

Helpline / Army Icons
« on: May 12, 2017, 01:37:52 PM »
Am I the only one who only sees them with my cellphone, and not my browser? Gets a bit confusing.

Dwilight / The North-East Ablaze
« on: May 01, 2017, 06:41:57 PM »
Do it, Jonn Dodger! Do it!  ;D

BM General Discussion / Looting regions rogue
« on: April 05, 2017, 01:43:45 PM »
Is it still feasible, or even possible, to loot a region so much that it revolts?

I believe there has been many tweaks done over the last several years with the intent of making looting damage less permanent, but I'm unsure of the result on control. Regions do seem to revolt a lot less than they used to, especially to declare anarchy.

With the increasing focus on density, though, seems like some realms could legitimately want to shrink another without actually taking the region for themselves. Do they have any means to do so?

Would a new takeover type be considered, which works just the same as a normal takeover, but makes the region rogue instead?

Feature Requests / Under Debate: Statistics on nobles and density
« on: April 01, 2017, 03:42:29 PM »
Title: Improving available statistics on nobles and density

Summary: The suggestion is two-fold. Firstly, to remove adventurers from the counts of "characters" and "active characters" on the realm statistics. Since their addition, these stats have become utterly worthless. Secondly, add a new "noble density" statistics to the page, since it is an increasingly used metric.

Details: It's not a very complicated proposal that needs further elaboration.

Benefits: First of all, it would make the data more reflective of what it used to be, and what one might expect it to be. Adventurers don't participate in normal realm activities. They aren't included in the messages, they don't lead units, they don't have estates, they don't vote, etc. The number of (active) adventurers has really no bearing on what life in that realm is like. Furthermore, many adventurers never even operate in their own realms, so it's not like it even has much of an impact on anything at all. Secondly, density has been made more and more relevant over time. We think about it for estate efficiencies, it gives an idea of military recruiting power, of internal social dynamics, and now of potential for being targeted by rogue hordes. Present densities can be calculated from the realm list page, but the evolution is not available, and we can't calculate them ourselves due to the above issue of adventurers being included in the character counts.

Possible Downsides/Exploits:

No exploits, most of that info is readily available for "today", having the data reach further back wouldn't break anything. The only downside is if people for some reason like having advies in those tallies, which I wouldn't understand, but could be addressed by simply adding one or two entries for "nobles" apart from those of "characters".

BM General Discussion / Vulgarity
« on: February 14, 2017, 07:24:34 PM »
I've never seen as much vulgarity in BM as I have these past few days... What are the rules on the issue?

At first, it was an adventurer. We can't ping adventurers for vulgarity... honestly, I don't see why not. The vulgarity mechanics punish honor for inappropriate conduct. I don't see why crass adventurers should be able to walk around with stupidly high honor. Yes, maybe less is "expected" of them, but one assumes more civilized conduct from high honor characters. It's part of what that stat is supposed to represent, no?

In any case, fine, we dealt with it IC. The character was kicked out of the guild. We had an IC reaction to IC behavior.

Then, there's the issue of that player being vulgar out of character. There's no vulgarity link for OOC messages. How are we supposed to react to this? If it's considered acceptable behavior, then, okay, I guess the solution is just setting the character on ignore for the player's vulgarity. Or maybe we can kick the character out of the guild for the player's vulgarity. Both cases, though, require an IC intervention about an OOC action.

I'm not a prude, but it feels grossly out of place here. There's no OOC ban anymore, I don't think there are magistrates anymore, it's not an inalienable rights issue... I'm just not sure what the expected outcome for a situation like this is.


Out-of-Character from Shidae Puff   (2 days, 23 hours ago)
Message sent to everyone in "Royal Rangers" (63 recipients)
bitch don't call the buyer a fool. This dude is going to get a BIG gains on his sword he'll practically be unstoppable! Besides with all what's happening right now with the entrepreneur stuff going on you're probably going to SWIM in gold. So all trades should be up for food and everything.

Kyle Bacale

Out-of-Character from Shidae Puff   (23 hours, 25 minutes ago)
Message sent to everyone in "Royal Rangers" (60 recipients)
Just scream "!@#$ you" and talk !@#$ against the nobles and you're free to go. :p

Kyle Bacale

Out-of-Character from Shidae Puff   (2 hours, 43 minutes ago)
Message sent to everyone in "Royal Rangers" (60 recipients)
Wait how the !@#$ does he know Q_Q

Kyle Bacale

Out-of-Character from Shidae Puff   (1 hour ago)
Message sent to everyone in "Royal Rangers" (60 recipients)
How does that bitch know where I am? damn I wanna track adventures to

Kyle Bacale

Dwilight / Dwilight's Official Sport
« on: February 13, 2017, 05:25:37 PM »
I propose a new sport for Dwilight: Catch the Potty-Mouthed Adventurer

The rules are simple. You find a crass adventurer, and then declare the hunt open. The noble who captures him the most times at the moment of his execution wins. In case of a tie, the one who did the earliest arrest wins. The tally only counts if the adventurer has been arrested more than once.

East Island / Quick Rundown
« on: December 08, 2016, 01:49:21 PM »
Anyone care to give me a quick rundown of what the realms on this continent are, war the wars are, and why they are happening? It would be much appreciated.

Feature Requests / Approved: Make deleted family archives viewable
« on: December 02, 2016, 01:31:31 AM »
    Title: Make deleted family archives viewable
    Summary: I was told that the game actually saves the family data of deleted families. I would be awesome to be able to view that info.
    Details: None, it's pretty straightforward.
    Benefits: Players who return would be able to consult lost info about their previous achievements. Record-keeping and digging into historical events would also be potentially much easier if one could pry into the family history of players long gone.
    Possible Downsides or Exploits: I can't think of any reason viewing family histories of deleted accounts could possibly be bad.

Dwilight / If Dwilight was to be redrawn...
« on: November 28, 2016, 10:11:14 PM »
  • Maintaining occupied territory as untouched as possible
  • Snipping out excess territories that make realms too far from each other
  • Adding land to allow previously isolated realms to interact with others
  • Adding cities and strongholds to locations of vast emptiness to allow regions to fight over, or establish oneself on
  • Lessening some of the chokepoints that only stiffled competition by creating "natural" borders
  • Tweaking some borders to make travel time more representative
  • Removing 1-region doughnuts that add needless travel time to everything


First draft.

Helpline / Food requirements
« on: November 23, 2016, 02:15:38 PM »
I used to know all these numbers by heart, but it's been a hell of a long time since I touched any of it.

Would anyone be nice enough to remind me of how food works? How many peasants are fed by 1 bushel per day on normal rations? What's the relation between actual bushels produced and the food value in the region stats? Is food produced every day or on set harvest dates? What are the season and weather multipliers again?

Beluaterra / Riombara is dead!
« on: October 19, 2016, 02:36:47 PM »
And I am pleased.

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