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Topics - Lefanis

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Questions & Answers / Class IR- applicable to advies?
« on: August 22, 2019, 11:18:17 AM »
An advy on Dwilight is facing a manhunt, and my character, who has recommended this particular advy, wants to offer protection from the manhunt, should the advy prove it's nobility.

Before I propose that to the character, I want to check whether this goes against the choosing your class IR? Given the RP behind the advy class, and this being SMA/Dwilight, I imagined that it was fine. Vita suggested that it should probably be discussed here.

Feature Requests / Approved: Customisable Duchy Shares
« on: October 15, 2018, 04:45:52 PM »
Name: Customisable Duchy Shares

Allow Dukes to set individual duchy shares per region.

Currently, Dukes can set a global tax rate for all regions inside their duchy. However, the proposed feature would give them the option of customizing it for every region in their duchy, based on their preferences.

Increases lord-duke dialogue- characters can punish or reward lords, or set specific taxes based on the regions total earnings- thereby improving the duchy game and promoting discussion between a duke and his lords.

Improves politics- Dukes can now slug it out to lure individual lords over by promising them a lower tax rate. This creates conflict and can cause wars.

None that I can think of. Disgruntled lords, perhaps?

Feature Requests / Under Debate: Enable bounties for Scroll of Accident
« on: August 25, 2018, 10:33:28 AM »
Name: Enable bounties for Scroll of Accident

Bounties are currently gainable in three ways- seriously wounding someone on the battlefield, or to an infiltrator that successfully seriously wounds a character, or through a duel. I would like to propose an additional way, using the scroll of accident- I would have assumed this was already the case.

The spellcaster that successfully uses the scroll of accident on a character with a bounty, seriously wounding them, gains the bounty on their head- It makes sense that the character that wounds them gain the bounty from the person that put it up.

  • Increases the incentive to post bounties
  • Congruence with other parts of the game- dealing serious wounds grants bounties in battles, duels, and through assassinations
  • Gives the caster an incentive to target high value targets
  • Creates a market for scrolls of accident

It creates a market for scrolls of accident- Both a benefit and a downside IMO. However, I think they are rare enough to prevent abuse.

Feature Requests / Under Debate: Improving World News
« on: August 14, 2018, 02:50:26 PM »
Title: Improving World News

Summary: When a noble or adventurer is executed, this information would be shared globally. When a region goes rogue (declares independence), this would be shared globally. When a region changes hands, this information would be shared globally.

Details: I seem to recall the execution of adventurers would send a global island wide message (Maybe on BT during the invasion...?). Was this removed? It was good to receive an Island update at sunrise, which now seems to only include huge battles or ruler elections.
This link only seems to include huge battles. It would be nice if it also showed the executions, TOs, and regions declaring independence, and ruler elections as well.

Benefits: Easier, global access to publicly available information

Possible Downsides/Exploits: None that come to mind at the top of my head

Feature Requests / Improving Adventurers and Trade
« on: May 02, 2018, 04:13:42 PM »
Name: Improving Adventurers and Trade

In the game currently, apart from BT with the uber rare portal stone hunt "mini game", the main advie activities are hunting monsters/undead, gathering items, and occasionally finding/selling/repairing uniques. The only one which requires some level of interaction with the second/main layer of the game, nobles, is selling uniques. So I propose to increase interactions with smelly commoners, by adding the trading game for advies- adding to the multiplayer nature of BattleMaster.

One the advie reaches a certain level of recommendations (or H/P), they unlock the merchant/trader sub class, and access to banks. They can't send gold to the family of course, but like traders, can travel around the world buying and selling grain in addition to regular advie stuff, and accessing markets further away. Adventurer-Merchants are taxed, and may have to spend gold on buying carts, guards, etc... They could be arrested by enemy realms and foods confiscated... Which generates potential for conflict.

With the 1 family per continent rule, this allows people to focus their noble characters on the meat of the game- war- While giving them a free advie character to engage in other activities. This also gives adventurers something to work towards, other than nobility- which isn't really always an option these days with the 1 noble rule.

I did a quick check of the trader class in the game currently:
There are a grand total of 6 traders between EC, Dwi, and BT. 1 trader on BT, 3 on Dwi, 2 on EC. This seems super niche, perhaps since it is forcing warriors currently to recruit about half their regular capacity- Most traders (4 or 5 of the 6) were courtiers. Trading also adds relatively little to the noble game, but it could be a game changer for experienced advies.

  • Increases interactions between advies and the main tier of the game- Gives advies interaction with other players besides selling uniques once every now and then.
  • Gives adventurers something to work towards besides nobility- relevant in a 1 noble per continent game.
  • Gives adventurers something different to do besides grinding inhumans and gathering.
  • Does not force players to trade off (pardon the pun) between the trading and warrior game.
  • Improves trade dynamics by creating a pool of characters that are interested in buying/selling food- More traders will mean that realms with shortages can send out advies to seek out and make deals at marketplaces further away.
  • Increases the chance for conflict by allowing enemy realms to arrest/steal/execute from the merchant, possibly leading to diplomatic crises!
  • Probably room in this feature to improve the banker game- the banker could order around his merchant fleet.
  • It is also in line with SMA, since you wouldn't expect nobles to be carting around food- thats for those suspicious merchants that count silver. Rise of mercantilism!

  • Probably difficult to code? Not enough dev time? I am essentially proposing that the trade game be ported to advies- so the code for trader class may just need to be added for Advies? I don't know how easily it could be done.
  • It may also annoy the 6 players who are currently traders.
  • Players could possibly break character/abuse this to make trade deals for their noble characters realm while belonging to an enemy realm- using their citizenship to get away with traveling in enemy lands? Possible, but can also be auto regulated by bankers/judges monitoring their movements... Advies can already be arrested anytime, so they are not in a strong position.

Helpline / Religion without priest
« on: June 01, 2013, 08:28:34 PM »
How long can a religion survive if it loses its last priest? How much time is there for someone else to take up the cloth?

Helpline / Immigration
« on: May 20, 2013, 07:07:47 AM »
In the last two days, I noticed that Darfix didn't get any new immigrants at all, though it had births. Is it a bug? I cycled back through my messages for the month, and I see immigrants everyday, except the last two days.

Nothing major has changed, just bought some food for the region.

Other Games / [Forum Game] Werewolf XIV: The Vengeance Factor
« on: January 21, 2013, 11:43:50 AM »

Newbie Board / Unique items question
« on: January 21, 2013, 06:43:54 AM »
If you get a skill bonus in sword fighting from a particular item, at a tournament, will the bonus get factored in?

Newbie Board / Pausing differences
« on: December 05, 2012, 05:59:30 PM »
What is the difference between cold storage and vacation pause, other than the fact that you specify return date with vacation pause?

Feature Requests / Remove mercenary distance limits
« on: October 23, 2012, 08:29:28 AM »
Title: Remove mercenary distance limits

Summary: when travelling away from the realm, we usually switch out to mercenary setting. The army I'm on dwilight journeyed south, from Iashalur to Chesland in Terran. We'd set to mercenary setting, and were about 1280 miles from Iashalur. However, the morale of our troops kept dropping every turn, from between 15 points and 35. I originally thought it a bug, but turns out its not.
Mercenary setting *reduces* penalties of being far away from home, it does not remove them. There is nothing wrong, no bugs here. Your army is simply too far away from home.

I believe on an island the size of dwilight, such restrictions need to be scaled to cater to its size- the numbers that might work on EC won't on Dwilight. Even better, do away with the distance restriction altogether for mercs (does it serve a purpose?).

Here's what the Help page for unit settings has to say-

Mercenaries are men hired to fight your war, with no loyalty to you or your realm beyond their pay. Their morale stays high while far from home, but 50% more expensive than regular army (this is the only designation available to traders).
When pursuing your Leader's agenda far from home, a Regular Army will get homesick before the week is out. Their Morale will suffer. When Morale is less than 50%, it can be a real problem. Combat Strength goes down, as does Cohesion. Morale can usually be salved with gold as a Regular Army will get a boost from regular payment. If, however, you discern that this will be a problem again, sooner than would be convenient, the Mercenary setting may be your choice. No morale concerns, so Combat Strength stays high, and your Unit is more effective in battle.
There doesn't seem to be a mention of any restrictions on this page either.

So I would like to request the restrictions be done away with, as mercenary troops are already being paid much higher than regular armies purely to avoid these morale problems. These are sellswords who don't care about loyalty to anything but coin.

Benefits: It allows the undertaking of campaigns across distances on a continent the size of dwilight. It makes sense because mercenaries shouldn't even care about distance as long as their pockets are full. Plus, RP benefits! Long glorious campaigns to distant lands to fight those heathens  :D

Possible Exploits: Might overpower rich and large realms who can bully others. However, I feel there are already limitations in this. An army travelling a long distance has a long time between consecutive campaigns, and it is decently expensive to have a troop as mercenary for 3-4 consecutive weeks.

Other Games / Save MERP
« on: September 20, 2012, 12:33:09 PM »
I would like to inform you of a Lord of the Rings fan modification of the Elder Scrolls Skyrim, has recently been issued a cease and desist letter from Warner Brothers Entertainment. The mod's name is MERP (Middle earth Roleplaying Project), which has been in development since before 2008 (though then for a different game). Since then, the team has matured and the mod has seen a huge boost in quality, fan support and development experience.

Now they need all the support they can get from fans, other modders, game websites, famous people and whoever can help to spread news about their current situation to show Warner Bros. how much everyone cares about their project.

After contact with Warner Brothers, they did not permit the modders to continue the project privately without public releases. They have contacted a lawyer who is trying to argue their case as transformative and under 'fair use', but they also need all the support they can get!

"There's some good in this world, Mr. Frodo... and it's worth fighting for!"
-Samwise Gamgee

So please sign this petition, and help get the [email protected]#$ers at WB to back off. I'd hate to have to live in a world where people can't do brilliant and amazing things purely out of their passion for it, and only ventures with profit motives have any sort of legal rights. For me, BM has always been about that same passion, and so I can't think of anyplace better to ask for people to support this great mod.

Here's a link to the mod page.

Other Games / Amalur
« on: April 27, 2012, 09:22:07 PM »
Just got my hands on Kingdoms of Amalur... I was wondering what to do after getting over Skyrim, but it seems there won't be any down time  ;D

I like the graphics a lot, it just feels... Different. The combat system is amazing (though magic seems a bit clunky). Faeblades (reminded me of a bat'leth)! It always bothered me that RPGs in "alternate" worlds always had the same sword/axe combinations...

Don't think I'll be booting up Skyrim for a while, at least until they boot over oblivion/morrowind, or the DLC is released  :)

Feature Requests / Message Filter- private messages
« on: March 02, 2012, 03:14:22 PM »
It would be really cool if there was a filter for private messages. Now it's hard to sift through if you have a lot of messages, and particularly if you can't remember who sent you the letter... I don't know how it could be coded exactly, but it seems easy at face value.  ;D

Far East Island / Shinya Ironhorse
« on: February 01, 2012, 05:37:20 PM »
Request from Shinya Ironhorse   (23 minutes ago)
My letter was to reaffirm our surrender, not to undermine it, where in my leter did I say anything to undermine the treaty?

I will fall on my own sword in hopes to settle this with Arcaea, give them my body
Shinya Ironhorse
Gheir Suil of Arcachon


Courtday   (23 minutes ago)
Shinya Ironhorse, Gheir Suil of Arcachon has held court in Enlod. Some independence movement members are thrown into jail, weakening their group.

Letter from Shinya Ironhorse   (20 minutes ago)
Message sent to: Claude, Jenred, Kenshue, Melehan, Morgan, Tissaphernes
Jenred, my letter to you was not saying that we would undermine the treaty, it was to offer more suggestion, I give my life for Arcachon just as you would for your lands.

My body will be sent to you for all to see, I and all of Arcachon uphold our word.
Shinya Ironhorse
Gheir Suil of Arcachon

Roleplay from Shinya Ironhorse   (16 minutes ago)
Message sent to everyone in the region Enlod (33 recipients)
Shinya removed his sword, placed the hilt on the floor, the blade to his chest, and then with the weight of his body drives the steel into his body, seconds later his lifeless body falls to one side and his trusted adviser says softly, it is don

Noble has left   (15 minutes ago)
The player of Shinya has deleted the character. The reason for leaving was: Took his own life with his sword
His unit, the Anvil Guard has been partly converted into a militia unit.
The ruler should appoint a new Gheir Suil.

Foreign Leave   (15 minutes ago)
The player of Shinya has deleted the character. The reason for leaving was: Took his own life with his sword



Now that's patriotism.

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