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.

Messages - Anaris

Pages: [1] 2 3 ... 368
BM General Discussion / Re: Discussion on Monsters
« on: July 14, 2018, 04:13:15 PM »
I honestly don't know how that would work with the idea of trying to concentrate nobles in a smaller number of closer realms, but I love the idea and think it would be awesome.

It goes completely against it, but with the possibility of holding land (however loosely) that you don't need to actually assign Lords and Knights to, it changes the dynamic quite a bit.

I'm hesitant to attempt to apply any particular social/gameplay pressures on top of such a change until we've seen how things start to settle out.

BM General Discussion / Re: Discussion on Monsters
« on: July 13, 2018, 09:32:06 PM »
I would far rather let realms take regions that have a novel status ("demesne" in a previous feature request, or imperial, or however you want to call it), where it  belongs to a realm, but doesn't count against any caps, with the tradeoff of not yielding much. No lord. Maybe knights, or not. Reduced production.

Denser realms would have an advantage, but the game would not place a hard cap that forces successful realms to stop what they are doing.

And that is the gist of what I am planning, though some details are still TBD until after I finish up the project I'm on now. (Name is one of them.)

BM General Discussion / Re: Discussion on Monsters
« on: July 12, 2018, 04:29:12 PM »
I have some plans for how to improve the situation and better adapt to the smaller playerbase; I have a major message-system-related project I've been working on for a while that I need to finish up first, but once it's debugged and live, I'll give more details about what I plan to do to address the broader issue.

BM General Discussion / Re: Discussion on Monsters
« on: July 11, 2018, 08:42:17 PM »
Also, what motivations will be left for war, if conquest is out of the picture? Remember all those wars that realms wage to plunder their neighbors? Yea, I don't either. Regardless of what we would want realms to fight over, the one thing that ever truly motivates war is territorial conquest.

That's already effectively limiting you if you don't have enough nobles.

BM General Discussion / Re: Discussion on Monsters
« on: July 11, 2018, 03:22:20 PM »
Definitely, because without some ability to control which regions your realm governs, it could easily end up with isolated realms separated/surrounded by rogue regions with the realms unable to close the gaps because their takeover option is disabled.

Also, it might be worth thinking about whether the takeover option would be disabled just when trying to take a rogue region, or whether it would apply to all regions. If takeovers were also disabled when your low density realm was in a war with a high density realm, it could be pretty frustrating. Essentially not being able to fight back in any constructive way.

Unsure about that last. Might be worth making the takeover option in that case send the region rogue (and call that out on the low-density realm's TO pages) instead of adding it to the low-density realm.

BM General Discussion / Re: Discussion on Monsters
« on: July 11, 2018, 03:00:40 PM »
Why not just disable region take over if density too low?  That will force the hand and make it where people can't expand.

...Yeah, that's a good idea. You get a cookie.

I think it probably needs to be slightly more complex than that (perhaps a mechanic to explicitly abandon a region if density is low, so that you can prioritize keeping the ones you actually care about, and potentially even move the realm bit by bit if part of the problem is your location), but yes, I think we should implement that, and soon.

BM General Discussion / Re: Discussion on Monsters
« on: June 28, 2018, 02:44:35 PM »
I mean, they're not explicitly and solely for PvE.

But when I joined this game, back in 2004, BT (even though it didn't even have that name yet) was already known as the place to go if you wanted to fight against massive, insane hordes of monsters and undead.

BM General Discussion / Re: Discussion on Monsters
« on: June 26, 2018, 02:03:45 PM »
OK, then. Take action.

You know what actions will make things better for your people: Either get more of them into your realm, or move them to another realm where, together with the people who were already there, they can hold off the hordes.

Or, if your own people are doing OK, and your realm is in a good position to hold out, then step up outreach. Exhort the people in small realms, in fringe realms, to come and join you. Offer them safety, riches, semi-autonomy. Whatever it takes to save humanity, right? Especially if it's done by player action?

If you take an action, you accept the consequences of that action—and the reverse. If you desire a consequence, take the action that will result in it.

Feature Requests / Re: Declare Support
« on: June 25, 2018, 09:16:59 PM »
I could see implementing something like this; however, it would not be a direct mirror of protesting.

I think a better way of making it would would look something more like this:

  • When no protests are happening, support does not "decay"—it's something you declare and it remains in force until you deliberately revoke it, except that...
  • ...every month or quarter (not sure just what the period should be), everyone's support is automatically reset (and they are given a reminder to re-declare it), and depending on how much support a given council member had, they may gain some prestige and/or honour at that time.
  • However, when someone is protesting against a particular council member, support does require repeated re-declaration, but also counts up to one-for-one against protests (might try it at a lower ratio, not sure).
  • I suspect that this would also end up requiring some adjustments of the thresholds protests need to hurt council members, as it should still be possible for an upset minority of the realm to cause them problems, if not outright remove them from office, regardless of whether they also have support.

BM General Discussion / Re: Best Unique Item Names!
« on: June 17, 2018, 04:09:05 PM »
My first Adventurer found a unique item a while back, The Royal Club of Luz de Bia (+5 Prestige). Does anyone know who the character of Luz de Bia was?

It's a realm, not a character. They were on BT, and they died in the Third Invasion because when they were losing the war they started against Riombara, they absolutely refused to accept any peace that didn't amount to Riombara surrendering (for instance, they insisted upon taking several regions from Riombara in any peace treaty), and when the Invasion came, they still wouldn't give up even to fight against the monsters, undead, and daimons.

So the monsters, undead, and daimons wiped them out.

BM General Discussion / Re: Takeover percentages
« on: June 15, 2018, 12:00:09 AM »
(2) Do Peasants get tired of the same takeover action repeated?

I haven't looked at the relevant code in quite some time, but I'm 99% sure that the answer to this is "no". You can keep doing the same action over and over for exactly the same chances of effectiveness.

Development / Re: 2 Dimensional Battlefield
« on: June 13, 2018, 01:57:02 PM »
This type of thing has been considered a number of times in the past—and, in fact, is still being considered.

However, it is a change that will require a huge amount of work just to make the code continue to do what is expected, let alone add the extra behaviour that makes it desirable,'s not something that we can just bang out in an hour or so.

I for one like a solution for this, even if it's with a technology that not everyone can use or is an admirer of.

As do I; I have hopes of being able to provide something more official in the medium-term future.

BM General Discussion / Re: Takeover percentages
« on: June 12, 2018, 03:03:51 PM »
100% in one category. Each category is a completely separate "type" of takeover.

As far as I am aware, this is in VBA script.

Kill it with fire!

Pages: [1] 2 3 ... 368