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Messages - Zakky

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BM General Discussion / Re: State of the game - 2021
« on: January 29, 2021, 11:38:35 AM »
Might want to contact Delvin Anaris on discord.

BM General Discussion / Re: State of the game - 2021
« on: January 12, 2021, 08:38:55 AM »
I do also wish jousting would play more of a role. Being able to do training matches but in a different format.

BM General Discussion / Re: I'm back after 4 year (Need suggestions)
« on: January 04, 2021, 01:49:56 AM »
If you haven't joined any realm on Dwilight, come join us in Luria Nova where we have tournaments regularly! :)

Helpline / Re: Wealthy Low-Noble Nations and Militia
« on: December 08, 2020, 09:19:40 PM »
The new trading system is similar to the old system but automated. No more instant teleportation of goods. I think it will work really well once Anaris adds the whole supply line idea.

BM General Discussion / Re: Grand Melees
« on: December 08, 2020, 09:18:32 PM »
How about making the code copy people's unit to be used in the grand melee tournament?

Then each round, you get assigned to one of the two teams randomly. Repeat melee battles until x number of nobles remain and declare the members of the last winning team as winners?

Development / Re: flexible density
« on: December 07, 2020, 11:33:03 PM »
I like realms that lack nobles. Easier to take over  ;D

Helpline / Re: Wealthy Low-Noble Nations and Militia
« on: December 07, 2020, 11:22:41 PM »
This problem has been around for a long time. Militias have been nerfed quite a bit in the past few years to reduce this. They actually disappear over time faster now. It is a hard problem to solve. If you make militias too weak, large realms will just run over small realms. If you make them too strong, it becomes too difficult to siege cities. But then there are plans to make the whole thing more interesting. I'd wait for Anaris' new trading system. That will allow you to starve cities again meaning it doesn't matter how many militia units your enemies have as long as you can cut them off.

Feature Requests / Population/Estate/Take Over change
« on: October 08, 2020, 03:03:06 AM »
Title: Population
Summary: Allow overcrowding
Details: I've been thinking the way BM handles population recently and thought about a concept I think is worth exploring. At the moment, your regional population stops when it reaches its cap. But I feel that it is strange to control the growth of regions in such an artificial way.

Instead, we let them be more organic. Regions will continue to give birth and increase population. Until the cap has been reached, they grow at a rapid pace unless morale is low or starvation hits. Once the cap has been reached, an overpopulation modifier kicks in. Your region will continue to grow and increase your revenue logarithmically. When your region stays overpopulated for too long and reaches a certain point, people may begin to form slums, creating slum type estates in your region.
These will eat away at your existing estates(unless you have wildlands in which case wildlands will slowly turn into slums). They are worse than wildlands which at least yields you 50%. Slums will bring only 25% revenue instead. The lord can close these down but they also have a percent chance to spawn angry peasants who will refuse to be removed from their shanties and huts.
1) Gives you a way to recover depopulated regions quickly
2) More regional interactions
3) More RP opportunities
Possible Downsides or Exploits:
1) Can't have lords who don't care about their regions govern highly dense regions
2) Fighting peasants suck

Title: Different Estate Types
Summary: Differentiate regions based on types
Estates will now serve different types.
1) Lord's Keep: Where the lord resides. Can only have 1 of this type per region and it will always be the one the lord takes. 100% efficient/hard to take over
2) Family Estate: Where your family home is located. Only one of your characters can have it.
3) Slums: Unregulated growth led to formation of slums. Causes crime rate to go up(morale penalty) and slowly becomes larger, taking over more area of your region over time. Can only get 25% income from this type of estate.
1) Farmland(Rural): Produces little gold but a lot of food especially during autumn
2) Forest(Woodland): Produces a bit more gold than farmland. Also produces a bit of food. Maybe when resources get implemented, this type can produce woods/lumbers
3) Mountain: Produces quite a bit of gold but little food. Maybe when resources get implemented, this type can produce ores instead of gold.
4) Port: Produces quite a bit of gold.
5) Fishing village: Produces a bit of food all year.

Differentiates different estates, giving them a bit more character and RP materials
Possible Downsides or Exploits:

Title:Take Over change
Summary: Change how the take over works. Instead of taking over a region like we do right now, take over estates. Once all the estates have been taken, you lose your region.
Instead of the current sympathy or fear TO, replace it with estate TO. Total TO % will go up based on the number of estates that have been taken over.
gives you a sense that a region isn't just one block. It is made of multiple estates.
Possible Downsides or Exploits:
might require more coordination regarding which estates to TO.

Feature Requests / Re: More options for Stewards
« on: October 06, 2020, 06:21:22 AM »
I think there's a line to be drawn between buttons the Lord can press that require authority and those that merely maintain the administration.

Managing estates is not something that can be delegated. Period. That is part of the Lord's feudal duty to and authority over his vassal knights, and needs to remain something that only the Lord can do.

Controlling food distribution is merely a part of how the region is managed. It clearly falls into the same category as existing tasks the Steward can perform, and should be opened up to Stewards.

Others of these fall in the middle between these two; personally, off the top of my head, I would say that building infrastructure and holding courts both require the Lord's authority, while setting taxes probably falls just this side of the "administration" line.

I'm ambivalent about the militia ones.

Maybe we should add more roles so Stewards just don't become the next 2nd lord in charge. That way, maybe people will be inclined to get more knights to do less tedious work. Maybe you can have a knight commander who will be a minor version of general that is in charge of building infrastructures/militias.

Building infrastructures should be done on estate levels. That would give knights another thing to spend their gold on and maybe they won't leave their estates as easily. Give them that feeling of attachment that the game lacks.

Feature Requests / Re: More options for Stewards
« on: October 05, 2020, 11:02:18 PM »
I don't understand why Anaris views this as a negative feature.

The lord can fire his steward anytime. I can probably leave things like holding courts/estate control to the lord while allowing the steward to build and upgrade. So the lord focuses on the ruling aspect rather than doing more chores or rolling RNG.

East Island / Re: Good Job Dudes
« on: September 06, 2020, 11:48:50 AM »
Thanks a lot ;D

It's always a risk doing big changes like that; I've been pleasantly surprised at the response thus far.

Good to see people view the changes positively. I mean the past few big changes did not involve any good memories for the majority of players... Good to finally see an interesting change.

Feature Requests / Re: Non-combat Activities Overhaul
« on: August 27, 2020, 08:56:27 PM »
Most of these were discussed and approved over the years. Just that they never got implemented since they never can reach the top of the list. There are more important things that need to be done before them. Hopefully we will get at least some of them.

Development / @RC overhaul idea summarized
« on: August 18, 2020, 10:01:09 PM »
This is a summary of a discussion regarding RC overhaul ideas from discord #development

Training - RC
RCs will have 3 drafting options
  • Low: Will fill RCs faster but recruits will be poorly trained(training at 25% but will produce recruits at x1.5 the speed)
  • Medium: Will fill RCs at a normal pace(50%, x1)
  • High: Will fill RCs slower but recruits will be better trained(75%, x0.5)
-Assigning a captain to an RC will increase the production speed and raise the training %.(retiring a captain will add the captain to a list where lords can select the captain to assign)
  • Low Level Captain(+1~5):Will increase low level RC training by 5%, production speed to x1.6
  • Low Level Captain(+6~10):Will increase normal level RC training by 5%, production speed to x1.1. Double the amount to low level(training by 10%, speed x1.7)
  • Low Level Captain(+11 and over):Will increase high level RC training by 5%, production speed to x0.6. Double the amount to normal(10%, x1.2) and triple for low(15%, x1.8.).

Training - Player
Depending on your captain's level, you can train your men faster()
  • Captain bonus +1~5: +1% training and cohesion per session(on top of what you already gain from light, normal, heavy training)
  • +6~10: +2%
  • +11~15: +3%

I think you need to differentiate characters and realms.

Characters can have allies in other realms.

Realms cannot be allied when they are not allied.

Both Sirion and Nivemus have a clear geopolitical interest to see Oligarch safely in Eppy's hands. I would probably want to do the same to get Shadowdale out of Commonyr. I am sure other nobles in Sirion share the same sentiment and nothing will change if you keep banning their leadership. They will just grow bitter, fearful and more passive aggressive. Or leave.

Stating that someone didn't have a reason to make an underhanded move, to sucker punch or betray someone, just because he is not mechanically allied with someone else, is exactly what I outlined as destroying the political fabric of the game. 

You are sort of substituting the living and breathing politics of BM, built on geopolitics, internal political agenda and even personal relations between leaders, for an alliance system akin to Civilization, where you just toggle alliances with NPCs and forget about it until you retoggle.
I really hope you can see this at some point.

I am sorry. I don't think you understand the problem here. The alliance bloc limit was implemented to stop people like you from doing what you've been doing for years. Dog piling.

1) Before the alliance bloc limit, people like you built mega alliances. Causing stagnation since some were too afraid to get themselves into continental wars.
2) When the alliance bloc was implemented, people like you circumvented the limits through guilds. I forgot the name of the northern guild name but I vaguely remember it starting with circle of something. For Dwilight, there was Alliance of Free Nations.
3) You were all warned about circumventing it. You ignored and continued to the same old ways despite the warnings.

The admins are asking for a very simple thing. If you want to help someone, become allies. You can have as many allies as you want under 30 or so region limit. If you want to have more allies, then make your allies drop some regions they don't need. Or your realm could do that.

Now what does this new war declaration provide? It is telling you, you need a proper justification to start a war. Stop piggybacking on someone else's war.

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