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Topics - Bael

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76
Development / Fix Taxes Please
« on: May 21, 2011, 02:03:04 PM »
The tax code needs to be fixed a bit please. Even though I was imprisoned by (rogue), I still got taxed and lost gold. While somewhat comical in imagining the taxman coming along into the woods, asking the bandits if they can tax their prisoner, then heading on his way, it is a serious flaw that needs correction.

77
Helpline / Adventurer Thread
« on: May 16, 2011, 12:47:10 PM »
An adventurer general discussion and Q & A thread.

I've got so many things to put in here, but I'll start off with only a few.

For a start, on the wiki it says: "Move around. After gathering in one region for a while, it will get more and more difficult to find items. Move on to the next region and continue from there. " http://wiki.battlemaster.org/wiki/Adventurer_Theories

I have found nothing to confirm this, although then I do not know what time period 'a while' is. After about four days gathering in a region I am still finding stuff at about the same ratio, or better.

Second, what effect does the adventure gear/skill have exactly?

Finally, can an item gain prestige while held by an adventurer? Logic says no, but then that isn't always what counts :)

78
Helpline / Bandit Actions
« on: May 08, 2011, 06:23:43 PM »
Just trying to gather a bit more information about the scarce and somewhat mysterious actions of bandits ;)

I know the following actions have been done by bandits:

1) Attack nobles that do not have a unit with them, stealing gold.

I have seen this twice on Dwilight, once against a courtier and the other against an Ambassador.

My three questions are:
a) does this happen outside of Dwilight?
b) has anyone witnessed a priest or infiltrator being attacked by bandits? I ask because I play a priest, and about the infiltrator - there is a chance that one can fight off the bandits, so this is something that I would like to see!
c) anyone know when/why this happens? Is it related to region control or status (eg, rogue regions)?

2) Steal food from carts moving between regions.

Witnessed it once on Far East, heard about it on Dwilight.

My two questions are:
a) What is the dependence of this theft on the states of the regions? I have inferred that it is due to low control in one (or both?) regions, but do the other stats affect it also?
b) Are the caravans immune from this (I am presuming that they are...)

3) Steal the last coins from a ruined temple (bandits and thieves)
I'm assuming this happens when a temple is destroyed, yet not all the gold is lost immediately. Don't know whether the region must be in a bad state or not.

79
Background / Town or Camp?
« on: May 04, 2011, 08:53:56 PM »
I am wondering, historically speaking, where do you suppose the nobles (with their men) set up when inside of their realm? In a town themselves, with the men camped outside, or both outside/inside or somewhere else?

80
Development / Has there been a Priest travel change??
« on: May 01, 2011, 11:41:19 AM »
Has there been a recent change to the code for the priest travels on Dwilight? Whenever I used to travel, if the time needed was over 16 hours, it would say something like "More than 16 hours".

Recently however (within the last day or two) I can see exactly how long it will take. Which is all good and well and an improvement. However, when I started traveling to a region that should take 23 hours to reach (Maeotis to Rettlewood), it took only 16 ie: I got there instantly instead of needing another 7 hours of waiting.

While I certainly do love this, it does seem rather odd...

81
Feature Requests / New Unit stat: Courage
« on: April 14, 2011, 09:54:07 PM »
At the moment the only two things that distinguish units that have seen a lot of fighting from those who haven't is:

A - a high captain level (only affects leadership)

B - the possibility of getting 96% training instead of 85% (which is the max from training as far as I know).

So, why not have another aspect that affects cs and combat reaction: courage.

I envisage  it as being another variable in addition to the training/morale/cohesion/equipment equation. Some of it could be gained from training, but it would have a much lower cap than training (say, 50% or lower). It helps to know that you are skilled, and the mate on either side of you is also skilled and won't run away. However, the true test of courage, and strengthening of it, is in battle. So, to get up to higher courage levels you would need to get them battle hardened. This would help distinguish between those who have just spent their time training with lead-filled wooden swords, and those who actually have seen the whites (or reds/greys, depending) of the enemies eyes, and seen them off.

Thoughts & suggestions?

82
Development / Regions of Dread and Hope
« on: April 14, 2011, 09:43:33 PM »
Not really a feature request as of yet, but I thought I would throw it out there for a bit of discussion. It is somewhat related to the below post, and I say not a feature request yet obviously because it would not be a priority as of yet.
http://forum.battlemaster.org/index.php/topic,421.0.html

The RP premise of it is this: in some realms there are regions that lend themselves toward being evil: volcano regions, regions covered in heavy forest, and so on. So, in every realm let there be a region of dread and a region of hope that actually has game mechanic significance.

What sort of significance?

Well, training in the region of dread would provide extra cohesion as compared to normal training. However, morale would drop a lot more, and there would be a chance of getting less (read no) training for each session. The men of the Lord and Knights would be immune to this, as they would know the region enough not to fear it excessively. Any enemy troops in the region would lose morale simply from being in the region (as they would not know it well).

The region of hope would provide the troops with extra morale, and on average more training. However, due to the exuberance of their training their equipment would take more damage. And for all the luxury accommodation the lord would charge them to stay their (not sure quite how this would work...perhaps 2 gold for the first day, and 1 gold for every day after that).

These regions could not be next to each other, nor next to a townsland, fortress or city. They would also be either mountain, rural, badland or woodland. The objective is not only to provide good RP, but also to provide bonuses to regions that currently have very little. Of course the new estate system will change a lot of things, so perhaps this could be considered in light of those changes.

Next, how to select the regions. The easiest way would be perhaps simply by having those lords that interested writing about events (either positive or negative) that have influenced the region, then running in a poll to see which the nobles of the realm think is the most dreadful/glorious.

Finally, there is the question of what happens if the regions are lost, either by going rogue or being taken over. A somewhat more prickly issue - each realm should only have one of each. For the regions of hope, they would revert to a normal region. Whatever made the region special to the one realm would not apply to the other (the place of a glorious victory, home region of a glorious hero etc). The region of dread is more tricky. Perhaps have residual dread for a while, but no bonuses. Within say 2 months the realm from whom the region was stolen could find another "special" region. Barring this event, the regions could not be changed.

I suspect this would take a lot of programming, so at this time more of a discussion than practical. And certainly not a hard-and-fast set idea.

Discuss away :)

83
Helpline / Losing Honour/Prestige
« on: April 08, 2011, 03:54:47 PM »
Throughout Battlemaster there are various actions that can cost your character honour/prestige. I am interested in finding out a bit more about these, as perhaps some others are.

The first thing that I am curious about is:

At what point (how much) in your family's gold amount do you stop losing honour or prestige for requesting funding?

84
Helpline / Unopened Borders
« on: March 31, 2011, 07:41:07 PM »
Unopened Borders Warning   (1 hour, 20 minutes ago)
The realm to which this region belongs, Greater Aenilia, has not signed an Open Borders treaty with your realm. If the new treaty system was active, you would have been captured.
You have not been captured. This is only a warning to increase awareness of the new system, and its effects.


When it says "you would have been captured", does it mean automatically captured and shunted off to jail? I'm talking about an adventurer here.

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