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Topics - Charles

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16
Helpline / Gold missing message
« on: September 15, 2012, 02:06:47 AM »
I know this message is sent when bankers steal gold, is it the same message when infiltrators steal gold?  Or is this proof the banker stole gold?


Gold disappearing   (7 hours, 26 minutes ago)
Something fishy is going on in (realm). The tax books appear to have been tampered with and some gold is missing from the chests.

17
Feature Requests / Adventurer Child Board
« on: August 23, 2012, 05:27:35 AM »
There have been times where I would have liked to have a place in the forum to talk to other people who have adventurer characters.  I am not sure if it would be a child board under Locals, or General Discussion, those where the two places I came up with that made most sense to me.  I just thought I would through it out there and hear what others think.

18
Helpline / Starvation
« on: July 26, 2012, 03:48:44 AM »
How long does starvation persist after food is brought into the region?
I have a city which is still starving after having food in the granaries for 8 days. 
At what point does this become a bug?

19
Development / New Estate Buildings Ideas
« on: June 22, 2012, 06:39:29 AM »
Title: New Estate Buildings Ideas

Summary: Tom requested a list of ideas.  Here are the ones I found or came up with.

Details:
Shrine - (Some religious benefit or purely RP)
Weapon smith - Improve the weapons of RCs
Armour smith - Improve the armour of RCs
Ale Maker/Brewer/Winery - Improve moral, increase population
Mason's guild - decrease damage rate on fortifications
Paper mill - Increase loyalty/literacy of a region, schools, universities.
Mine - increase ore production (gold/iron/etc)
Lumber mill - increase production of lumber
Grain Mill - (not sure, something to do with food)
Road Crew - increases road repair.
Hostel/inn - Room for rent for advies.
Bar/Tavern/whorehouse - Increase entertainment value for troops

Benefits: Some of the buildings would also bring an increase in income to the estate.  The new construction could cause an increase in imigrants to the region (caused by the increase labour demands.

Possible Exploits: I think technically each of the buildings is an exploit.

These are all the ones I found.  Please add if I missed or if there are other ideas.  Remove those that don't work.

20
Feature Requests / Culling Prisoner Options
« on: June 19, 2012, 05:31:41 AM »
Title: Culling Prisoner Options
    Summary: In prison, there are very few things which can be done.  All(?) are found under the "Prison" tab.  Get rid of the rest.
    Details: There is nothing available under any of the other tabs: Information, Politics, Messages are empty. Why have them?
    Benefits: No confusion about what you actually can do.
    Possible Exploits:  None that I can think of.

21
Helpline / Changing duchies
« on: June 01, 2012, 06:12:34 PM »
Here is my dilemma:
I am running for ruler but would like to keep my region.
I am in duchy A, my region (a townsland) is in duchy B, the dukeship of duchy C is available.  I will not be able to reach duchy C before the election is over, i will not be able to reach my region before the election is over.
Is there any way of making this work?
Or do I just need to abandon my region?
I do not want to abuse game mechanics in pursuing this, just want to know if there is a reasonable way of doing this.

22
Development / Mobile Site
« on: April 25, 2012, 04:28:33 PM »
There are some weird quirks in the BattleMaster site when I use my iPod Touch.  Are there any plans to make a mobile-device-friendly site? 

23
Feature Requests / Expanding Guild organization
« on: April 12, 2012, 05:56:51 PM »
Title:

Expanding Guild Organization

Summary:

Right now, guilds are organized with positions from 1-100.  When you join a guild you start at the bottom and pay/get promoted up.  The senior members hear all messages of the lower level members.
Change the hierarchy to allow for multiple branches reaching towards the top. 
Allow messaging within branches that do not get sent to all higher positions.

Details:

Founder can assign elders to lead branches of a guild.  Full members or initiates can choose (or be assigned to) a branch in the guild.  Their progress in the guild would then be within this branch.  Interaction would still be possible with other branches, but general communication would be restricted within the branch.  Elders not involved in that branch would not receive the messages of a branch they are not part of.  As founders lead everything, they can choose which branches to receive the messages and which not to. 
Basically, the guild would have micro guilds in the guild itself.  Each with it's own hierarchy within the larger guild's hierarchy.

Benefits:

Guilds can have positions which are very distinct in their functions.  They need to be separate, but cannot be separated into multiple different guilds as communication between the parts is fundamental to the purpose of the guild.
In a guild which has very distinct members, such as a guild intended for assisting item repair.  Discussion among the adventurers is not relevant for nobles, but in order for it not to be received by the nobles, the adventurers need to be elders, which is just wrong. 
This will make guilds more usable by allied/federated realms.  Not all messages will need to be passed between the bankers/generals/judges/rulers.

Possible Exploits:

By having messages not being passed all the way up the chain, rebellion can be planned from below.  If this is a concern (and not just a fun new way of creating conflict) all messages passed in a branch could be accessed by any elder when they visit a guild house. 

24
Feature Requests / Council members' share in Realm tax
« on: March 02, 2012, 05:32:32 PM »
With the new tax system, the council members no longer receive any funds from the crown.  Can this be brought back? 
I do not see why the Banker, Judge and General should not receive some of the gold.  What I would suggest is to have the banker once again divide up the gold that goes to each of the council members like in the old system.  Only this time there would be no share going to the whole realm. 

25
Feature Requests / Lords removed from their positions
« on: February 25, 2012, 01:50:05 AM »
As duke it would be nice to recieve a message indicating that a lord was removed from their position.  In addition to this it would be nice to know why they lost their position.  Something like:

"Lord X has been removed as Lord of region Y due to *.  You will need to find a replacement soon."

*being injured in Battle/by an infiltrator.
*being captured by enemy troops
* inactivity.
*(what ever other reasons lords get removed)

Also, is there any plan for Dukes to be able to kick lords from their positions?

26
Feature Requests / Daily RC reports
« on: February 08, 2012, 04:56:17 AM »
Currently we see how many recruits were trained for the RCs each day until they are filled.  It would be nice to see how many there are in each RC each day.  This would let lords know whether they need to get to their region to draft without first going to the capital.
Currently:
20 recruits were trained in the "Stormtroopers" infantry recruitment center.
Requested:
20 recruits were trained in the "Stormtroopers" infantry recruitment center, there are now 80 recruits.

27
Feature Requests / Shadow Government
« on: January 27, 2012, 04:28:45 PM »
Bankers can manipulate the books in regions and steal gold (or recover gold that would otherwise be lost).  I would like to see a similar thing in place with food. 
Just manipulate the books at the granary office and have x food brought to y region.  Make it cost z gold for a bribe. 
Perhaps this should have been mentioned before the big trading overhaul.  Or maybe it will be useless by the time the overhaul takes effect.

28
Feature Requests / Adventurers and Infiltrators
« on: January 23, 2012, 02:54:23 PM »
It seems to me that Infiltrators do not really fit into the game as well as they could.  They are constantly in trouble trying to practice their art while at peace.  And when they are captured by an enemy, they are seldom included in any prisoner exchange agreement (in my experience).  And if we look at the RP side of the game, or perhaps the history which it is based on.  Nobles would not be the ones going about with poison daggers in their cloaks.  They would hire someone.  This is even more evident when we consider that my characters who have been around for a long time, can't even become infiltrators because they are too well known, the very goal in the life of a Noble.

I believe the adventurers would fit well into this role.  They are not usually noticed by most people.  They get very good at swordplay.  They are not nobles.   And nobody cares if they are killed/tortured/beaten.  The roles seem to fit together very well. 

I am not certain how to implement this, but perhaps as an adventurer improves his/her skills, more and more infiltrator abilities would become available to him/her. 




29
Feature Requests / Duchal powers
« on: August 29, 2011, 05:05:02 AM »
I became a Duke a while back and have been disappointed by the lack of things that can be done within the duchy.  One would think that the Duke would have a similar effect in the duchy that he ruler does in the realm albeit a smaller effect.  I have also thought that holding court would be a beneficial ability of the duke.
I am not certain where to stop with this, but I think it would be very realistic that the duke have powers beyond taxes on the duchy. 

30
Feature Requests / Replied message
« on: August 21, 2011, 02:25:10 AM »
I have on a number of occasions had issues attempting to remember what a person's reply is when they send me a reply that only make sense if you know the previous message. 
Could we add a "view original message" to messages which are replies?  Much like in emails.  It would make things much easier to understand. 

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