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Messages - Charles

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1
Helpline / Deleted account
« on: April 27, 2018, 02:02:47 AM »
I feel like I know the answer to this already, but thought it would be worth asking.
I paused my account a few years back and am wondering if it is retrievable.  Family name has disappeared, it was “de Coivos”.

2
Dwilight / Sages (adventurer game)
« on: October 16, 2014, 01:25:27 PM »
I have had a hard time finding sages since leaving the west.  I don't think they have ever gone through D'Hara, but I spent a lot of time looking around the palm sea as well.  Is the west safe for adventurers?  Any suggestions?

3
Feature Requests / Re: Hunting
« on: August 18, 2014, 07:36:32 PM »
Hunts should not be possible in Cities, Towns or Strongholds. Animals that are worth hunting usually avoid those areas.  So any knight or lord of one of those regions should not be able to host one.  I would also say, there is no need for leaders or dukes to host, let the lords host them. 
I also don't think that knights should be able to host.  It should only be lords.

4
Feature Requests / Re: Hunting
« on: August 07, 2014, 07:33:18 PM »
Perhaps just faster travel.  Afterall, it is just a noble and a small honour guard that is traveling, they should be able to travel much faster than the troops. 
If this is already the case, just increase the speed.
In any case, the hunts would only be local so would not require the travel times.  I would think that hunts should only last for two or at most three days.
Also, I have completely disregarded the single hunt idea.  If that is the part that people are interested in and want to develop, then I have lost interest and would not use the feature.
Increasing the food does not make much sense, perhaps a bunch of people are fed for that feast, but they are over eating and are not the lowly peasants.

5
Feature Requests / Re: Hunting
« on: July 24, 2014, 07:44:17 PM »
I like the idea of a Hunting Logde being necessary. This would be a building that can only be built in rural regions (or just woodlands).  The lord of the region could set up the hunt party much like city lords can set up tournaments.  For the purpose of coding, I would view it exactly like a tournament.  I am not sure that a gold reward would make sense, though it should still cost something to join.  I also do not feel it should be a continent wide event, either private or realmwide.  Prestige and honour could be won by all those who participate based on what they catch, but also to the lord, based on who shows up: more value for nobles ranked higher than them (dukes, rulers and council members - who kill something) down to nearly nothing for knights.
There could also simply be some probability that no animals are found causing a loss of prestige to the lord.  This probability should be very low initially, but increase exponentially as the animals are being killed.  I am not sure how to implement that, perhaps have some standard length of time that it takes for the animal population to recover (it could be random or changing based on all sorts of variables: weather, # of participants in the previous hunt, size of region, type of region, how recently a large army moved through the region, etc.) 
 

6
Feature Requests / Ranged unit attacks
« on: July 16, 2014, 08:23:02 PM »
It seems to me that there is still a bug in the ranged unit attacks.  If this has been left to be fixed later, I have a different solution that may be interesting:

Title: Limit Ranged Volleys

Summary: Instead of limiting how far an archer can attack from, limit the number of attacks they have to use.

Details: The range for each ranged unit would be converted to number of volleys.  My suggestion would be to use the current numbers but addapt them as follows:  MI 1:1, Archers 1:2, SF 1:2 or 1:3.  So a range 1 MI would have one volley before they would be left to mellee, range 2 MI would have two.  Archers would have double the volleys as their current range, 3 range to 6 volleys etc.  The Range 5 SF would basically have unlimited volleys as I have never seen a battle go to 10  or 15 rounds. 
In the settings for the ranged units there would need to be an additional two settings:  Range at which to attack (1-max) and what to do once out of volleys (retreat, defend, attack).   
The efficacy of the attacks would decrease with the longer distances (and wind) as per usual.  The rate at which the attack decreases with distance may need to be tweaked.

Benefits: Realism.  Units only have so many things to throw/shoot.  This gives TLs the option of using attacks earlier on to weaken their enemies with less effective shots.  Or only attack once they are close ("see the whites of their eyes"), but have the risk that the enemies will reach them before they manage to use their ammo.

Possible Downsides/Exploits: An army of weak archers may be able to decimate a larger infantry army by attacking when they are far away and retreating before anyone reaches them.  This could be interpreted as guerila warefare (not sure that is a downside or a benefit)

7
Helpline / Re: SF and Marshal settings
« on: July 03, 2014, 07:17:33 PM »
Thank you to the responces, here are some comments or clarifications:
With range 5 SF, I NEVER have them placed further forward than back.  So no it was not my setting. 
This is also not the first time this happened, like I mentioned I reported it as a bug before and it was dismissed. 
It is not more effective to have the men in the front where all the range 3 and 4 archers can reach them and kill them before they have a chance to fire more than two rounds. 

I would like to know how they are treated in the code. if they are supposed to be placed with archers, then I will pay more attention to future battles (as it may be that all the battles I have noticed it in are fortification defence) and then if I see them with infantry when they should not be I will report a bug. 

8
Helpline / SF and Marshal settings
« on: July 02, 2014, 07:32:01 PM »
It seems all SF are being treated like infantry.
I brought this up as a bug a while ago, but it was misunderstood and dropped before I could respond.
Ranged SF are being treated as infantry by marshals.  So my 5 range SF are being placed with infantry.  This make them much less effective.
Can this be changed? 

9
Development / Re: Federation Soup
« on: May 19, 2014, 08:33:16 PM »
I suggest the nature of federations needs to change.  I have two suggestions:

1. A realm can only be federated with one other realm.

2. Diplomatic relations for federated realms are all the same- if one federated realm wishes to go to war with someone, the other must as well.

I suggest that the federated realms be allowed to select which one realm they wish to keep as their federated partner and the rest be demoted to alliance. 


10
Development / Re: Ideas for Adventurers
« on: May 19, 2014, 06:31:16 PM »
Why not board the ship as a crew member?  As in you would get a few silver for the voyage.  No decision on where the ship is going or when it leaves.  And only available if a noble is embarking at the time. The adventurer would then get an option while traveling on which ship they want to join, I am not sure what information would be given, perhaps the coast embarking from, the noble embarking and the unit size and type.  The amount of silver earned would be based on the unit type and size.  Again, this should not be a very large amount of silver (notice 'silver' not gold) per day.

11
Feature Requests / Hosting Foreign Nobles
« on: April 05, 2014, 08:18:14 PM »
Title: Hosting Foreign Nobles

Summary: Much like prison, but no torture, banning, or execution. 
A noble without a unit who is from a realm that is below federation can be 'hosted' by The Lord of the region.  His time as a guest would be limited in a similar fashion as prison.  The Lord would then decide whether to release him back to the region or back to the nobles own realm.

Details:  The Lord of the region would either need to be there with troops to 'arrest', or have militia in the region to arrest him.  With militia present, The Lord could order them to 'arrest' the noble in absentia.  Or perhaps a noble with a unit is needed in the region to make the arrest, but the noble would be taken to the region lord's estate.
Keeping the noble in the region should cost a certain amount of gold, after all, they are accustomed to finery.  Perhaps the extravagance and cost could be decided by The Lord or it could just be based on region type.  All costs of the noble are payed for by the lord, including the trip home, unless the noble decides to leave early.
The restriction of a noble below federation could be changed to below alliance or perhaps not have any restrictions at all.
The gold may be forfeit or not.  This may be dependent on stature of noble, or may be a comparison between noble and Lord (ie, The Lord would not be able to take the gold from another lord, but a Duke would.
The guest would not have access to their paraphernalia, and would not be able to see what kind of troops are in the region.
The noble would be able to communicate with all his usual contacts, The Lord would receive a copy of all letters to and from the noble.  The noble would not receive any messages that are realm wide or part of any message group without the sender intentionally including the guest noble (I am imagining a check box like the keeping recipients secret feature).
The duke, and ruler could decide to host the noble instead of The Lord, thereby moving them to the ducal/realm capital and transferring control to the duke/ruler.  The Judge can decide to release the noble at any time under selected conditions.
Clearly some of the aspects of this feature need to be fine tuned.

Benefits: At this point, nobles without units can travel wherever they like and bring paraphernalia like scouts with them.  There are currently no methods of dealing with these nobles.  This would increase international relations and disputes.  This would also be fairly accurate to historical events.

Possible Downsides/Exploits: Nobles would no longer be able to travel without fear of being arrested.  This would function similarly to prison other than communication restrictions, so it could be rather boring for players. 

12
Feature Requests / Re: New Buildings
« on: March 12, 2014, 07:28:31 PM »
This would be wonderful.  I am guessing as with most things this will take a while to be implemented.  Is any of this under actual development or is it just an idea?

13
BM General Discussion / Re: T Minus 28 Days
« on: March 03, 2014, 07:11:43 AM »
Can anyone tell me how the monsters in dwilight are spawned? 
Is the rate simply increased?
Is it equally increased everywhere?  (rogue regions vs controlled regions)
Will it continue to increase until all nobles have left the west island?
I suppose my question comes down to, is there any hope of defending a duchy on the western island?  I want to continue fighting, but i would like to know if it will be a tough battle or an impossible battle.

14
Dwilight / Re: Any bets on realms capsizing?
« on: March 03, 2014, 01:07:40 AM »
This is the part of the community I don't get. As soon as something - anything - happens, everything suddenly becomes all peacenik. Why? Why stop fighting and do some peaceful migration? Why not throw everything at them now that you have nothing to lose?

This is the one area where BM could never match real life. In real life, when the going gets tough, people get more aggressive, not less.
Perhaps I should state that I meant "If this is going to be an inevitable loss (against the monsters)."  I want to know if there actually is any point in fighting the monsters.  On other islands, the ice will just cover regions; no fighting will help.  If the same can be said about this continent then I would like to know.  I am not at all suggesting that realms have to give up.  But if the monsters are going to be too strong to beat, that means recruiting huge armies taking over regions elsewhere. 
I don't know what makes sense to tell us, but you have told us some things and those things lead to new questions.

15
Dwilight / Re: Any bets on realms capsizing?
« on: March 02, 2014, 08:20:34 PM »
Will the food be rebalanced afterwards?

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