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Messages - JeVondair

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61
Roleplaying / Re: The Curious Case of Kyryn Kye
« on: February 13, 2019, 05:52:36 PM »

Roleplaying Event
Message sent to everyone in the vicinity of Paisly (9 recipients) - 4 days, 13 hours, 33 minutes ago
On one of the rare ships to come from the West, a madman falls onto the docks of Port Raviel mumbling incoherently in both common words and those man was not meant to know.


Of the sounds streaming from him, a few can be understood:


Zuma,


D'Hara,


Inspection.


Yh'gh'th

62
Roleplaying / The Curious Case of Kyryn Kye and Kyomi
« on: February 13, 2019, 05:52:14 PM »

Herein follows the tale of a son of D'Hara and a Daimoness of the Zuma...




Roleplay from Asriel
Message sent to everyone in Paisly (4 recipients) - 1 day, 17 hours, 37 minutes ago
Asriel perched on top of the guard tower. The scent of fresh cooked food wafted up and into his nostrils. His stomach grumbled but he had a far more interesting spectacle which lay before him. Far down below were the vague shadows of two human nobleborn and one creature he highly disliked.

The smell of the Zuma caused him to sneeze and today his head felt very heavy. Yet he kept his eyes peeled and perked his ears up, catching the drift of their conversation through broken sentences. He had become adept at doing this - people watching was his favorite. He never knew what juicy information his large ears would capture.

The creature was apparently also adept at convincing his race of mankind to bend to their will. If he had arrived any later he wouldn't have caught onto the creature's invitation to D'Hara itself - exactly where Asriel had just fled from.

As the two nobleborn spoke to the creature, Asriel pondered what lay in store for Dwilight...

63
Feature Requests / Re: Alms for the Poor
« on: February 08, 2019, 03:52:23 PM »
+1

64
Feature Requests / Re: Bring Referendums to Guilds and Religions
« on: February 05, 2019, 05:27:48 PM »
I would DEFINITELY prefer all the stuff that mentioned, Wimpie! Glad to see it was already approved and assigned. Vita did mention he had some ambitions toward revamping the religion game. I was asking for a little, imo, but that gives a lot!

65
Feature Requests / Accepted: Bring Referendums to Guilds and Religions
« on: February 05, 2019, 04:00:57 PM »
Title: Bring Referendums to Guilds and Religions

Summary: Basically just port the function available to realms and tweak it to work for religions/guilds as well.

Details: Historically, guilds and religions functioned very much like nations unto themselves. By adding the Referendum voting function to guild's and religions wherein elder members may write and launch referendum's for the rest of the membership to vote on, both organization types will benefit the same way realms did when that feature was added. Because the function already exists and is fine as is, it should be a non-intensive exercise to implement

Benefits:
  • Referendums should make both guilds and religions more engaging
  • Guild leadership will be able to reliably poll their members, which will allow them to better serve their players.

Possible Downsides or Exploits: None

66
Feature Requests / Re: Unique items random names to include religions
« on: February 05, 2019, 03:50:34 PM »
By religious overhaul, my old plans that I've long felt too overwhelmed to initiate. Religions more like realm governments than guilds, with proper power structures between members-as-a-whole and leaders with proper checks and balances between them and proper hierarchy (Bishoprics as equivalent to duchies - which would be a step closer to implementing religious schisms). Limited religions per continent. Joining a religion by default in new character creation and immigration, just like a realm. Being pagan being as abnormal as being rogue.


*Drools

67
Feature Requests / Re: Marriage Diplomacy
« on: February 05, 2019, 03:49:07 PM »
I've been wanting something like this forever. Idc if it is exactly as gildre described, but marriage was such a huge part of the medieval world, and had so many far-reaching applications, that NOT having it in a medieval sim is just a glaring omission.


IMO, there doesn't even need to be an IG mechanic other than an entry into family history and character pages that says Married or Spouse of <Link>. While it would be cool to have at least SOME IG effects, I'd be happy with just the above for starters.

68
Feature Requests / Re: Unique items random names to include religions
« on: January 29, 2019, 11:20:22 PM »
Folks have insisted on not adhering to a standard religious bame format which makes formatting unique item names difficult. Also, delvin and I aren't in 100% unity on endorsing religions. Perhaps after a religious overhaul, it can be considered. That said, there are some subtler religious references in some of the unique item names already.
Can you expand on that a bit, Vita? As a player with a priest, I feel like this would affect my game for the better!
  • Name Format - Is there a conversation for this on the forums that you can direct me to? i'd love to participate. my perspective is taht what can be used should be used. By this I mean that any religion that does have a collective noun. As an example, I see how THE SHADOWS probably doesn't but the Astroists certainly do. Couldn't we just make a list of the ones that have a collective noun?
  • What do you mean by "endorsing religion?" Or is religion-topics not a high priority at this time?
  • A religious overhaul, you say? Intriguing...does that mean there is new development planned or are you saying you simply think the current system should be revisited?
Thanks!

69
Feature Requests / Re: Make Peace Temporary
« on: January 25, 2019, 08:43:35 PM »
A lot of 4x games have a function that is basically similar to this where diplomatic relations decay over time, forcing players to pay attention or ignore at their own risk. I rather like the idea of a more dynamic diplomatic system. It sure would inhibit the tendency of alliance webs choking off all the fun.

70
Beluaterra / Re: Ruins of Wudenkin
« on: January 24, 2019, 06:51:45 PM »
Its kind of a shame that monsters and undead don't fight one another...

71
Beluaterra / Re: Sacred Obia'Syela
« on: January 16, 2019, 08:40:35 PM »
I don't think temples cap follower count. There is a cap to how many of those followers can attend the temple though.

The language on the wiki does seem to suggest a cap. I'll raise the temple level in Rines and test it out to confirm by next week!

72
Beluaterra / Re: Sacred Obia'Syela
« on: January 16, 2019, 08:39:28 PM »
Shrines only affect neighboring regions? Would that mean that the shrines neighboring Rines are spreading the faith to Rines? Also, to confirm, Temples do nothing to increase the number of faithful?

@Chernier, re-checked and you're right, The MT only gets up to a certain number. I thought I was a tier higher than that sooo problem solved!

73
Beluaterra / Re: Sacred Obia'Syela
« on: January 16, 2019, 07:11:01 PM »
There are 3 shrines and a magnificent temple in Rines, but the faithful population refuses to grow without constant and repeated preaching. Aren't these buildings supposed to help the religion spread? is there a breakdown anywhere of how much a shrine or the various temple levels contribute in terms of converting the populace each turn?


Is there much of a point to building shrines at all?

74
Feature Requests / Re: Build/Loot roads
« on: January 14, 2019, 07:47:08 PM »
I can see this having more of an effect for priests and advies than for troops as most regions only vary between needing a turn or two to cross. I would also add a point that detracts maintenance fees for these roads from taxes just as militia does and varied depending on the quality. They could even have tiers:


Lvl
1. Footpaths - Not so much a road as it is a route. Footpaths are unmapped and out of the way, causing significant delays in travel. (+2 hrs) (+10 gold)
2. Waggon Track - The path less-traveled, Wagon tracks are avenues of necessity for the peasantry and minor nobility, but suffer from ruts, holes, flooding, etc. (+1 hrs)(+0 gold)
3. Trade Route - An important, mapped byway, often including stylized road signs for ease of navigation. (-1 hrs)(-10 gold)
4. Kings Road - A well-paved, well-maintained, and well defended road initially planned and built by some nameless monarch as the best way through this region. (-2 hrs)(-20 gold)

75
Feature Requests / Re: Edit function for statues and monuments
« on: January 08, 2019, 11:34:43 PM »
Its unfortunate that statues just vanish if the estate is removed.


Woot! *retracted*

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