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Topics - Chenier

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136
Helpline / Buy limit restrictions
« on: July 19, 2011, 11:24:28 PM »
"Sell limit must be higher than buy limit, obviously!"

Why, "obviously"? That's stupid. I want my markets to always buy food for 50 gold, and always sell it for 100 gold, as long as I have at least 600 bushels. But the game won't let me put an order to buy for a good sum when I have under a few K bushels (why can't I tell it to *always* buy?) and sell for a crazy sum when I have over 600. Reselling is pure profits, and everyone should be wanting to do something similar.

137
Development / Magistrates and the courtroom
« on: July 16, 2011, 08:20:12 PM »
I have been playing very actively since early 2008, and I would greatly enjoy the opportunity to give something back to the game. I presently have 4 Trust medals:

http://www.battlemaster.org/UserDetails.php?ID=25563

(...)

By the way, this post is somewhat hard to find. I had to hunt around for it once I guessed that it existed when I saw Chenier's Magistrate avatar, and could not find it at first. I would expect relatively few people to stumble across it without actively looking for it. You may want to post a link to this thread in Announcements and/or in the Titan System Revelation thread.

I must agree with this. This change wasn't announced on the news sticker, and I myself, despite knowing this change was coming, only stumbled upon it by accident by looking at "unread posts since last visit". Only regulars of the forum can know about this right now.

138
Questions & Answers / IC court and Investigation powers
« on: July 16, 2011, 06:34:09 AM »
I must admit I'm already confused by the "in-character" court. Who is supposed to be represented, for what complaints? Speaking IC about OOC rules will not give any clear discussion, imo.

I also wanted to ask about the ability for investigation. The magistrates will not have any ability to look into player's messages or check for clues of multi-abuse, will they? If not, who will?

139
Development / Continent removals
« on: July 16, 2011, 12:02:42 AM »
If ever it came to be that a continent should close for good (which I am not in favor in), such as if Beluaterra finally gets overrun (I would simply petition for a reset allowing players to re-colonize the battered coasts as they once did, after some time), I would like to ask that a replacement continent be offered. If the problem is that we judge there to be too many players for the number of regions, then the new continent could be much smaller than the one that is removed. Or otherwise present mechanics that would facilitate the rebirth of realms on other continents.

I just personally feel that removing any continent completely, without helping players reforge their social circles (aka realms) elsewhere, will simply be a serious blow to the game. I consider it more prudent to mention it now than to wait for a continent to be threatened, so that the idea can be considered if plans are ever made for such things.

140
Feature Requests / Booze tax at tournaments
« on: July 12, 2011, 11:20:31 PM »
All of this gold being spent away on booze, and the host ain't taking a share? Come on, as if! Hosts should be able to set a tax on booze, or otherwise get a set number from every time it is bought. Makes much more sense, and gives hosts another means of financing these costly tournaments.

141
Helpline / Lord's caravans
« on: July 11, 2011, 01:28:46 PM »
How is their range determined? On Dwilight, I can send them hundreds of miles away to a great many realms, my drop-down list being very, very long.

On Beluaterra, I can barely reach two regions away, and my options are incredibly small. Does anything affect range of the caravans?

142
BM General Discussion / What is a split?
« on: July 10, 2011, 09:41:11 PM »
I would really like it if thread splits at least recapped a bit what was said in previous threats. This was an ongoing discussion, and in this new thread we can't easily quote what was said by others.

143
BM General Discussion / Discriminating religion
« on: July 09, 2011, 05:29:13 PM »
I, for one, have discriminated people based on religion a lot, throughout time, but very discreetly. Whenever two candidates for a position were running and one was of a faith I liked and the other of one I didn't or of none, I'd secretly petition for my favored candidate, even if these were often much newer, less experience, or known to be outright reckless. And this was (at least almost) always done extremely subtly, never with any reference to religion at all, and so trends in religion come up as being spontaneous evolutions, and not as having been orchestrated in any way.

I was wondering if others did the same, and/or realized that not joining a faith can in some places be costly for one's ambitions. It's amazing how much one can silently influence results, if within the proper contexts, and so I'd expect others to do the same.

144
Development / Taking new regions becoming historically harder
« on: June 22, 2011, 01:15:56 PM »
Over the years, many new features have been implemented and that had probably unintended effects of making expansion much more difficult. It is now almost impossible to do a friendly takeover and then maintain the high sympathy in realms where lords are elected.

For example, ox carts used to produce no or little waste from my memory, and brigands have been made to steal a bunch of these transfers to favor caravans use instead. However, new regions without lords cannot set purchase orders, and as such caravans are completely useless in them. Bankers have also lost their options to move food around, and have much less power over warehouse settings in regions. As such, since most regions TOed tend to lack food, starvation always hits as soon as the TO completes, there is then no effective way to feed the new region, and sympathy drops to 1% within a day or two. And since control is often at occupied when the region is taken, ox carts aren't an alternative. Out of 100 bushels sent to a new region captured, 96 or so were stolen by brigands. Who can afford such a ratio to feed new regions? Even if people had caravans they couldn't sell directly to the region until a lord is elected.

Furthermore, the maintenance modifiers by duchy just aggravate the situation. It was desired to disfavor imperial regions in order to give incentives to lords to align themselves to a duchy... But all new regions are necessarily imperial. Maintenance efforts and therefore much less effective than they used to be. And to make matters worse: even when a lord is finally elected, it takes a full seven days before he can actually switch allegiance to a duchy. So that can easily mean about 12 days where all efforts show no gains.

And how is subsistence-level farming supposed to work? The other day, our new region was starving. Then it returned to subsistence level farming. Then this morning it starved again and all stats reset to 1%.

Also, without any knights, the region suffers a control penalty on top of the lack of estate penalties. But how could it recruit a knight when it has 0% production? And because of this, production suffers and a vicious circle tends to be created, one that takes disproportionate amounts of work to break out of.

On top of that are control issues due to the size of your realm that have a nasty centralizing effect. How can we honestly prone ducal independence and large-realm penalties at the same time? These harsh penalties force ducal cooperation, as expanding your duchy without the aid of everyone else in the realm is starting to get pretty damn hard.

All of these new features aimed at modifying how people act with a bunch of penalties are stacking up with what I believe was an unintended effect: expanding is now a hell of a lot harder than it was when I joined the game. This, imo, is a problem. Even if most these features affect those who elect their lords a lot more, they all affect everyone. And everyone switching to appointment is not a valid solution, as it only reduces the negative impact of new behavior-control mechanics and would reduce the gameplay possibilities significantly.

It is becoming more and more frustrating to takeover new regions. And I've been seeing more and more people say, over the years, "No, we will no get into a conflict with our neighbor, because we do not have the means to sustain any more regions". It's suffocating the gameplay. Wars are significantly delayed because of maintenance issues, when they are not avoided completely. Players are spending more and more time and effort on region maintenance over the years, and less over actually fighting. By focusing on the duchies and regions so much, we increased overall maintenance needs and made in sort that instead of having a few bureaucrats maintaining a whole realm, you now need a few per duchy if you want to avoid maintenance problems and seek to maintain reasonable tax levels.

145
Feature Requests / Prefferential trading
« on: June 12, 2011, 06:39:49 AM »
It'd be nice if it were possible to set up preferential trading prices, according to the trader or lord's home region/duchy/realm. I might want, for example, to make sure the prices are good enough to pay for our trader's long missions to far-away lands (to keep up with mercenary escort cost, caravan cost, scout cost in addition to the actual food costs), while not really wanting to pay as much to foreigners from right next door who don't have any of these costs to cover. A bit of protectionism would sound reasonable to me.

146
BM General Discussion / Too much peace too much for Dwilight
« on: June 03, 2011, 07:09:33 AM »
Dwilight is just completely different from the other continents, its geography makes "too much peace" way too brutal.

I think Dwilight should simply be completely spared from the mechanic.

147
Feature Requests / Archers in combat
« on: May 28, 2011, 06:38:53 PM »
I've just had a small battle with rogues, we were 3 archers units and it was quite windy. What I saw was that the other guy on my row shot at the rogues, whereas I (also deployed at the front) moved forward to "get better shots". My unit was on defensive settings.

And it made me realize the absurdity of the whole thing.

The first thing that came to mind was "why does my archer unit move forward, while the other guy's doesn't?" If the code calculates unit by unit this type of behavior, it should probably decide it by row instead. All defensive archers at the front should act the same, without any holding their shots and others taking hard shots. Maybe it's just Hollywood, but every representation of medieval I saw (including paintings) where archers were in formations, they always seemed to act together: all shooting, all moving, or all holding. If the units don't follow the same settings, then sure they should act differently, but not if they are told to act the same.

The second thing was: Why does he move forward at all? This is nothing new, I'll concede, but I feel archer behavior should be tweaked, much like some people requested changes to calvalry behaviour. I've often had archers who, otherwise perfectly safe, decided to throw themselves in the heat of melee, resulting in useless losses. I suggest the following behaviour: If the front row of enemies (within a general range of 4) contains melee troops and the archers are on defensive and have no melee troops alongside them or in front of them, then they will not move forward (either taking a poor shot or waiting out). The general row of 4 is because R2 archers set to defensive are more likely to want to stick with their buddies (archers or infantry) to take peashots than to run out in front of everyone to get mowed down without ever getting a shot launched, because their range is essentially null as troops approach each other at a range of 2 per turn.

This, I think, is what everyone would prefer when it comes to their archer unit. When I set mine on defensive, it's because I want it to play safe and avoid it throwing itself in melee where it will become quite a poor combat unit that gets mowed down. If I wanted them to play risky and move fourth for better shots, I'd set them to normal or aggressive.

Thoughts?

148
Feature Requests / More information on caravans
« on: May 24, 2011, 01:31:33 AM »
It'd be really nice if, on that page that shows you all the caravans you've sent everywhere, you'd be given an ETA as well as a link to view the path your caravan is taking.

149
Development / SVG Maps
« on: May 16, 2011, 12:01:36 AM »
Actually, the issue here is primarily the lack of an SVG-based map, or other programmatic description of the shapes of regions, for each continent.  If I had that, it would only take me a few hours to code up various useful overlays.

I finished drawing up the borders of BT/AT in GIS software. A few more operations and many things will be possible with those.

No ETA on the rest of the continents, though. Drawing the borders takes time, which is a limited resource. BT/AT had the advantage of being a two in one.

150
This Forum / Multiple realm flags?
« on: March 09, 2011, 04:47:40 PM »
It'd be nice if we could set up multiple realm flags, to represent all the realms we play in (up to 4). Not sure if this is at all possible though.

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