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Topics - Chenier

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46
Dwilight / If Dwilight was to be redrawn...
« on: November 28, 2016, 10:11:14 PM »
  • Maintaining occupied territory as untouched as possible
  • Snipping out excess territories that make realms too far from each other
  • Adding land to allow previously isolated realms to interact with others
  • Adding cities and strongholds to locations of vast emptiness to allow regions to fight over, or establish oneself on
  • Lessening some of the chokepoints that only stiffled competition by creating "natural" borders
  • Tweaking some borders to make travel time more representative
  • Removing 1-region doughnuts that add needless travel time to everything

If...

First draft.


47
Helpline / Food requirements
« on: November 23, 2016, 02:15:38 PM »
I used to know all these numbers by heart, but it's been a hell of a long time since I touched any of it.

Would anyone be nice enough to remind me of how food works? How many peasants are fed by 1 bushel per day on normal rations? What's the relation between actual bushels produced and the food value in the region stats? Is food produced every day or on set harvest dates? What are the season and weather multipliers again?

48
Beluaterra / Riombara is dead!
« on: October 19, 2016, 02:36:47 PM »
And I am pleased.

49
Dwilight / Morek and Astrum
« on: May 21, 2015, 06:37:19 PM »
So there was a secession in Morek? How'd that happen?

And Astrum finally took Libidizedd back?

Luria gaining land in Fissoa?


By the way, the historical maps are referencing the wrong geo map, for Dwilight. http://maps.battlemaster.org/History-8/2015-05-18-0.jpg

50
Helpline / Allegiance change question
« on: February 17, 2015, 01:51:06 PM »
I seem to remember a few months back being told that if someone else changed your allegiance, you should not have the 2 weeks restriction to change again as if you had done so yourself.

Using that logic, when a region needed to be given away, I asked the ruler to cede it away himself, so that if I got banned as I suspected I would, I could just hop back with my region. But as it is, I can't seem to do it, and the game tells me I need to wait 2 weeks, which obviously the ban will not allow.

So what is the intended behavior?

51
Dwilight / Pre-invasion Dwilight
« on: January 28, 2015, 11:52:41 PM »
Would anyone happen to have a map of Dwilight before the monsters hit?

52
Dwilight / What Lies West
« on: January 25, 2015, 12:24:11 AM »
Paisly

26600 CS of rogues
245 monsters for 23600 CS
165 undead for 3000 CS

Most rogue units are of 5 men or less.

Biggest monster force is 35 men (3050 CS)

Biggest undead force is is 60 men (2 of them at 1050 CS, one of them is travelling towards Port Raviel?)



Looks manageable to me. An archer-heavy force, the armies of a few realms, and over a few days these could be wiped off. Anyone who has any scout reports of western regions, feel free to share.

53
Helpline / Message cut-off
« on: January 07, 2015, 08:40:09 PM »
It used to be that when a message was too long, the game would tell you. Now, it just cuts off text and doesn't tell you.

Is there any way to recuperate the lost portion of a sent message? I think it chopped off a good bit...

54
Helpline / Rebellions
« on: November 28, 2014, 07:36:34 PM »
A little refresher on rebellion mechanics would be much appreciated. Ruler+judge BBF combo decided to start banning everyone...

I know that:
One needs 14 days in realm to join the underground
Banned nobles who weren't part of the underground cannot join the underground

I want to know:
Do banned nobles who were part of the underground remain there?
Are banned nobles able to join an ongoing rebellion if someone else starts it?
What happens to ongoing bans if a rebellion is declared?

55
Other Games / Age of Wonders
« on: November 25, 2014, 03:59:48 PM »
Does anyone still have that game?

I would sure like a 500x500px .jpg sample of each terrain type.

56
Questions & Answers / Titan decision enforcement: what's acceptable?
« on: November 19, 2014, 06:06:53 PM »
To give context, recently, the titans stripped Ravenice Plavereen, King of Caelum (BT) of his titles of Duke of the Desert Stronghold, and lord of Watto, which it appears he is not to reclaim for 30 days. The reason for which was because he kept switching titles around and using temporary lordships.

This verdict brings a few questions.

The first of which is: is leaving the positions vacant for 30 days, to then reclaim them for himself, in line with the spirit of the judgement? If he does this, which he explicitly stated he would, he basically loses nothing. He's still the ruler, so he has full power over who gets to be dukes, so in 30 days he'll be duke of the largest duchy and lord of the richest region once again.

The second of which: would giving his second character, currently margrave of the capital, either of these titles be in line with the judgement? Titans regulate player behavior, yet the punishment are often targeted against characters more than players. If the player can simply transfer the lost titles to his second character, then he wouldn't have lost anything at all. Indeed, it's be pretty akin to the title shuffling he got punished for to begin with.

57
Questions & Answers / Player-imposed government rules and IRs
« on: October 23, 2014, 03:36:20 PM »
Back in the days, the original Khthon had a rule where only heroes were eligible for government positions, except for banker.

Khthon eventually died, and was formed again. This rule was reinstated (though maybe it was only for rulers then).

That Khthon eventually died again, and it was later reformed under the name of Bara'Khur, which I'm pretty sure reinstated the rule, at least for the ruler and at least at the beginning. I think they added a clause to allow cavaliers as well.

No one ever raised a fuss about this. As far as I know, no titan complaints were ever made, it was never criticized on the message boards or on the forums, but that wasn't because people didn't know about it, as it was fairly-well advertized as the flavor of the realm, the "land of heroes" and all.

That was a while back, however, and sensitivities have somewhat changed. Player-imposed rules of governance, that used to be a lot more common back then, are also considerably more infrequent nowadays. So I'm wondering, would this still be allowed as it was back then, or would it be judged as a breach of the class-choosing IRs?

58
Development / Defenders and looting
« on: October 14, 2014, 01:48:01 PM »
Well, following the puppy-kicking that just happened in Taop, FEI, where the whole continent ganked on a one-city realm (essentially over 30000CS vs 4000CS). feels like the looting mechanics ought to be tweaked.

A few nobles would loot, you'd get a peasant horde form, and then the rest of the 2000 soldiers couldn't do squat. The attackers could have less than 10% of their current forces present, and the looting would go on at exactly the same speed.

This feels wrong. Either the peasants are gatherered in one spot, which should mean that the army can loot everywhere else without problem, or they are scattered, which would make them incredibly easy to crush for the seasonned soldiers.

I therefore propose a tweak to looting: when there are forces defending, but the attackers control the battlefield, looting is no longer prevented. Rather, there is a warning about local resistance and that looting may be risky. People can choose to loot anyways, if they do, it checks how much CS the region owners have, how much CS the invaders have, and how much CS the looter has. It then proceeds with the looting, inflicting immediate losses to the looting unit and the defending units. If the looter has a large elite troop, the invaders are many, and there are just 10 peasants defending, the effect of the looting would basically be the same as if there was no peasants at all. If there are just few invaders, the looter has a small and cheap unit, and there are thousands of defenders, the looter might come back with equal losses to the defenders and no opportunity to loot.

It would make things  more realistic and, especially, more fun. It sucks to drag things on because of meaningless peasant units. It especially sucks that they few turn junkies who log in at TC are the only ones who ever get to loot, while everyone else just sits in these regions with absolutely nothing to do.

59
Helpline / Newbie retention proposals
« on: August 29, 2014, 02:00:52 PM »
Most of these have been mentioned elsewhere, here and there, figured it deserved a dedicated thread. Feel free to add your own suggestions or discuss others' proposals.

1) Rethink the character limits

The new character limits give a sense of progression by rewarding loyal players. In that sense, it made sense when it was implemented. However, the very low character limit for newbies prevent them from experimenting any diversity, and increases the odds of them being put in the wrong place at the wrong time, for even the most active realms have some down time. We need newbies to get as vast an experience as possible when they start out, to increase the odds of them finding a spot they like and sticking to it.

As such, I would completely turn things around. Instead of being able to play the fewest characters, I'd have them able to play the most. One noble per continent, including Beluaterra. At least for their first month, then force them to pause a character every week afterwards until they return to normal limits (3-4). And until that is reached, obviously they'd be capped at one character per continent, and not able to dump all 7 in the same one. Different continents have different cultures, different wars, different histories. The broader the net is cast, the greater the chances that they find at least one that suits them enough for them to stick around.

2) Rethink newbie mobility

This wasn't my idea, but I think it's a good one. Changing realms should be made easier for newbies, so that if they land in a dull realm, they can try another realm without taking many weeks to get there. Add a new feature, "get smuggled out", which allows a character from a new family to get moved to a new realm within just a few days. One one hand, it'd allow them to try different realms if they fall on dull ones, and on the other, their increased mobility might incite older players to interact with them more, out of fear they'd move to a rival (instead of just quitting the game or staying by inertia).

3) Bring newbies together

A newbie continent was proposed a few times to help bring newbies together so that they may learn together. It was shot down, and I mostly agree with the reasons. However, a different means could be used for very similar results: allow continent-wide OOC communication between newbies. Allow players who have been in the game for, say, less than two months to write to each other. "Hey, I'm in X realm, and it's dull, what are you all up to?" "Hey, Y realm is awesome, I was put in a senate group and I'm being considered as lord!" "Hey, the king here is totally vicious and badass!" and the like could help newbies make more informed decisions about where to play, by consulting with peers, instead of relying on the old guard's forum propaganda (if on anything at all).

...) More will follow, I'm out of time for now.

60
South Island / Of Griffins and Wyverns
« on: July 22, 2014, 03:19:25 PM »
I don't mean to open a can of works, but as a newcommer to Sandalak, has any substance been thought of for this religion?

Also, can religions be founded in the traditional means on the South Island? Is there any intent to do so?

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