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Messages - fodder

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1951
Helpline / caravan trades
« on: April 08, 2011, 04:58:07 PM »
this is interesting...

there's a manual offer of buy 1gold/100 bushels
supposed to be an automatic one for buy 20 gold/100 bushels

caravans with min price of 1/100 got there and sold the food for 1/100.

going to try and replicate it after next harvest.  has anyone seen it before? (bt)

or for that matter, what is supposed to happen?

1952
BM General Discussion / Re: Temporary Lordships for Founding Religion?
« on: April 06, 2011, 10:56:02 PM »
a lord steps down to found a religion for someone else with absolutely no intention of being a priest and then gets placed back as the lord is basically as temporary as anything. granted it's not a position per se (unless he doesn't want to be founder either).

whilst you don't want any odd duck to found a religion just for fame, there should be something better to avoid all this.

1953
BM General Discussion / Re: Nice One, Tom
« on: April 01, 2011, 07:44:41 PM »
... you mean i don't get money from selling family gold?

1954
Helpline / Re: Donation
« on: April 01, 2011, 08:10:19 AM »
... i thought it's basically not a good idea to use debit cards for anything.

1955
Feature Requests / Re: Cult (part of religion)
« on: March 31, 2011, 11:43:49 PM »
ok... imagine you have a prophet and then a load of lay elders from rank 2-9 and then rank 10, a priest who happens to be an elder.

i don't think if the founder gets deported, the rank 10 priest will be promoted to rank 1 (or whatever)

-----------------
now, obviously if that priest decides to split, he should take a big chunk, but I don't see why some lay member (elder or otherwise) who disagrees with such a course can't convert to priest to keep the old lot as it were.

as with the clicking race with succeeding founder (or some such as mentioned in bugtracker as solution to loss of prophet/leader), it shouldn't be resolved immediately, but with a delay until next sunrise (or the one after, for example)

1956
Feature Requests / Re: Cult (part of religion)
« on: March 31, 2011, 03:54:56 PM »
what happens in a religion with 1 priest only and he decides to bugger off and have his own sect? does he basically start a coup and takes the whole lot over?

1957
Helpline / Re: Wounds
« on: March 30, 2011, 09:53:54 PM »
did you have any messages that you can't read? (no idea if wound messages can be hidden or not... i should guess not.. but you never know.)

my hero was lightly wounded after a battle.. and then was seriously wounded by an infection or some such and is still seriously wounded XD

1958
Helpline / Re: On archer range
« on: March 30, 2011, 09:52:13 PM »
... I got me a slightly different question.

let's assume you have 2 identical archery units with the only exception being range. let's say 3 and 4.

how does that affect their damage output? ignoring the fact that one can shoot further and thus one can shoot certain enemies that the other can't.

let's say they are both 2 squares away from an enemy. will the 4 range do more damage than the 3? (on average anyway)

1959
will this tie in with the new trade/region hierarchy stuff?

as in... farmers more likely to move to farms woodsman to woods, etc... (because the duke stuffed a good farmer elsewhere to run a bigger farm, etc)...

how much freedom of movement did they have back when? or for that matter... career changing ability

1960
.... infil. never actually managed to go down that route properly.

1961
Helpline / Re: Secret Societies
« on: March 16, 2011, 06:46:18 AM »
... whole new meaning to the word banker.... personalised accounts too XD

1962
Helpline / Re: Secret Societies
« on: March 15, 2011, 09:56:54 AM »
.... um... how many secret soc can you found in a single region? (does the cost increase?)

1963
fair enough.

though i have to say in the case mentioned above, it doesn't help for the 5k town to lose pop to the 10k city as any increase is negligible to the rate of growth of the city, but any loss to the town (let alone rural) will be significant, especially if it goes on for a while. in those kind of cases, it might make sense for a region to stop losing pop to cities... after dropping below some sort of threshold. (highish)..

the region my character rules neighbours 4 regions.. so it's very difficult to tell where they are legging it off to. it's a town between 2 cities and 2 rurals. all of which have lower % pop, i think. (but the cities obviously have higher pop number) it's lost at least 2k pop in the last 2 months (or since whenever the code was implemented)

1964
but how does it work? (roughly)

city->town->rural?

town->city?

is it 1 way traffic (mostly?) or is it 2 way? eg... consider a insulated 2 region system... will they both have people coming and going at the same time because they both have room?

say you have a city with 10000/50000 and a town (or even rural) with 5000/6000, will they all leg it to the city even though the city can't feed itself and the town gives surplus? remarkably short sighted if that's the case... then again.. peasants being peasants...

1965
It's all very strange, ever since the BT invasion ended, I noticed lots of peasants left the region my character rules. Almost everyday.

"X people are leaving the region for the open lands nearby"

What I don't get is where they are going. Is it literally the region next door? Does anyone notice it happening on other islands?

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