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Messages - fodder

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46
Development / Re: Stealth mode for unitless infiltraitors
« on: January 10, 2013, 11:49:31 PM »
Actually their main purpose was as special forces shock troops.

eh... no. they gather info.

47
Development / Re: Sea Travel Feedback
« on: January 10, 2013, 06:53:43 PM »
... forgot how "reaching open seas" work... too lazy to look up earlier posts. so here goes.
12 hours on hand. 80 sf.. takes 10 hours and 90 odd gold to embark from rural of own realm

that means 2 hours left on hand, but reaching open sea cost 4 hours. will see what happens next turn.


might even get to see a "combat landing" this trip (albeit against undead in own realm)
---
next turn, open sea... so naval hours... right... i'll try to remember it....  (hmm... maybe the 2 hours should be called something different)

...19 hour landing in melegra.... chances are.. i'll miss any battle..

48
Helpline / Re: Representative Voting
« on: January 09, 2013, 07:47:19 AM »
I remember this representative voting very well. Used to have this kind of election in Oritolon during Hvrek Pysche time.

At that time, one region lord if he has 2 knights under him in his region, he got 2 votes. The more knights you have, the more votes you can vote on. This is open to manipulation by Hvrek who smart to use it to become Oritolon Prime Minister. Heh :P

It was a few Real Life years ago. Maybe will need Developers input if there is any change to this voting system. I am curious too :)

um... he can't just have 2 votes. otherwise a lord with no knights will have 0 votes. you need to count the lord himself.

49
Helpline / Re: Representative Voting
« on: January 08, 2013, 10:27:27 PM »
prestige doesn't do squat. i forgot how representative work exactly... but it's 3 votes in your example... until you come across any 1/2 or 1/4 vote elections

50
Development / Re: Stealth mode for unitless infiltraitors
« on: January 08, 2013, 11:31:52 AM »
technically... ninjas aren't really assassins XD first and foremost they gather info.

51
BM General Discussion / Re: workshops
« on: January 07, 2013, 07:22:21 PM »
it's not doing anything atm. it's supposed to patrol sea zones (and tell you if someone else's there)

52
BM General Discussion / Re: workshops
« on: January 07, 2013, 07:34:27 AM »
07/01/13
1 scout (2 total)
1 healer (1 total)
1 banner (4 total)
1 cart (2 total)
1 navy (1 total)
(many high tax, don't understand alliance enweil)
daily deficit 2 (stock 551/2k) average
2 rot (stock 549/2k)
100/95/100/core/10200

08/01/13
1 scout (2 total)
1 healer (2 total)
(many high tax, don't understand alliance enweil)
daily deficit 2 (stock 547/2k) average
1 rot (stock 546/2k)
100/91/100/core/10200

09/01/13
healer shut (insufficient morale)
many high tax. weather changed to rich harvest.
daily deficit 1 (stock 545/2k) rich harvest
1 rot (stock 544/2k)
100/87/100/core/10200

10/01/13
1 scout (2 total)
2 banner (3 total)
(many high tax)
daily deficit 1 (stock 543/2k) rich harvest
1 rot (stock 542/2k)
100/97/100/core/10200

11/01/13
1 cart (2 total)
(many high tax, don't understand alliance enweil, draconic order support)
daily deficit 1 (stock 541/2k) rich harvest
1 rot (stock 540/2k)
100/97/100/core/10194 (6 popped over to ardmore)

12/01/13
2 banner (5 total)
(many high tax, don't understand alliance enweil)
daily deficit 1 (stock 539/2k) rich harvest
1 rot (stock 538/2k)
100/96/100/core/10200

13/01/13
healer shut (good morale)
(many high tax, don't understand alliance enweil)
daily deficit 1 (stock 537/2k) rich harvest
1 rot (stock 536/2k)
100/97/98/core/10200

14/01/13
1 scout (1 total)
healer shut (good morale)
(many high tax)
daily deficit 1 (stock 535/2k) rich harvest
1 rot (stock 534/2k)
100/93/100/core/10200

15/01/13
1 scout (2 total)
healer shut (good morale)
2 banner (2 total)
1 navy (2 total)
(many high tax, don't understand alliance enweil)
daily deficit 1 (stock 533/2k) rich harvest
1 rot (stock 532/2k)
100/93/100/core/10200

16/01/13
(many high tax, don't understand alliance enweil, draconic order supports)
daily deficit 1 (stock 531/2k) rich harvest
1 rot (stock 530/2k)
100/94/100/core/10192

17/01/13
1 scout (1 total)
healer shut (good morale)
2 carts (2 total)
(many high tax)
food break even (stock 530/2k) rich harvest - must be a bloody good harvest 2 more than normal...
1 rot (stock 529/2k)
100/91/99/core/10197

18/01/13
1 scout (2 total)
1 cart (2 total)
1 navy (2 total)
(many high tax, don't understand alliance Enweil)
food break even (stock 529/2k) rich harvest
1 rot (stock 528/2k)
100/91/98/core/10200

19/01/13
scout shut (incomp admin)
1 healer (1 total)
(many high taxes)
food break even (stock 528/2k) rich harvest
1 rot (stock 527/2k)
100/92/98/core/10200

20/01/13
scout shut (incomp admin)
(many high taxes, don't understand alliance enweil)
food break even (stock 527/2k) rich harvest
1 rot (stock 526/2k)
100/91/97/core/10200

21/01/13
1 scout (2 total)
1 cart (2 total)
2 navy (2 total)
(many high tax, draconic order supports)
food break even (stock 526/2k) rich harvest
1 rot (stock 525/2k)
100/93/95/core/10200

22/01/13
1 healer (2 total)
1 banner (2 total)
1 navy (2 total)
(many high taxes, don't understand alliance enweil)
food break even (stock 525/2k) rich harvest
1 rot (stock 524/2k)
100/91/98/core/10200

23/01/13
healer shut (good morale)
1 banner (2 total)
1 cart (2 total)
(many high taxes)
food break even (stock 524/2k) rich harvest
1 rot (stock 523/2k)
100/95/100/core/10200

24/01/13
1 scout (2 total)
1 navy (2 total)
(many high tax, don't understand alliance enweil)
daily deficit 3 (stock 520/2k) average (back to normal!)
1 rot (stock 519/2k)
100/96/100/core/10200

25/01/13
(many high tax, don't understand alliance enweil)
daily deficit 3 (stock 516/2k) average
1 rot (stock 515/2k)
100/94/100/core/10200

26/01/13
healer shut (good morale)
2 banner (3 total)
(many high tax, draconic order support)
daily deficit 3 (stock 512/2k) average
1 rot (stock 511/2k)
100/96/100/core/10200

27/01/13
scout shut (incomp admin)
1 healer (2 total)
1 cart (2 total)
1 navy (2 total)
(many high tax)
daily deficit 3 (stock 508/2k) average
1 rot (stock 507/2k)
100/97/100/core/10200

28/01/13
healer shut (good morale)
1 banner (2 total)
1 navy (3 total)
(many high tax)
daily deficit 3 (stock 504/2k) average
1 rot (stock 503/2k)
100/98/100/core/10200

29/01/13
1 banner (2 total)
1 cart (3 total)
1 navy (3 total)
(many high tax)
daily deficit 3 (stock 500/2k) average
1 rot (stock 499/2k)
100/96/100/core/10200

30/01/13
scout shut (incomp admin)
2 banner (4 total)
1 navy (3 total)
(many high tax, don't understand alliance enweil)
daily deficit 3 (stock 496/2k) average
1 rot (stock 495/2k)
100/98/100/core/10200

31/01/13
1 banner (4 total)
(many high tax, draconic order support)
daily deficit 3 (stock 492/2k) average
1 rot (stock 491/2k)
100/97/100/core/10200

01/02/13
1 banner (5 total)
1 cart (2 total)
(many high tax)
daily deficit 3 (stock 488/2k) average
1 rot (stock 487/2k)
100/94/100/core/10200

02/02/13
scout shut (incomp admin)
healer shut (good morale)
1 cart (2 total)
(many high tax)
daily deficit 3 (stock 484/2k) average
1 rot (stock 483/2k)
100/95/100/core/10200

03/02/13
1 banner (4 total)
(many high tax)
daily deficit 3 (stock 480/2k) average
1 rot (stock 479/2k)
100/91/100/core/10200

04/02/13
1 scout (1 total)
1 cart (2 total)
(many high tax, don't understand alliance enweil)
daily deficit 3 (stock 476/2k) average
1 rot (stock 475/2k)
100/93/100/core/10200

05/02/13
1 cart (2 total)
1 navy (2 total)
(many high tax, draconic order support)
daily deficit 3 (stock 472/2k) average
1 rot (stock 471/2k)
100/95/100/core/10200

06/02/13
3 scout (3 total)
1 healer (2 total)
2 banner (3 total)
(many high tax)
daily deficit 3 (stock 468/2k) average
1 rot (stock 467/2k)
100/97/100/core/10200

07/02/13
3 scout (6 total)
healer shut (good morale)
1 banner (4 total)
(many high tax, don't understand alliance enweil)
daily deficit 3 (stock 464/2k) average
1 rot (stock 463/2k)
100/94/100/core/10200

08/02/13
2 scout (6 total)
(any high tax)
daily deficit 3 (stock 460/2k) average
1 rot (stock 459/2k)
100/93/99/core/10200

09/02/13
scout shut (incomp admin)
healer shut (good morale)
2 cart (2 total)
(many high tax)
daily deficit 3 (stock 456/2k) average
1 rot (stock 455/2k)
100/93/100/core/10200

10/02/13
2 scout (7 total)
(many high tax, draconic order support)
daily deficit 3 (stock 452/2k) average
1 rot (stock 451/2k)
100/95/100/core/10193

11/02/13
1 scout (7 total)
1 healer (1 total)
2 banner (3 total)
1 cart (2 total)
(many high tax)
daily deficit 3 (stock 448/2k) average
1 rot (stock 447/2k)
100/95/100/core/10200

12/02/13
1 scout (6 total)
1 cart (3 total)
1 navy (2 total)
(many high tax)
daily deficit 3 (stock 444/2k) average - rot stopped...
100/91/100/core/10200

13/02/13
scout shut (incomp admin)
healer shut (good morale)
1 banner (3 total)
(many high tax, don't understand alliance enweil)
daily deficit 3 (stock 441/2k) average
100/90/100/core/10200

14/02/13
1 scout (4 total)
(many high tax)
daily deficit 4 (stock 437/2k) average - greedy bastards ate more? slightly below average? or those 180 men passing through? (in addition to militia)
100/90/100/core/10200
sunset... 100/80/100/core/10200.... 50 mobile left, same militia, add a chunk of 80 undead that must have spawned at turn change... or after turn change via scroll... drop of 10% via the act of spawning?

15/02/13
1 scout (3 total)
1 banner (3 total)
1 navy (3 total)
(many high tax, draconic order support, don't understand alliance enweil, war/looting)
daily deficit 3 (stock 434/2k) average - similar mobile as yesterday... guess it was slightly below average production yesterday...
99/78/99/core/10199 (1 fled war to athol margos)

16/02/13
(many high tax)
daily deficit 3 (stock 431/2k) average
99/86/100/core/10199

53
Feature Requests / Re: Enable priests to see local Lord's faith
« on: January 03, 2013, 06:13:46 AM »
i suppose i could see a benefit to sticking it in play-religion.php as well.

eg..
There are ca. 9140 believers in your faith Draconic Order in this region. That's about 89% of the population. The local lord follows <whatever religion/none of the established faith>. <---

Temples in this region: <-- can't remember if this bit list out all religions or not.

    small temple of Draconic Order

There are also 2 shrines of your faith in this region.

54
Feature Requests / Re: Enable priests to see local Lord's faith
« on: January 02, 2013, 07:43:35 PM »
... isn't that already shown in regiondetails.php  religion tab?

i mean.. back in that thread, there was a bug where everyone can see the lord's faith (in the aforementioned tab), aside from the priest. that has since been fixed... at least within own realm for certain. (my priest is a priest lord.. shouldn't think being a lord gets to see extra?)

55
Feature Requests / Re: food breakdown tool for lords/stewards
« on: December 31, 2012, 09:57:26 PM »
double check with the numbers i sent you earlier
they are the correct numbers with and without militia.

56
Feature Requests / Re: food breakdown tool for lords/stewards
« on: December 31, 2012, 06:35:31 AM »
... market? eh... what if you are not at the market? (didn't actually remember it gives that at the market)
there's also the business with militia/units in the region. which can skew things a lot.

eg.. it states avengmil produces 19 and consumes 21 = -2 a day
but because militia takes a minimum of 1, it's actually -3 a day... big difference for any long term tables.


or for that matter.. rots. avengmil has 2 rots a day compared to the 3 consumed! though i know the rot will stop when stock dwindles to around 300 odd (or a bit more) out of a warehouse of 2k..

----
similarly.. "winter ends in X days" appears in play-info.php but not anywhere in command.php

57
Feature Requests / food breakdown tool for lords/stewards
« on: December 30, 2012, 10:04:24 PM »
Title: food breakdown tool for lords/stewards

Summary: basically, give a version of what the banker/duke have to the lords/steward inside the game.

Details:
banker has some sort of tool that lists food consumption/production
duke has some sort of tool that lists food consumption/production
lord/steward has nothing. just a daily deficit/surplus, which is useless for long term planning without knowing actual consumption/production. yet they are the ones who have to deal with food 1st hand.

this is especially true for dwi/fei where there are season variations.

now.. i know wiki does mention the relationship between food produced and food number in regiondetails.php and that most people use 500 peasant = 1 food to do their calculation, it would be most helpful not to have to whip out the calculator to diy.

i suppose the basic thing to do is this.

take this statement in the daily report (eg.)
Todays harvest could not cover the consumption. 3 bushels were taken from the granary.

put something like it in the command menu.. say.. call it food report or whatever the equivalent duke/banker thing is called

but break it down and say:

today's food breakdown or some such
production - X bushels
consumed by peasant - Y bushels
consumed by militia/armies - Z bushels
net surplus/deficit - W bushels

anything else is a bonus. (but... do at least list out the variation % for different seasons, it's not a secret as it's in the wiki already: 25% for winter, etc)

58
Development / Re: Sea Travel Feedback
« on: December 26, 2012, 08:52:37 AM »
is that realm at war with yours? (or is it sympathy based as well?)

59
Other Games / Re: Crown of Conquest
« on: December 24, 2012, 07:31:20 AM »
they don't always find anything... or it might be on the other side of the map..

60
Feature Requests / Re: Tweaks for the acquisition of starving regions
« on: December 23, 2012, 06:58:26 PM »
this was mentioned ages ago.

the election thing.... just give the key to the granary to the banker when there isn't a lord or steward.

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