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Messages - Anderfhstim

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1
Beluaterra / Re: Gotland
« on: December 22, 2017, 04:12:49 AM »
Still a dead realm?

2
Weird. I'm IN the US.

Obviously you are not by their standards XD!

3
Development / Re: Estate Improvements
« on: December 20, 2017, 09:11:14 PM »
Well if you are aiming to give knights more things to spend gold on and help them with RP stuff, I think these are nice. That explains why bonuses are so weak. They will certainly provide more stuff to RP about.

Hopefully we will be able to see which estate has what.

As for training ground, lets bring the cost down to 100. I don't know why I was against having a cheap academy. I must be crazy. Let's not limit the option to just swordfighting and jousting.

4
BM General Discussion / Re: Evil Realm
« on: December 20, 2017, 07:07:14 PM »
Probably. You want to stay away from super powers while you are weak. Slowly build stuff up then surprise them.

5
Development / Re: Estate Improvements
« on: December 20, 2017, 07:04:23 PM »

Smithy: 10% per week means you can't use it as a substitute for going to a city but you can use it as a FREE way to repair some equipment damage. Though perhaps instead it could just be restricted to being 5% damage repaired and only able to be used once per day instead.

--If you want it to be 5% daily, it has to be automatic. So as long as you have your unit in your region, they should automatically repair equipment. Otherwise it will be better to just pay gold to fix equipment. You are underestimating the value of time in this game. It is a turn based game and when your general orders you to refit, you can't really go back to your region and sit there to save few gold when you can just ask any council to send you gold to get your equipment fixed. This feels like a feature for peace time at most.

Chapel: Sure, keeping morale high is easy. But this is basically the equivalent of a free entertainment option and building a chapel should be quite cheap. So if players really want to build one (and a chapel is the kind of building you'd expect to have on an estate) then they'd be able to do so - equally, if they think it's a waste of money then they don't have to build one. That being said though, perhaps it might be better to have the Chapel give a smaller morale boost but also give a cohesion boost, that might be more useful.

--Wouldn't mind Chapel raising cohesion but the morale part is useless.

Training Ground: Let's say it costs 120 gold to build a training ground on your estate. That's a lot compared to the cost of a few training sessions at the academy. So the only way you'd be able to both build this and get the benefit of it is if you've got plenty of time to sit around on your estate training. And, let's be honest, how often exactly do nobles have the free time to just go back to their estates and spend weeks there? Not very often at all and never in wartime. So it's nonsense to say this would basically mean that every char started off with 40% ability. Besides, how could chars bully others just because they've got a higher skill level? It's not like you're OBLIGED to accept duel challenges or anything...

--Hope training ground also slowly trains your men and raise their training. As for 120 gold for 40%, no it is incredibly cheap compare to the amount of gold you need to spend to get both swordfighting and jousting up to 40%. It costs you 16 gold per day for more than 10 days. Hack you probably need to spend at least a month raising your skill to reach 40% for both skills. That is 960 gold if you spend a month training swordfighting + jousting with a normal tutor for a month straight.

Mill/Workshop: If efficiency never got implemented then I'd aim to implement it as part of this feature. The alternative is to go back to the idea of this improvement giving a tax income boost of X gold per week.

--Hopefully this will allow some poor knights to produce more gold by going over 100% efficiency. Maybe later on we can add something like 'manage estate' to increase the efficiency even further by being in your region working on your estate. I think efficiency has a lot of potential.

Guardhouse: How is it useless exactly? It'd mean a big saving in unit costs (even 25 gold per week is a significant difference for the average knight) and I'm not sure why you seem to think that people would only want to hang around in cities if they've got time to spare...
[/quote]

--Don't know about you but I never cared about gold to be honest. If you lack gold, you simply need to ask for more. This game doesn't give people enough gold to be self-sufficient. Gold is funneled to the top so you always need to ask for gold. Thought the current system was supposed to solve this problem we had with the old system but it failed miserably. Maybe because the system is incomplete but I also think it was just poorly thought out from the designing phase. Maybe the taxation system isn't the thing that is broken. Maybe it is region stats which were arbitrary decided by Tom.

6
BM General Discussion / Re: Evil Realm
« on: December 20, 2017, 06:49:46 PM »
Come join in Perleone! Gonna chaos horde it up!

Unfortunately I am a member of that Xavax thing Renodin is working on. Also Perleone is... kinda surrounded and weak.

7
Development / Re: Estate Improvements
« on: December 20, 2017, 06:13:09 PM »
Ah, I see.

Well, automatically taking up an estate is pretty much a no-go. There's no guarantee there will even be an estate available, and if there is, the Lord might want to pick between the estates (or even change them!) rather than just being dumped into one.

I think we could probably remove the day-long block on taking up a new estate after you step down, though. That's there to prevent some kinds of abuse involving vacating and picking up estates many times in a turn, if I recall correctly.

I agree with removing that restriction. If someone is abusing it make people report it so that person can be punished. That restriction is so annoying when you forget to leave your estate before picking up a new one.

8
Development / Re: Estate Improvements
« on: December 20, 2017, 06:03:30 PM »
Are you thinking of limiting buildings per estate by percentage, number of peasants in estate, or some combination of the two?

Basing it on # peasants is too silly. I honestly hate how BM handles population and I hope it will be completely overhauled one day.

I think this should be based on percentage. You start off with 1 free slot. For every 5%, you get 1 more slot. So there is actually some incentives on being a goddamn rural knight over a city knight for a change.

9
Development / Re: Estate Improvements
« on: December 20, 2017, 06:01:30 PM »
  • Smithy - Get your blacksmith to repair 10% of equipment damage for free (can only be used once per week) - using this shouldn't be the equivalent of having a full blown repair workshop, it should only give you a limited benefit

--Now this is a useless feature. 10% a week? That is pathetic. Why bother going back when you can just repair your equipment cheaply. I'd rather take 100% once a week over this.

  • Chapel - Hold prayers at the chapel to restore unit morale to 100% for free (takes a large number of hours) - you can already do something similar by visiting a temple of your faith but knights shouldn't be able to build temples

--Honestly, I don't see the merit of this. It is so easy to keep your morale at 100% in this game this feature is pointless.

  • Training Ground - Train your sword/jousting skill for free (equivalent to free training sessions with a Normal academy trainer) - this would only be for martial skills rather than anything else as it's not the same as a full blown academy with a wide range of tutors

-This has to be expensive unless we are planning on making all characters start off at 40% which I do not mind actually so people can't just go around bullying others after spending weeks training.

  • Hunting Chase (rural/woodland/mountain regions only) - Allows you to recruit one of your huntsmen as a scout (can only be used once per week)
  • Craftsman (townsland/city/stronghold regions only) - Allows you to get them to make two free banners for your unit (can only be used once per week)
  • Mill/Workshop - Gives your estate +15% efficiency, this means you get an extra income which your liege can tax, but it gets negated by the existing mechanics if the estate is vacated

-Pretty sure efficiency never got implemented. Unless you are going to finish it I don't see any merit of this feature.

  • Guardhouse - Daily cost of your unit is halved while you're in the same region as your estate due to being able to quarter your unit in it - if you then choose to spend your hours doing police work or whatever then that's up to you

-Kinda useless unless you have an estate in a city and has a huge unit.

10
Development / Re: Estate Improvements
« on: December 20, 2017, 03:49:29 PM »
Since you are looking for feedback here they are

Smithy - Get the blacksmith to repair 5% of equipment damage for free (can only be used once per week)

-Feels kinda unnecessary to be honest unless you are getting your own personal smithy in your estate. Wouldn't mind having one that is as good as ones in townsland. Would give you a reason to visit your region sometimes on your way back to a city or something. But maybe for free.

Chapel - Hold prayers at the chapel to restore unit morale to 100% for free (takes a large number of hours)

-Not sure you want this. I'd rather have priests get a new ability to do this to be honest. Or be able to get this from a temple building in the region you are in.

Training Ground - Train your sword/jousting skill for free (equivalent to free training sessions with an advanced academy trainer)

-Not all the way to advanced. At most they should only get a normal tutor (<40%). Also why just for sword/joust. Make it available for all.

Hunting Chase (rural/woodland/mountain regions only) - Allows you to recruit one of your huntsmen as a scout (can only be used once per week)
Craftsman (townsland/city/stronghold regions only) - Allows you to get them to make two free banners for your unit (can only be used once per week)

-Free paraphernalia isnt' a bad idea.

Mill/Workshop - Gives your estate a randomly generated extra income of 10 to 20 gold per week

-Wouldn't mind having production buildings like this. But instead of getting food directly, I'd like to see some variety. Like Mill maybe increase the food production of the region by 10%.

Guardhouse - Daily cost of your unit is halved while you're in the same region as your estate due to being able to quarter your unit in it

-Automatic policing would be nice while you are in the region to capture any suspicious character in your region.

**production buildings(maybe all of them) obviously need to become obsolete the moment estate becomes vacant

**need to think how long these buildings can stay up while the estate they are located in stays vacant. Maybe after being vacant for 3 months, all buildings should shut down.

**estate size should determine how many buildings you can have.

**building prices must become more expensive I feel. Especially for free academy. That thing needs to be expensive. At least 300 gold or more.

11
East Island / Re: The War
« on: December 20, 2017, 02:53:10 AM »
Becoming a ruler. If you step down after not ruling long enough (about 3 months, I think), you lose royalty. If you leave the realm or island, you lose royalty.
Quote from: Chenier
I'm not sure it's 90 days. Might be 90 days if you step down. I think a month is enough if you are defeated by elections. I vaguely recall it having a bunch of arcane nuances, but in some situations not being all that hard to get at all.

So who is right?

12
General Talk / Re: I'm writing a story
« on: December 20, 2017, 02:51:06 AM »
Same...

13
Looks a bit like a drug addict for some reason.


14
Development / Re: Morale changes
« on: December 19, 2017, 07:29:18 PM »
Battle Results   (5 days, 1 hour ago)
Your unit participated in a battle in Eidulb. Your scribe has written down a battle report as a Scribe Note.
The battle lasted for 1 hours.
You have gained 0 Honour.
Your captain has improved his skill level.
None of your men were killed in this battle.
Morale of your troops falls by 5 points. Combat training increases by 1 points. Unit cohesion rises 2 points.

Battle Results   (4 days, 13 hours ago)
Your unit participated in a battle in Eidulb. Your scribe has written down a battle report as a Scribe Note.
The battle lasted for 1 hours.
You have gained 1 Honour and 1 Prestige.
None of your men were killed in this battle.
Morale of your troops falls by 15 points. Your men's equipment suffers 1 % damage. Combat training increases by 1 points. Unit cohesion rises 5 points.

Battle Results   (2 days, 13 hours ago)
Your unit participated in a battle in Sabadell. Your scribe has written down a battle report as a Scribe Note.
The battle lasted for 2 hours.
You have gained 3 Honour and 2 Prestige.
You have improved your leadership skill.
36 of your men were killed and 36 were wounded in this battle.
Morale of your troops falls by 5 points. Your men's equipment suffers 5 % damage. Combat training increases by 1 points. Unit cohesion rises 2 points.

Battle Results   (13 hours, 18 minutes ago)
Your unit participated in a battle in Gelene Outskirts. Your scribe has written down a battle report as a Scribe Note.
The battle lasted for 1 hours.
You have gained 1 Honour.
None of your men were killed in this battle.
Morale of your troops falls by 1 points. Combat training increases by 1 points. Unit cohesion rises 4 points.

Battle Results   (1 hour, 12 minutes ago)
Your unit participated in a battle in Gelene Outskirts. Your scribe has written down a battle report as a Scribe Note.
The battle lasted for 1 hours.
You have gained 1 Honour.
None of your men were killed in this battle.
Morale of your troops falls by 17 points. Your men's equipment suffers 2 % damage. Combat training increases by 1 points. Unit cohesion rises 2 points.

Battle Results   (16 minutes ago)
Your unit participated in a battle in Gelene Outskirts. Your scribe has written down a battle report as a Scribe Note.
The battle lasted for 1 hours.
You have gained 1 Honour.
You have improved your leadership skill.
Your captain has improved his skill level.
None of your men were killed in this battle.
Morale of your troops falls by 11 points. Combat training increases by 1 points. Unit cohesion rises 3 points.

15
Heya everytime I go to post my imugr pic it shows thats its broken. Anything I should know?
It was broken for me as well.

That is why I put 200x200 picture on wiki and used that.

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