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Messages - Anaris

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Feature Requests / Re: Priests who lead units
« on: October 04, 2018, 04:38:20 PM »
Nope. This is a primary facet of the differences between priests and other classes.

Also, it would require massive code changes to allow the game to distinguish, in all the places that matter for hours and travel, between "priest" and "priest with unit".

To put this a little in context, it would actually be much easier to create an entirely new (sub?)class that has some preaching ability and can lead a unit.

Feature Requests / Re: Feature Request: Reply to list
« on: October 04, 2018, 02:38:55 PM »
Tim, it wasn't clear if with the new reader I can still see *all* messages in one screen, and only after choose to see messages separated under categories.

OK, thanks. I've still got your feedback from before flagged to work on, too.

What's the problem with some scorched earth strategy? Thinking like a hopeless Lord losing his region, I certainly would not leave food for my enemies... or gold in the temples... I would go to the extremes of destroying the fortifications and recruitment centers, rocket-launch the taxes to the heights and cause as much damage as possible.

It is not as if historically this has never been done before...

The problem is simply that the game doesn't reasonably account for either the access to implement, nor the reaction of the peasants to such a strategy.

Feature Requests / Re: Feature Request: Reply to list
« on: September 28, 2018, 07:58:13 PM »
This is effectively underway with the experimental NewWriter. I just need to find the time to make one last pass through it and the NewReader to make sure they're not missing any important parts compared to the existing system.

BM General Discussion / Re: Lemon Fame 3
« on: September 22, 2018, 03:14:39 PM »
I just got a fame point this morning and no important thing happened except one of my character gained a point of honour from battle and the total family honour became 110.

Then something else must have happened, because there are no fame points for honour.

Feature Requests / Re: Approved: Free kegs during a festival
« on: September 22, 2018, 02:36:54 AM »
Festivals prevent accessing all kinds of services in the region.

Feature Requests / Re: Additional Line Settings
« on: September 20, 2018, 12:27:58 AM »
So basically combat code would need to be rewritten from scratch?


Feature Requests / Re: Additional Line Settings
« on: September 19, 2018, 10:13:04 PM »
To explain a little more, the combat map right now is really just a single dimension—units are X units to the defending or attacking side of the center of the battlefield. It doesn't comprehend the idea of them being also spread out in space along their line.

What I want to do is give it that extra dimension (literally) so that it can be more of a grid. That will enable a number of cool things, but I'm a little concerned about the complexity it will require for players who want to have any meaningful control over how their units use that space.

The simplest I can think of is, indeed, something along the lines of setting your unit to the Center, the Left Flank, or the Right Flank.

(Of course, it'll add a lot of complexity in the code, too, but that's my problem, not a problem I'd be handing to the players.)

I know it's probably very difficult to code as well, but specialized infantry.

Like Pikemen who take more hits from other infantry and archers, but destroy cavalry, light infantry who take less from archers but more from cav, and tank infantry who take less from all, but do very little damage.

Something of this nature (definitely pikemen) is intended to be implemented as equipment for armies at some point in the future.

Feature Requests / Re: Additional Line Settings
« on: September 19, 2018, 07:37:36 PM »
Adding flanking isn't just a matter of line settings; it's a major change to the combat code. It's something we've been considering for years, and still are. We may be able to implement something of this nature when we tackle a rewrite of the combat script, but that's beyond the current dev roadmap.

There's been some talk about this sort of thing in the past, and I'm cautiously in favour of a system of this general nature.

Feature Requests / Re: Approved: Free kegs during a festival
« on: September 19, 2018, 02:12:18 PM »
It wouldn't be too difficult to make it a one-time-per-day refill of as many kegs as you've got. I think that's the way I'd probably do it.

Feature Requests / Re: Free kegs during a festival
« on: September 19, 2018, 12:58:59 AM »
Title: Free kegs during a festival
Summary: Make refilling kegs free while a festival is being held in the region you are in.
Details: Filling kegs will cost 0 silver for the duration of the festival
Benefits: Will help people fill kegs cheaply. Also it will make festivals more meaningful than just another tool for managing region stats
Possible Downsides or Exploits: Not sure how often you can hold festivals but region lords might try to hold festivals too often.

That's really cute, I like it. Just need to make sure there's an easy way to prevent abuse.

Development / Re: Morale changes
« on: September 18, 2018, 11:22:44 PM »
So do I, but I think the numbers are still a bit low right now.

Feature Requests / Re: Feature Request: Training
« on: September 14, 2018, 07:12:13 PM »

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