Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Anaris

Pages: 1 ... 359 360 [361] 362 363 ... 393
5401
This Forum / Re: Announcements discussable
« on: July 04, 2011, 10:36:18 PM »
Um...

So now how are those of us who are actually intended to be able to make announcements supposed to do so?

5402
Development / Re: Retention Revisited
« on: July 04, 2011, 04:05:40 AM »
I reiterate, if there are no major complaints to this idea, why isn't it happening?

Because feature requests have to be implemented by people, not magic fairies?

5403
Development / Re: Taking new regions becoming historically harder
« on: July 04, 2011, 03:59:13 AM »
What's the ETA to not having any knights not ruin your hopes of your region ever quickly recovering anymore?

New estates. We're working on it, but no ETA.

5404
Development / Re: Fresh Code Updates
« on: July 03, 2011, 01:51:55 PM »
It's supposed to be 75% the number of hits, representing the archers having to be extra-careful to avoid hitting their friends.

Those numbers are definitely screwed up.  I'll have to check the code.

Thanks for this feedback.

5405
BM General Discussion / Re: Council positions and assasinations
« on: July 02, 2011, 04:12:03 PM »
For those who don't know, this dates back to ~2004, when Enweil took it upon itself to eradicate all Tyrannies on Beluaterra.

Then they started going after monarchies.  They parked a huge army next to Old Grehk's capital for several days before finally relenting (I don't remember the reason, if I ever knew it).

5406
BM General Discussion / Re: Council positions and assasinations
« on: July 01, 2011, 06:58:48 PM »
Oooh, except some rulers.  Thank you for clarifying! :)

You may want to consider changing (shortening) the wounded period for position loss *if* you want it to occur.  I have seen someone lose their position due to wound timeout exactly once in my total 3 and a half years of playing BM.

For a very long time, it was nearly impossible for any wound to trigger the wound position timeout.  That changed last year with my implementation of the new wounding system.  I have now seen several characters affected by it.

That's not to say it will never be tweaked; like many aspects of the game, it bears paying attention to, and having its knobs turned if things aren't quite in balance.

We do want people to lose their positions from wounds, and it does happen—the question, of course, for both of those, is how often.

5407
Feature Requests / Re: Separate Rogue Realms
« on: July 01, 2011, 06:54:52 PM »
No, that's not true. The monsters were controlled by a sophisticated neuro-implant system that self-destructed whenever a monster was killed so that the humans couldn't find it. The undead were animated by nanomachines that used the bone structures of the dead. The invasion was basically a proxy war for 3 alien species--the monster-controllers, the nanobot makers, and the daimons, who actually fought as themselves.

That's as may be.

But OOC, they were controlled by actual people.

They are totally separate from the regular rogue undead & monsters, and anything learned about the one cannot be reliably applied to the other.

5408
BM General Discussion / Re: Council positions and assasinations
« on: July 01, 2011, 06:32:45 PM »
For serious wounding by an infiltrator, Council positions are lost instantly, except the Ruler position in a Monarch, Theocracy, or Tyranny.

All positions can be lost if the character remains wounded for long enough, from any kind of wound.

We know that there is a certain amount of inconsistency in how wounding is treated.  We intend to clear it up, but due to the way the code in these situations works, it's not as simple as it sounds.

5409
Helpline / Re: Adventurer bounty payments
« on: July 01, 2011, 02:52:45 PM »
As I understand it, it pays out based purely on your kills.  So if there's 10 gold in the pot or 1, it pays out the same amount when you kill a "large warband" of monsters.

The exception, of course, would be when it's got too little to pay out the required amount; then it will simply empty itself and pay you the last dregs.

5410
Newbie Board / Re: Making a Game Account.
« on: July 01, 2011, 01:30:40 PM »
Err...wait.  That last might be completely wrong.

Please log out of the Core, then log back in.  If you still see the Register button, try clicking it again.

5411
Newbie Board / Re: Making a Game Account.
« on: July 01, 2011, 01:28:36 PM »
OK, you should see three buttons next to BattleMaster in your Core account: Login, Link to Core, and Register.

What you just pasted could only have occurred if you clicked Login.

Please click Register.

5412
Newbie Board / Re: Making a Game Account.
« on: July 01, 2011, 12:57:23 PM »
No, I'm afraid that link is useless to anyone but you.

I need the copy & paste from View Source to be able to figure out what's going on.

And no, there is no other way to create an account.  Having accounts created through the Core solves a whole package of problems—when it's working.

And it's usually working...

5413
Feature Requests / Re: Separate Rogue Realms
« on: June 30, 2011, 10:35:18 PM »
So you say that peasants just sit around and do nothing when they get eaten? :P

No, that's meat that fights back.

Important difference.

5414
Feature Requests / Re: Separate Rogue Realms
« on: June 30, 2011, 09:07:23 PM »
But wouldn't they eat each other? It's lower brains and rotten meat, sure, but are you gonna do when there's no fat jolly peasants around?

Undead don't eat brains.

Monsters don't eat bones that fight back.

5415
Helpline / Re: Archer targeting weirdness
« on: June 30, 2011, 07:55:34 PM »
Is there anything I can do to lower the chance of my archers running from the field? (Besides infantry, of course.)

Keep their morale up.

Pages: 1 ... 359 360 [361] 362 363 ... 393