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Messages - Anaris

Pages: 1 ... 375 376 [377] 378 379 ... 393
5641
Helpline / Re: caravan trades
« on: April 27, 2011, 04:45:27 PM »
Automatic offers are meant to be more or less a baseline.

If you have an automatic sell offer set at 1 gold per 100 bushels, then no manual offer you set up would ever be used.

It is intended that manual offers supersede automatic offers.

5642
Helpline / Re: Change army banner(was confused all ok now)
« on: April 27, 2011, 02:28:42 PM »
Oh, I thought individuals could have different banners, ok was confused, ignore this.

Then it wouldn't be an army banner, now would it? ;)

5643
Helpline / Re: Change army banner
« on: April 27, 2011, 01:38:27 PM »
How to change my IG army banner?

Are you the sponsor?

5644
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: April 26, 2011, 05:47:40 PM »
I agree, i always wanted to see Twainville civilized, and all that precious food production to the west of it.
Perhaps now is the chance.

Only if you and Aurvandil can make peace...

...and fight off the monster hordes.

5645
BM General Discussion / Re: Perdan's Capital Change
« on: April 26, 2011, 05:46:37 PM »
Maybe a rule change should be placed into effect that after a war begins you may not change your capital unless it is lost?

This would not prevent some of the most egregious abuses I have seen.  Luz de Bia moved their capital to Grehk, directly adjacent to Riombaran territory, and a few weeks later, once they had fully fixed the region damage, they declared war.

Their ruler was lightning bolted for this.

5646
BM General Discussion / Re: Perdan's Capital Change
« on: April 26, 2011, 05:44:20 PM »
I believe you already can't change your capital during war.

This is not true at all.  You can change your capital any time you hold a city other than your capital.

5647
Feature Requests / Re: search for a region on map
« on: April 26, 2011, 05:39:38 PM »
This would, indeed, be something useful.  Ideally, it would be combined with an enhanced dynamic map...

5648
Development / Re: Special Forces, underpowered?
« on: April 26, 2011, 05:38:36 PM »
That isn't a SF problem. The problem here is that ranged SF seem to use Mixed Infantry AI

This is correct.  All unit types with ranged attacks that are not archers use the same AI.

And it needs work ;)

5649
Helpline / Re: Killed - Dead - Dying?
« on: April 25, 2011, 09:59:14 PM »
This should be fixed with the latest updates.

5650
No, we're not going to hire coders in India.  Remember, the only money that gets spent on BM is the money for the server.  All of us work volunteer.

Anyway, that's not the problem.  The problem is that the framework we were working with seems to have some bugs in it.

5651
Wiki / Re: Has information been deleted recently?
« on: April 25, 2011, 07:55:16 PM »
I'm not sure, it just seams over the years more and more information just seams to have vanished.

If you can point to something specific, maybe we can help you.

If not...well, we promise that there is no policy to delete information that you might find helpful ;)

5652
BM General Discussion / Re: Perdan's Capital Change
« on: April 25, 2011, 03:41:46 PM »
If you think that something might have been done that violates the rules/Social Contract, contact the Titans.  That is exactly what their purpose is: to make decisions about what violates the rules.

If we had to be 100% certain that something violated the rules before we contacted the Titans, why would they even have a "reject issue" button?

5653
Development / Re: Special Forces, underpowered?
« on: April 23, 2011, 03:28:36 PM »
I know that the Barony of Makar has two special forces. One has a cavalry charge, so I guess they are special cavalry, and the other...ah, I forget. I think the Mystic Monks may have an artillery feature that does extra damage to fortifications, maybe.
One center I know about provides berserkers. Their damage output increases greatly as the battle progresses.

OK, well, can you document these effects?

It's important to be able to isolate and verify the special abilities.  Otherwise it's all just rumours and guesswork.

Also, it would be extremely useful to know just what, precisely, their effects really are.

5654
Feature Requests / Re: Improving Combat Round...Something
« on: April 22, 2011, 01:43:36 PM »
Also because of the round based combat, there can be situations where you have 50 men and would retreat if you have 10 or less men. At the end of a round though you have 11 men left, and so the next round your whole unit gets crushed. A system that I think could fix this would be that you retreat mid casualties.

So you're supposed to retreat after the eleventh man gets killed, but before that same sword swing can kill the guy next to him?

Or between when one arrow hits, and when the arrow next to it hits?

It doesn't work that way.  The battlefield has way too much chaos, too many things happening at once, to be able to carefully say, "OK, retreat now" between one casualty and the next with precision.

5655
If you have cavalry, your captain will know how to command cavalry.

You really don't want him commanding archers.

"All right, men, now CHARGE!"

"Um...are you sure?"

"Don't argue with me! I know what I'm doing! I commanded cavalry in the Great War before you were born!"

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