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Topics - Huntsmaster

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Rage Zone / Joining battles inside walls
« on: June 12, 2015, 04:11:00 PM »
So this bug is apparently still not fixed?


http://mightandfealty.com/en/queue/battle/7317


was between two of us, inside a wall (manned with militia, even). Troops were 210 v 114. Now it's 4 v 1, with 3 characters coming from outside the walls. Troops now 210 v 490, and 150 of my mercs are about to disappear because 3 chars abusing this bug pushed the battle resolution past the start of the week. Awesome.


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Conduct & Design Discussion / Regarding resources and armies
« on: January 28, 2015, 07:35:33 AM »



Tom,


If you're looking at a resource rebalance, you might consider adding "supply" requirements for militia.


I don't see any good reason that a herd of heavy cavalry should be stationed in a city, counting as half a peasant and eating only 1 food with no need for resupply. I realize this makes things more complex, but I would really like to see some additions to resource consumption on this end. Something like: horses consume an additional 1 food over their rider, and other equipment requires metal/wood/goods supply at some fraction of the initial resource cost (or has a chance to be "lost"). I think this will help on two counts. First: making wood/metal more attractive to trade. Second: putting additional costs on maintaining large standing armies in peacetime, and increasing that cost relative to the army's capability.




In wartime, people tend to keep their troops moving, which would make this concept more difficult to implement (maybe a logic test- if you have "Enter Settlement" privs in the region you occupy, then your troop pulls from that settlement?) This keeps camp followers viable for foriegn resupply whenever that is implemented, but probably too much complexity for a first pass.


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Conduct & Design Discussion / These new archers, though
« on: December 19, 2014, 05:33:43 AM »
I mean, I'm real happy that I trained a whole bunch of longbows back in the day, but I think they might be a little overtuned now. I went from 50 archers scoring 80% hits without a single wound to scoring 80% hits and killing 30%.


Opponents were medium and heavy infantry and cavalry. Scale+shield is around 20% death + 20% routed vs longbows. Chain fares better, but still around 10% based on what I'm seeing. Even shortbows shred medium foot (haven't tried them on heavies). All my archers are below 40 xp (most below 20) so that should be only a minimal factor.

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Conduct & Design Discussion / Unable to leave ship
« on: March 29, 2014, 11:08:12 PM »
Details are on the bugtrackers, but the short version is that I took a ship ride, hit land, and now am unable to move in either sea or land travel.

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Conduct & Design Discussion / New takeover bug
« on: March 21, 2014, 10:52:51 PM »



I'm creating a bug report for this as well.




Recently, character 665 spawned in settlement 1677, taking my offer of 5 spearmen. He then immediately attacked the settlement.


He lost the battle (I did not have a character there, but do now, and all of my militia report that they were victorious, while char 665 no longer has any troops).


He was able to enter the settlement despite apparently losing the battle, and then started a takeover. He was also able to change workforce numbers, setting 100% of available to work, as soon as he started the takeover. I was able to correct this before the turn rolled, but this doesn't comfort me.


6
Helpline / Freshly broken docks
« on: March 12, 2014, 04:40:28 PM »
Attempting to embark in settlement 1613 gives the old error that attempting to build docks gave:


Quote
Error
Invalid Polygon Point value of type "array"

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Conduct & Design Discussion / Feature request: named trades
« on: March 07, 2014, 05:58:21 PM »
I assume every trade between settlements already has some sort of database number. I propose adding an editable text section like we have for roads and features already.


Here's how this looks:


One of my vassals took over a dense forest and wrote back exclaiming over the fabulous mead produced there. I asked him to send a sample back to the County seat, which we RP'd, and now I'm asking him to fulfill an ongoing supply of 10 barrels (10 Goods). I would *love* to have things like this able to be labeled. I know we could just RP everything here around the actual trade, but I feel like it's more of an emotional gut punch if I look at my events and see "Shipment of 10 mead from XXX stopped due to inadequate supply".

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Realms Chat / Establishing Ras Igiligili
« on: March 03, 2014, 03:30:50 AM »
Ras Igilgili spreads westward across Sangsu San from the Cape of Skulls on Elwailly Sea. The country is harsh; jutting headlands menace shipping to and from the mainland, while dense forested hills lead inland. Great quantities of metal have been found among the trees, and the trees themselves are tall, old, and wide.

Hamad Huntsmaster, second of a second, and now master of all he held in trust for High King Jason. Mortals, excited by the knowledge that he brought, flocked to the Golden Crescent even now to build the woodmills and mines that his visions demanded. The docks at Zubarah are busy planning out new hulls, while pearl divers hawk the treasures yielded by the wide, sheltered bay.


 Hamad turned to his scribe. "Send word. We have found land to make a life here. Oh, and add another complement of spears at the port. That last troop went to my newest vassal."

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