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General Discussion / Re: The Next Big Step for M&F?
« on: August 08, 2018, 12:29:18 AM »
Gear wise, well it depends if you want to add new slots. I think swords should become backup weapons similar to short swords and maybe add an extra slot equipable with either horses or shields.

I have no problem with adding fuel as a resource neither tbh. Either from charcoal or coal mine. Maybe even replace the Goods with  since that resource is useless.

As for different metals, you can just simply have the steel and fantasy version of the weapons and armor represented in the production of the settlement.

General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« on: February 25, 2018, 08:46:15 PM »
Any player can create their own culture and have it described on their realm's page. As for non-human races, I don't know. I'd rather have a different trait system than that.

Conduct & Design Discussion / Re: Activity & Activity Buildings
« on: September 18, 2017, 10:16:27 PM »
 I like the idea of an Elder Scrolls type of progression.

As for skills, all I can think of is mostly concerning movement on the map, sight radius, administrating or taking over settlements, speeding up training if you are in a settlement,  or maybe a skill that will make soldiers consume less food or be less inclined to desert if supplies run low.

Bug Reports / Dungeon not working
« on: August 22, 2017, 10:39:17 PM »
Ok so I reached a cave near an Arescodian settlement called Ufadyssa Mun.

When I try to acces the dungeon I get a big red error message that reads like this:
Unknown "dungeoneventfilter" filter. Did you mean "dungeonEventFilter"?

Currently, there is only me and Andrew's character in it.

Conduct & Design Discussion / Re: Monsters, Dungeons, and Brigands
« on: August 04, 2017, 10:44:42 PM »
Here is what I got for now.
Ghouls . A lot of superstitious mortals consider these creatures as the reincarnation of the vengeful spirits of those who had a gruesome  death or didn't die peacefully or reconciled. They usually can be found living in forests, swamps or mountains, but they can be also seen in grasslands where there is plentiful of food. While they usually feed on various animals or the occasional unfortunate mortal that gets lost from his way in the wilderness, as their numbers grow they will start to attack the livestock in the outlined farms (you might get a messages about missing animals and weird sights and also notice a loss in food production).

If the problem is ignored, they will start attacking and killing locals and even soldiers, causing panic, loss of population  and nobody will want to work outside the settlement, negatively affecting food, metal and wood production. The level of infestation might range from small (a large pack of them in one lair) to huge (a few hundreds in one or even two lairs).

Except for their negative effect on settlements,  they are not supposed to be a formidable foe. Even a large infestation can be dealt with 150-200 good troops, as every ghoul is slightly stronger than a soldier with spear, cloth and short sword.

Hadn't really thought much about their description, except that they are vaguely humanoid, carnivorous, are very agile and fast and have large talons.

General Discussion / Re: Things to Do
« on: August 04, 2017, 09:45:15 PM »
Being able to duel with other FO, either to death or till one of the participants is wounded.
Maybe make it somewhat like the dungeon system, using or learning moves (stabbing , slashing, kicking,  shield bashing etc.).

Hunting. A less dangerous version of dungeon explorations. Various animals depending on the biome with a small chance to stumble apon a truly dangerous beast.

General Discussion / Re: A Not So Quick Question
« on: May 26, 2017, 05:09:43 PM »
Well, in light of the fact in the TODO list there is the objective for a 9 slot system , I propose a slightly more simple system: primary weapon ( axe, spear, halberd, mace, bows), secondary weapon  (swords/javelins), helmet, shield, armor, mount. And yes, some weapons should have various degrees of effectiveness depending on what they hit. For example, maces will be most effective against armored units, if not at killing them, at least at wounding and damaging their armor, cavalry with spears will get a bonus in the first melee phase to simulate a counched charge, infantry with spears/halberds will be more effective and less vulnerable against cavalry etc.

As for the economy, I agree that stone should be a resource available and that there should be individual items and not hours. Also there should be a proper taxing mechanism and gold should have more uses than just for hiring mercenaries.  For example, you can use it to fund various buildings to improve production or to motivate your builders to work faster.

Finally, there should be a duel option for FOs, either as a friendly match or a fight to the death, with a combat system similar to the one used in the dungeons.

General Discussion / Re: Update Topic
« on: November 14, 2016, 09:13:07 PM »
Lastly, I’ve been working with the BM development team when I have a moment in order to keep pushing my skills forward, and it occurred to me that the way M&F and BM handle variables and PHP is similar enough to allow us to work together and share the fruits of a joint combat system update. It’d be a level of update to such degree as to qualify as probably a total overhaul in either game, but dissimilar enough so that what works in one may not work in the other–both games track different things for groups of soldiers, for instance: BM tracks only the group, and all the soldiers in the group have the same stats, while M&F tracks individual soldiers in a group, and they all have individual stats.

That sounds great!

Realms Chat / Re: Sarantian Empire
« on: November 14, 2016, 08:44:03 PM »
Sarantium is in a coma as well. It has never been the same since the Valgerys player left :(

Conduct & Design Discussion / Re: Better Bandits
« on: November 12, 2016, 11:55:05 PM »
I want to know how you can change the bandit's background. 

Also, congrats with the testing tool.

Conduct & Design Discussion / Re: Better Bandits
« on: November 12, 2016, 10:02:02 PM »
I just noticed that more and more bandits have backgrounds and descriptions.  I thought that you can't do that.

Realms Chat / Re: Arrakesh
« on: November 07, 2016, 02:51:56 PM »
By the look of it, almost everyone in Arrakesh and Sarantium is slumbered. But the Kenos Republic looks pretty active.

Realms Chat / Re: The Kenos Republic
« on: November 02, 2016, 06:57:57 PM »
Pretty nice thing you have going on there. Too bad the south is pretty sleepy :( . Also, how is Arrakesh and Sarantium reacting to your foothold?

Dungeons / Re: Adventuring: What does it take?
« on: November 02, 2016, 06:48:12 PM »
Depends on how many people there are in the party. Speaking of which, if I remember correctly there was once a small realm solely dedicated to dungeoneering.

General Discussion / Re: The Way Ahead
« on: October 21, 2016, 06:03:54 PM »
Sounds great! Things will speed up a bit and maybe there won't be as many new players giving up on the game.

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