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Messages - Andrew

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Creating Might & Fealty / Re: travel dates and battle timers
« on: August 08, 2017, 11:32:24 PM »
Yep, PHP, with small bits of JavaScript on certain pages.

General Discussion / Re: Things to Do
« on: August 08, 2017, 11:31:17 PM »
So, if these become actual interactive npcs on the map though and follow travel rules, it might not be so bad if they are sent longer distances. Some unorganized soldiers on tree road make for a good target. :)

Creating Might & Fealty / Re: travel dates and battle timers
« on: August 08, 2017, 04:43:28 PM »
I can't promise that it'll be a priority, but it's feasible that we could do something similar.

The game already has an existing system for detecting contextual things for linking or converting. Something to think about.

Creating Might & Fealty / Re: Top Level Position Types
« on: August 08, 2017, 04:03:24 AM »
This is up on testing as of last night. Any comments or concerns would be appreciated.

Test server:

General Discussion / Re: Things to Do
« on: August 06, 2017, 04:08:18 PM »
I've warmed up to it, actually.

Creating Might & Fealty / Re: Top Level Position Types
« on: August 06, 2017, 12:59:13 PM »
The first iteration of this is going to be loaded to testing tonight, if anyone is curious what I had in mind.

Creating Might & Fealty / Re: Slumbering nobles
« on: August 03, 2017, 12:22:04 PM »
Please explain, and/or give examples. Of the dead being contactable that is.

The reason you can't search for them though? Because there are thousands of characters and limiting the results to those that are living makes things faster.

Adding an option for searching the dead though, could be worthwhile. On the flipside, part of the fun is things being lost to time, and I think this encourages that.

Creating Might & Fealty / Re: travel dates and battle timers
« on: August 03, 2017, 12:19:20 PM »
All times in game are in server time. Right now that's GMT+1. After August 19th, it'll be GMT-6 (or sometimes 5, because Daylight Savings). Everything that says it'll end at HH:MM on date? Server time.

Honestly, if we standardized these, I'd rather we make it something a player can toggle. So things will either say timestamps or game dates. That'd require some functionality that doesn't presently exist though I think. That said, making them display both should be hard. The server itself does everything in full timestamps anyways.

Roads do have an effect but this is NOT reflected on travel estimations. For the record, high quality roads are up to 50% faster. :)

Creating Might & Fealty / Re: Slumbering nobles
« on: August 03, 2017, 04:26:56 AM »
Slumberers as an xp farm is being killed in the code.

Removing them from the main contact list is on my to-do list. Mind you, they'd still be accessible, but as a separate list, ideally.

I won't remove them from the map though. I may however add in code to easily capture them for relocation.

General Discussion / Re: Things to Do
« on: August 02, 2017, 12:02:25 AM »
The derailment of this topic from the outset is annoying. I ask for ideas on other things people would like to do in game, specifically asking those who want to play more than a few minutes a day, and the entire topic devolves into an argument about how you can't play in a few minutes a day or how everything is wrong with how you strategize.

So, let's try this again.

For those of you who would want to have more things to do in game, what are they?

General Discussion / Things to Do
« on: August 01, 2017, 01:23:03 PM »
So, I'll admit, I'm still with Tom on keeping M&F a game that you can actually play in a few minutes a day. But, I understand there are people who want more things to do in game.

So, lets hear some ideas.

General Discussion / Fixing Evasion
« on: August 01, 2017, 01:16:00 PM »
The evasion mechanics are broke, and I took some time to look at the code for how this works and think I have a decent understanding of it.

Since battle isn't my forte though (I'm more a builder/roleplayer), can someone run me through what actually happens and what the problem is.

After that, lets take a moment to figure out how to fix it. I'm pretty sure I've got an idea, but I need to make sure we're all on the same page on this.

General Discussion / The Value of Experienced Soldiers
« on: August 01, 2017, 01:10:14 PM »
So the topic was brought up, and discussed, and eventually derailed, but how do we make soldiers valuable in and of themselves?

Higher experience troops should have value more than just doing slightly more damage. I'm toying with the idea of making them SLIGHTLY more survivable, but part of me likes the fact that a recruit, a veteran, or a first one all take a serious wound when they take an arrow to the eye.

We could expand the existing capture system for first ones to include more experienced soldiers, maybe assign them ranks based on experience gained, and make it so that you can store prisoners in cities (something I was already debating). You could then use them as bargaining chips between realms.

General Discussion / Re: Soldier Experience
« on: August 01, 2017, 01:06:26 PM »
Guys, stop. You're just feeding each other's arguments at this point.

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