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Messages - Andrew

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Helpline / Re: Regarding Subscriptions.
« on: June 19, 2017, 02:58:20 PM »
Send me your evidence, I'll look into it.

A method to properly ban people is the next thing on my todo list after I figure out why the testing server's map isn't generating properly.

I've got a few pretty good ideas, for what it's worth.

Not yet possible on the current server. Will be possible after the server move.

I've only got one thing left to do before I let Tom know I'm good to go on my end, and that's making sure the map server functions.

Creating Might & Fealty / Re: Equipment Overhaul
« on: June 17, 2017, 02:55:54 PM »
Pike: a very long thrusting spear. Generally a spear becomes a pike when it is too long to be wielded in one hand.
Halberd: consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants.
(Pulled these definitions straight from wikipedia, if you're curious)

Might even remove the halberd defensive bonus. Pikes and Halberd (and spears) will still get bonuses against cavalry, but Halberd specifically will get a bonus to force cavalry to dismount.

Creating Might & Fealty / Re: Equipment Overhaul
« on: June 17, 2017, 02:08:49 PM »
I've reordered the weapons listed above to account for relative powers.

I plan on having the higher-end of these restricted to larger settlements (4000 maybe?), which buildings that will very quickly fall apart if population isn't maintained. Mid-tier weaponry will probably be restricted to the 1500 or 2000 pop range.

Swords, of all types, as well as clubs, will also confer a small defense boost, as they can be used to block attacks more easily than other weapons. Not sure if this will result in higher defense power or be part of the hit calculation though. Depending on what weapon they are defending against, it may even result in disarmament of one side or the other.

Creating Might & Fealty / Re: Equipment Overhaul
« on: June 17, 2017, 12:39:58 PM »
Pikes and Halberds were specifically designed to make it easier to force-dismount mounted units, and halberds were also designed to offer their users some bonuses when fighting against swords in melee, hence their bonuses.

Javelins, and to a lesser degree bows, will be able to destroy shields.

I'd like to work in camels offering an initial bonus against horses, but have it be removed over time, but that would mean I have to either start tracking horses or build it into the soldier's info somehow. As for camels, I'll probably restrict them to desert, at least initially. I'm not against turning generic mount categories (horse, camel, etc.) into resources either. It'd be kind of interesting actually to have a resource that wasn't necessarily tied to a region, but required a starter stock.

Right now people tend to choose things based on what is the best. I'd like to create situations where what is "best" depends entirely on what the enemy is using. Hence pikes and halberds being able to force dismounts, ranged weapons being effective against shields, etc.

If you send me your character IDs, I can take a look at this.

Creating Might & Fealty / Equipment Overhaul
« on: June 16, 2017, 07:56:06 PM »
So, I'd like to start working on this as I'll be tinkering with how soldiers handle their equipment in the coming days anyways. This is what I'm thinking things could look like in their next phase:

Melee Items (Weapons):
  • Club - Think "improvised weapons"
  • Axe - Bonus against wood shields
  • Peasant Flail - Purely wooden, more powerful than a club. Cheap, breaks easily.
  • Spear - Bonus against cavalry
  • Pike - Like halberd, but no defense boost
  • Halberd - Mostly offensive, but slight defense boosts, bonus to dismounting targets
  • Mace - Bonus against plated armors
  • Sword
  • Morning Star - A mace with pointy bits, no more bonus, but better overall (even when accounting for the mace's bonus)
  • One-handed Flail - "Ball and chain" weapon, that can harm it's user when it misses. Powerful though.
  • Broadsword
Ranged Items (Weapons)
  • Slings - Super cheap, not very strong at all though.
  • Shortbow - Small bonus on horseback
  • Javelins - Double as a melee weapon in a pinch. No longer single use.
  • Crossbow - Single shot if mounted.
  • Longbow - Small penalty on horseback
Armour (in order of defense provided)
  • Cloth Armor - Light Infantry
  • Leather Armor - Light Infantry
  • Scale Armor - Medium Infantry, no more metal requirement
  • Chain Mail - Medium Infantry
  • Mail and Plate - Heavy Infantry
  • Plate Armor - Heavy Infantry
  • Saddle Horses - Really, more intended for work on a farm than part of a military.
  • Coursers
  • War Horses (Destriers) - More likely to survive blows
  • Camels - When we introduce larger scale deserts.
  • ?Elephants? - Very powerful, VERY dangerous.
  • Round Shield - Cheap, wood shield.
  • Kite Shield - Standard, wood shield.
  • Heater Shield - Metal shield.
  • Pavise - Bonus against ranged attacks for infantry, no bonus in melee. Infantry only.
  • Dagger - Replaces short swords
  • ?Bandages? - Increases recovery chance
I'm open to further suggestions as well, and would like to include an initial rollout of advantages/disadvantages with this, as well as having mounts be separated from general equipment.

Stories to tell / Re: The Greenwardens
« on: June 16, 2017, 04:47:06 PM »
Hm. I was thinking more leather vs chain or plate, but you're right.

I suppose a different question would be, do we want to change how we handle levied soldiers, so we differentiate between those recruited out of villages (where you're taking whoever can hold a sword) and those trained in a city (where you'd have facilities and programs to train proper soldiers)?

City training could, if people opt for actual training, take longer but train already lightly experienced soldiers, while taking raw recruits would be MUCH faster, but start soldiers out at 0.

To change the assignment of realms you need two characters in interaction range (and on the same side of walls). The other character has to be part of the realm you want to join.

That said, I will make a note that you should be able to join the realms you're already part of.

Developing Might & Fealty / Re: Javelins
« on: June 16, 2017, 04:29:51 PM »
It does not, but it's all called from the Soldier's entity file, so changing how that resolves should change it everywhere. (Around: if you're curious)

Actually, almost all of how soldiers interact with equipment is handled there, so I might do a bunch of changes to this this weekend.

Stories to tell / Re: The Greenwardens
« on: June 15, 2017, 11:40:34 AM »
Given the sheer weight of heavier armor, they'd have to consume more food in order to maintain the same level of fitness required to fight as more lightly armed soldiers. It's not a stretch.

Developing Might & Fealty / Re: Javelins
« on: June 15, 2017, 10:30:28 AM »
I don't think it'd be hard to tell the game to find the best ranged weapon, or, lulz, pick one at random.

Helpline / Re: How to Format In-Game Text
« on: June 15, 2017, 10:14:07 AM »
I knew there was one of the fields that didn't format things like all the rest, but hadn't gotten around to figuring out which it was.

That's on my TODO List now.

Stories to tell / Re: The Greenwardens
« on: June 14, 2017, 05:05:34 PM »
Soldiers (mobilized) all eat the same amount regardless.

Developing Might & Fealty / Re: Third slot overhaul
« on: June 14, 2017, 03:06:39 PM »
Hence the 9 slot system.

Dual wield? Do it.

Mounted with shield? Go.

I mean, if you wanted a halberd on a horse, who am I to say you have no style?

I'm not against penalizing combos that don't really work logically, though, like plate and bows (not crossbows), for instance.

I also would like to add more options in general, just because players should be able to flavor their soldiers to however they want.

And item durability.

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