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General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« Last post by Andrew on April 05, 2018, 01:39:17 PM »
So, the consensus is that races are not something to look at right now, but perhaps down the line if we expand the map and incorporate them in a way that makes sense. I'm fine with this.

The other consensus is that cultures need to be a thing that exists in game, proper like, which I'm happy with, and a simple implementation shouldn't be hard to do. If anything though, I'll probably make it a subscription time reward rather than a spend, or possibly do both and make it cheaper if you wait.

Your input on how cultures should work in a more detailed matter would be greatly appreciated, either here or in a new topic, so I can not get too in the weeds, but at the minimum I will implement at least the following at some point: a name, an origin area, can be applied to realms, can allow new arrivals to use it, and will have settings to make certain things toggleable; This is to make it so i can implement my own dual-culture Iuna, where there's a newer culture post-cataclysm that contrasts with the old Iuna ways pre-cataclysm.

I'm also toying with make it so cultures are like ethnicities here, and characters can have certain percentages of each. Just an idea though.
General Discussion / A Discussion On The Value Of Characters
« Last post by Andrew on April 05, 2018, 01:21:19 PM »
So, Might & Fealty, is a game about characters and what they do, but we have a problem in that players realize that they're easy to make and will spam them.

I'm open to ideas on how to get players to value their characters more, and will start with proposing my own idea for how to do it.

Make it so captivity cannot be escaped by chance. Either your captor becomes captive (and you pass to the new captor) or they release/kill you. Captivity will either prevent you from killing your character, or massively up the spawn timer. The goal here is to tie up people who abuse the character setup, and at the same time, build up recognition between families and characters of those families that act in ways we want (not spamming characters to use as weapons).

Your thoughts please!
Conduct & Design Discussion / Re: M&F Changelog
« Last post by Andrew on April 05, 2018, 12:42:34 PM »
Alright, I've thoroughly concluded that this bulk updating idea was a bad one, so everything not completed is being stripped and I'm sticking to a more "release-as-ready" format for future updates. This'll mean smaller updates, but far, far more frequent. Think along the lines of the last one which took me all of like a day to implement, and many of the 1.1 items listed above which took me just hours.

This'll also mean that this topic will probably start to serve as a roadmap of future updates as well, beyond just the next version.

...and all the things about them:
  • New Feature: Places
    --You can now create "Places". Places are user-customized locations.
    --The options depend on: your character, what roles they posses, what permissions they have, whether or not they're in a settlement, and what buildings are built if they are.
    --Your ability to see a Place also depends on your permissions in relation to that place.
    --Right now, you can only edit descriptions and enter/exit them. Eventually you'll be able to garrison and build stuff at them, and they'll offer type-specific actions.
    ----This does not apply to capitals. You MUST have a capital built if you wish to edit/conduct a lot of the Realm management stuff. You must also be at the capital to do said stuff. (So if you're going to rebel, lure the hierarchy away from the capital for better results!)
    --Current types include: Academy, Arena, Capital, Castle, Cave, Fort, Inn, Library, Monument, Plaza, Portal, Passage, Race Track, Tavern, Tournament Grounds.
  • Still Needing Finished:
    --Places can be created and edited, but not entered/exited.
    --Places can not yet have permissions be managed.
    --Interactable Places list not a thing that exists yet.
    --Restrict realm-management stuff at the capital (should just be a change to the dispatcher entries for realm management.)
    --Make it so the capital Place is always buildable, regardless of subscription status.
...and all the things about them:
  • New Feature: Teams
    --Will primarily man their associated equipment in battle.
    --Teams will be regularly armed and equipped soldiers, but primarily operate siege equipment unless needs or orders dictact otherwise.
  • New Feature: Sieges
    --Sieges will be anything from encircling an unfortified village to a multi-week or month long process of sieging a larger, heavily fortified citadel.
    --Sieges will, if they fully encircle, suspend all trade to and from.
    --Sieges will optionally include siege equipment
    --Sieges will have a designated leader
    --Ranged units on both sides may opt to attack the other,
  • New Feature: Team Equipment
    --Will have varying types: Ladders, Battering Rams, Covered Rams, Siege Towers, Tunnelers, Catapults, Ballistas, Trebuchets, etc.
    --Will be manned by Teams, varying in quantity based on equipment.
    --Ranged weapons may fire during a siege or during an assault (outsiders attacking walls) or rally (defenders attacking besiegers)
    --If firing during battle, ranged weapons may hit friendlies.
    --Ranged weapons during siege itself may sometimes
  • Buildings
    --Buildings may be damaged during a siege, active militia will risk being injured if manning the walls.
  • Settlements
    --Population won't grow during a siege, or at least not at regular levels.
    --People will eat less though, as rationing is enforced (no, this won't have starvation penalties)
    --People may be killed by siege fire hitting the town itself. :'(
Version Mu: "NaN"
  • Change slumbering to be based on account rather than character last access. See:
  • Add logic to move Realm Descriptions to the DescMan via attrition? Will need either a command or SQL script eventually (command could be good practice).
  • Only display retired realm positions paragraph if there are retired positions.
  • "Edit Background" for new, unplaced chars displays "Place" for some reason.
  • Translation strings:
    -- Apparently we indicate somewhere that you can destroy roads, but I can't figure out where.
  • Spacing on capital list for settlements needs work.
  • Re-add surrendering as a character action.
  • Add option to disband prisoner soldiers, or steal their gear, or what have you.
  • Make empty moats take longer.
  • Rework full moat requirements / offer alternative moat type ("spiked moat"?)
  • Capital designation screen should tell you what the current capital is, if there is one.
  • Translation string for "realm.abolish.done"
  • Don't fire abdication message for ruler if realm is being dismantled.
  • Option to abandon settlements remotely.
  • Logic "newbackground" doesn't exist for play route. Should lead to edit history page, I think. Whatever page you go to after naming a character anyways.
  • Add a way to check heirs before inheritance to make sure they're active, otherwise, check their heir, and their heir, until one is found or none qualify. Implement this as relevant.
Code: [Select]
$heirs = [];
$bestheir = NULL;
$heirs[] = $character->getSuccessor();
foreach ($heirs as $heir) {
    if (!$heir->isActive() && $heir->getSuccessor()) {
        $heirs[] = $heir->getSuccessor();
    } else {
        $bestheir = $heir;
General Discussion / The biggest mistakes I ever made in MF are...?
« Last post by WVH on March 12, 2018, 02:42:09 PM »
Half asleep this morning, I accidentally disbanded (instead of set as militia) 330 warriors, most of them heavy cavalry.

Made me wonder what other very stupid mistakes people have made?  Anyone?
General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« Last post by Esotericus on March 08, 2018, 06:47:35 AM »
I agree strongly with both Foxglove and Ayruin, above.
Adding new races just to do so would only cause confusion, really.
There is a LOT of potential culture already existing that should be worked with and emphasized that will provide the same effect with less confusion ans potential game imbalance.
Off-topic Chat / Hello! Peeps :)
« Last post by Rolandarise on February 28, 2018, 12:33:58 AM »
Hello :)
How is everyone doing today? :)
a few photos of my dog Rosco to brighten the place up :)

Does anyone else have anyone pet pics to show? :)
Off-topic Chat / Re: Helllo! newbie on the forum!
« Last post by Cipheron on February 26, 2018, 12:10:36 AM »
Hi People!
Not long joined up! I hope "<board name>" is ok to post in, saw a few posts by <frequent poster name> and thought i could contribute here :)
I tried to reply to <thread by frequent poster> but it popped up an error, is it because i'm new? (i assume it is lol)
I'm currently watching stranger things! > <spam payload link> < mine is ALL of em lol :)
Best Regards
Off-topic Chat / Re: Helllo! newbie on the forum!
« Last post by De-Legro on February 25, 2018, 10:18:52 PM »
No dodgy links thanks.
General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« Last post by Ayruin on February 25, 2018, 10:11:01 PM »
What I think would be cool is a dynamic system. Here's a rough idea:

Have ethnic groups, derived from realms / subrealms. You can pick one as your primary identity when you spawn you character, and the realm creator gets to specify a set of (optional) bonuses and penalties for the realm. Children would be able to inherit the primary ethnicity of either parent. Possibly, allow characters to change ethnicity based on other realm memberships available to them, and based on marriage, so you can marry someone to get a new ethnicity, giving another use for marriages.

Optionally, allow each ethnic group to get certain +/- values for e.g. living in certain terrains, or for raising / leading certain troop types. I'd split terrains into three groups, mountains/hills, forests/marsh, plains/scrub, and troop ability into three groups too, archers, cavalry and infantry. So you could e.g. get a +2 in hill/mountain production and +2 in archers, but you'd have to take -1 in everything else to get that, or you can have an ethnicity that's an all-rounder. e.g. a large realm like Ascalon would probably make "Ascalonian" have the generic settings, and players could choose just to identify as "Ascalonian", but sub-realm ethnicities would be more specialized based on what terrain and resources are available to them.

I like it, but to stop the proliferation of pointless cultures I think making a culture should require a credit spend. The traits would have to be small enough to not seriously affect the game, otherwise as stated by others we will see min/maxing, but they should exist as their presence is a reinforcement of the culture, regardless of the effect they actually have in game.
General Discussion / Re: A Discussion On Allowing Non-Human First Ones
« Last post by cred 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.
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