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Messages - Daimall

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16
Helpline / Re: Unable to construct a mine
« on: December 16, 2015, 08:49:17 AM »
[s:3082][s:3081][s:3145] Are the settlements that mines could be built with no metal in the region.

17
Helpline / Re: Unable to construct a mine
« on: December 16, 2015, 07:05:39 AM »
Its strange, I can build mines in non-metal producing hilly regions.

18
Helpline / Roads working?
« on: December 07, 2015, 08:55:25 AM »
I think the recent server move also broke the roads as it doesn't seem to matter if I'm moving over dirt or country road or even no roads at all. It still takes the same amount of time to travel to Malham Moor to Agrigentum. Unless the estimated time to travel thing is broken.

19
General Discussion / Re: Militia - Resource Changes....
« on: November 29, 2015, 11:11:42 PM »
Ok, but if soldiers starving is anyhow very much slower than settlement starving, estate can fall to ruins before soldiers feel trouble.

This looks very illogical to me, as moving troops is easy, developing settlement is not. Even if fort serves only as deterrent for first attack, that means defenders cannot actually play defensive war. They can only attack the attackers who intentionally starve them. if attacker does not want that, forts cannot be used.

Even than, if the battle outcome is even, defender's settlements will be in ruins, attacker settlements will be intact. that makes any defensive strategy more or less useless.

if attackers would have to feed their troops from their own estates, that would be entirely different, they would suffer similarly as defenders, and both strategies could be possible.

bm has great and simple way of balancing with equipment damage and need for troop payment.


It sounds as though a defensive war for you is just simply holing up in a town behind your walls until the enemy attacks you directly or go away. Think beyond that, you don't have to necessarily sally forth and beat the enemy in a field battle to make them lift "the siege" if they are not willing to directly assault your walls. Naturally with walls, you can tie down a larger proportion (quantity and/or quality) of enemy troops compared to what you have defending the town/village. Have your other realm members to go counterattack and threaten the enemy's weakly defended villages and towns while their lords are away. If its threatening enough, they may all lift the siege or at least some of them will break off, weakening their fighting power and their ability to starve your region out.


Whether or not the enemy ever directly attacks your fort, its being used in one way or another as its mere presence meant that the enemy has decided not to simply just take the easiest and most direct path, to take your town by storm and gain immediate benefits of taking the town. Its either there to make your outnumbered troops fight like lions or it buys you more time for help to arrive.


As far as I know, in real life, a pure defensive strategy of just passively manning the walls and waiting out the enemy to attack is, as you note, cannot work as, the enemy soldiers will be feeding off your lands and damaging property and disrupting commerce while the enemy's land suffer minimal damage and thus the incentive for the enemy to call off their war against you is very low. If you are relying on your mighty fortifications such as the Great Wall of China or the Maginot Line to 'win' the war for you, it just won't or shouldn't work. A war where one side can just hide behind their walls forever would make a pretty boring game and make people even more reluctant to wage war if the attackers odds are so against them.

20
Realms Chat / Re: World War 1: Hawks vs Grand Fate
« on: November 27, 2015, 08:59:36 AM »
with the upcoming changes to the militia vs resources, maybe i need to find a use for my army. seems it will soon cripple me. I am concerned about that change though, lets face it, you NEED a large standing militia in order to be able to fight any wars that happen, you cannot just recruit troops over night, so if war comes and you are unprepared in advance, you are dead.


I do have an axe to grind with Hawks i guess, but they are soooooo far away /cry
Ascalon, yeh there is room to create some conflict there, they have now expanded beyond what was previously discussed, and of course we had a skirmish before. but i still kinda like them.


I love Valens idea about a global mercenary market.
I could use that to sell off troops, depending on what the mechanics are.


Perhaps what is needed is to make training light infantry and archers drastically quicker and maybe even boost Medium infantry and crossbow training so you can quickly replaces losses in numbers (quality compared to heavy infantry ofc will be a different matter) while Heavy infantry and cavalry training time can remain the same to maintain an elite status. So make it very easy to train with an axe or a shortbow, but higher quality stuff still takes awhile to train. Thus people would be able to keep a war going and not be completely spent in the opening blow.


*Edit*


Infact I think this along with the corrected militia production change can solve most of the warfare problem!


-Too many Heavy Infantry/Heavy Cavalry is unfeasible to hold so the Lord go to war to use them.
-Suffering losses, the lord comes back to quickly train many axe/spear/shortbows to get back into the fight (Levies) while training a small amount of halbardiers/crossbowmen to be (hopefully) ready when he comes back next time.
-The Lord marches back out to battle!
-cycle repeats until peace concludes.
-Lord disbands unneeded troops back into the estate (Demobilize Levies) so to get optimal production and retrains the survivors into his new standing army of Heavy Infantry/Cavalry.
-Future wars will see lords either preemptively raising new troops before war starts or being able to quickly mobilize to respond to a surprise attack.


Also this would give more incentive to have larger population so you can have a deeper pool of expendable levies to train. However, for this to work, there maybe higher base  production of low tier weapons and armor are needed.

21
Rage Zone / Re: Bandit Shame
« on: November 16, 2015, 05:40:14 AM »
I don't think I was attacking him as soon as they regrouped, but okay then. I will leave as soon as the current battle finishes. How much time is enough time for someone to respond to a message though?

22
Rage Zone / Re: Bandit Shame
« on: November 16, 2015, 05:16:58 AM »
I am the person playing Harm, I have been RPing him as some sort of mortal defenders of the "Free" villages and the ones next to it from the depredations of First Ones. Unfortunately it seems both were taken while Harm was "patrolling" between them.


I have already established my intentions to another First One in the estate nearby and I did not do this to intentionally pick on a new character. I have sent him a message explaining my characters intentions ICly, but he has yet to respond at all.


I was planning on having my character flirt between those region until someone just smashes him, but if this is considered an abuse then I will just figure out something else.


(Edit: Don't know why the font for some words suddenly became small.)

23
Realms Chat / Re: The horror that is.....the Void
« on: November 13, 2015, 12:14:51 AM »
We've kind of tried to push for that idea in Arrakesh and the Archonian Dominate, but people are trying to play mostly paladins in shinning armors, because they know that anything dark is a great casus belli and gets you rolfstomped in no time.

That is, in my opinion, the biggest weakness of The Void. It is removed from what is acceptable to respect, so it is granted no protection. And everyone is itching to find someone unprotected to beat up.


That and the general mood of the Dominate is still in its enthusiastic phase of vigorously supporting it with the landing of a bunch of new players as Archons. New players/characters are not likely to act ungrateful if awarded and actively encouraged to such positions of power in such a short amount of time. As of now, its unlikely the majority in the Dominate would act in subverting the realm that just gave them a bunch of voice and power,  why hurt the system that just benefited them alot?

24
Conduct & Design Discussion / Re: Time determines all
« on: November 03, 2015, 08:10:51 AM »
True, though with troops being faster to train, I imagine there would be more willingness to put out knight offers and to actually outfit the knights with soldiers with more to go around and being less costly for such a troop to be griefed away from you.

25
Conduct & Design Discussion / Re: Time determines all
« on: November 03, 2015, 03:50:33 AM »
Faster troop recruiting sounds good as soldiers become more expendable and easier to replace, the more likely people are willing to go to war since losing them isn't as big as a deal like in Battlemaster.


One problem with the Levy system as cool as it is in CK2 would probably be a huge detriment to Knights as a liege would likely just give only levies to their Knights and once the war is over would just recall them from his Knight, leaving him with nothing on a character that is highly dependent on their lords anyways. Maybe there would a be certain mechanic where X number of levies stay with the knight after the war ends because they discover they like soldiering or what not.


Tweeznax has a great idea with Enforceable claims through. That would promote more interaction, even if it just simply bargaining away the enforceable claim in exchange for wealth or soldiers or equipment or what not.

26
Helpline / Re: Unable to create a file for enqueuing Message
« on: October 30, 2015, 07:45:10 PM »
Yeah, same error, unable to play my characters as well.

27
Helpline / Re: Heraldry Edit
« on: October 27, 2015, 10:26:52 PM »
Which it is? Like the name of it? Its called "Daimall Crest", recreating it on creater its more specifically "argent, a chief sable, over all , a chess rook or".

28
Helpline / Heraldry Edit
« on: October 27, 2015, 05:11:44 AM »
Hello,


I have played Battlemaster before and I have decided to jump into this one as well. I have been a F2P player all this time, but I liked BM alot and now I have disposable income I might as well donate to Might and Fealty and get a snazzy Heraldry! Unfortunately I forgot to give my Heraldry "shading" in my haste to finalize it and since I can't edit it myself, I was hoping someone can just add shading to it.

29
General Discussion / Re: Double Traits
« on: October 24, 2015, 09:22:03 AM »
Hello,


I just joined the game and the first character I created had double of the same traits as well.


http://mightandfealty.com/en/character/view/4871

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