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Author Topic: kingdoms: web-based RPG  (Read 132864 times)

Crowe~

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Re: kingdoms: web-based RPG
« Reply #1065 on: January 01, 2015, 11:58:19 am »

Whats the max party size btw?
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Arx

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Re: kingdoms: web-based RPG
« Reply #1066 on: January 01, 2015, 12:16:19 pm »

I think it tops out at eight in one place. There's no total cap as far as I know, with parties like StormTroopers at three-fifty characters.

I should probably find some non-lethal way to train my priests up, and maybe add a new one while I'm at it.
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Zangi

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Re: kingdoms: web-based RPG
« Reply #1067 on: January 01, 2015, 12:17:41 pm »

8 in the party, 8 in a Garrison, 7+1 Mayor when controlling a town, +100(?) in the streets and +100(?) in the Inn... till you can't afford it anymore, then they get shoved into the streets.
Also... I reckon unlimited in the Graveyard/Buried across the land.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1068 on: January 01, 2015, 12:20:16 pm »

8 characters per party.

I just started a temp party to test the viability of a 5 dwarf priest start. Started with max con+div, and the rest of the points in agi for defence. First thing I did was buy 2xchainmail + a longsword and two cloth helms. Put the armored priests in the front, and the others in the back. Paced out the starting offensive spells and used the town healer once spells ran out. They were managing to knock out stacks of 7-8 ferrets, it was close a couple of times but no-one died, and they're safely on the way to level 2, with enough spare money now to outfit the entire unit in chainmail. Ok disbanded the temp party. One party is time-consuming enough.

You definitely need at least 2 priests, because some high-level monsters like wraiths can take a lot of HP off weaker characters. Don't put all your eggs in one basket in other words. I have 3 priests, 3 archers and 2 warriors.

Ideally if I was starting again, I would have started with 2 warriors + 3 priests, then recruit another warrior right away, and then two archers (they train up faster and are less squishy than the others plus need money for arrows, so it's more viable to train them later). Once the priests are level 8, I'd put one priest into a garrison, and use him/her just for churning out scrolls.
« Last Edit: January 01, 2015, 12:27:52 pm by Reelya »
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Arx

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Re: kingdoms: web-based RPG
« Reply #1069 on: January 01, 2015, 12:22:53 pm »

I'm currently running a warrior, two archers and two priests. It works quite well, but the priests are under-leveled.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1070 on: January 01, 2015, 12:29:29 pm »

You should recruit more guys. It increases your potential XP per turn even though XP is more spread out per person. Also, long battles take more turns, so more guys attacking saves turns. Grab a second warrior, another priest and either a mage or archer.

Plus, with more guys and faster battles you'll take less hits, saving on money and spells for healing and repair in the long run.
« Last Edit: January 01, 2015, 12:32:31 pm by Reelya »
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Arx

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Re: kingdoms: web-based RPG
« Reply #1071 on: January 01, 2015, 12:32:43 pm »

My last experience of a mage was terrible squishiness and marginal utility. I'll probably add another archer instead.
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Alev

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Re: kingdoms: web-based RPG
« Reply #1072 on: January 01, 2015, 12:51:40 pm »

I'm the Cobalt Coaster in this. Level 1, still.
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Crowe~

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Re: kingdoms: web-based RPG
« Reply #1073 on: January 01, 2015, 12:52:26 pm »

Nice info all.

What is the actual combat difference between a warrior and a priest discounting the spells? If they have the same HP/DEF/ATK/ITEMS will they perform the same or do the warriors get hidden combat bonuses like the archers multi-attacks? Do the warriors get more HP/CON/LV then the priest or is it purely tied to the CON stat only.

Also mages - do they have any must have spells like the "Portal" (Where does portal take you to? Dungeon Entrance?)
Hmm, questions questions....
 

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Arx

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Re: kingdoms: web-based RPG
« Reply #1074 on: January 01, 2015, 12:54:10 pm »

I think warriors get more hitpoints, attack factor, and defence factor.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1075 on: January 01, 2015, 02:49:50 pm »

Nice info all.

What is the actual combat difference between a warrior and a priest discounting the spells? If they have the same HP/DEF/ATK/ITEMS will they perform the same or do the warriors get hidden combat bonuses like the archers multi-attacks? Do the warriors get more HP/CON/LV then the priest or is it purely tied to the CON stat only.

Also mages - do they have any must have spells like the "Portal" (Where does portal take you to? Dungeon Entrance?)
Hmm, questions questions....
Warriors get essentially 'free con for HP' in that they gain more HP when they level beyond what their con should provide.  They're naturally beefier.  I think they also get bonuses to attack and defense factor per level, more than other classes.  Warriors are overall just beefy.  When I'm a lot more entrenched I'll start experimenting with custom characters of different classes and see what benefits from what, but for now it's mostly conjecture.  However, the conjecture is fairly consistent with intuition - warriors are tanky, mages are squishy, etc.

Once you get a good mage up and running, they have some powerful spells.  Entangle flat prevents enemies from attacking, and Poison Blast gives you a damage over time.  Proper use of either can let a mage destroy a huge boss, while the warriors batter through the excessive enemies.  Detonate is also a must at superhigh level, as it destroys/damages town buildings and makes sieges easier.  Detonate also costs like 50,000g for the dragon's blood to cast it, though...

ArKFallen

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Re: kingdoms: web-based RPG
« Reply #1076 on: January 01, 2015, 03:14:25 pm »

Detonate is also a must at superhigh level, as it destroys/damages town buildings and makes sieges easier.  Detonate also costs like 50,000g for the dragon's blood to cast it, though...
I actually found a Detonate scroll and I doubt you will have to cast it often so there is no need to keep the spell memorized beyond a few scroll inscriptions.
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Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #1077 on: January 01, 2015, 04:50:20 pm »

What the heck? Altarwood's entry fee is now 103 gold which takes up 13 turns as work. StormTroopers is raising taxes for Staberinde ಠ_ಠ
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Zangi

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Re: kingdoms: web-based RPG
« Reply #1078 on: January 01, 2015, 05:03:44 pm »

103 gold?  I believe some of the NPC controlled ones ask for more then that...  Eh, I also seen 2 cities(Staberinde controlled) with 500 in entry fees.  Their prosperity was under 5.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1079 on: January 01, 2015, 05:03:57 pm »

Being mayor, I now see things that aren't directly visible.  Turns out, towns have a base entry fee, just the flat entry, and then pile an additional "gold per level" fee.  So entry + (gold_per_level * level) = actual_tax

Ashwood dropped to an all-time low prosperity of an abysmal 4, no doubt because I altered the economics by installing a dictatorship.  Hopefully on tomorrow's tick it'll start raising upwards.

Otherwise, anyone know just how useful a "+1 against demons" is?
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