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Author Topic: kingdoms: web-based RPG  (Read 132890 times)

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1140 on: January 02, 2015, 04:00:39 pm »

Yeah, there was some permanent stat issues when swapping equipment, but I suspected it was more visual and less mechanical.

Also, while the spread of garrisons you suggested looks good, keep in mind that cities will add territory, and sometimes we'll want to garrison over specific locations, like atop a dungeon.  I think it'll be much more an issue of getting cities, determining what the cities don't cover, adding castles to fill in the gaps, and then putting capping towers atop and around dungeons to help keep them supressed.

Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #1141 on: January 02, 2015, 04:54:05 pm »

I never knew this was a thing. :-\
Yea...  being the greedy bastard I am, I'm reluctant to share the dungeon location I'm hitting.  >.>
I've just only recently totally explored it.  I should probably map out the location of lone treasure chests rather then randomly going through the rooms based on poor memory.
Treasure locations are randomized.
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etgfrog

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Re: kingdoms: web-based RPG
« Reply #1142 on: January 02, 2015, 04:57:06 pm »

they are randomised on generation of the dungeon, however they stay the same in that dungeon while it lasts.
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1143 on: January 02, 2015, 04:57:53 pm »

I've observed chests to wander, every few days a chest or two will change location.  But it's well worth marking treasure rooms and hitting them over and over.

Crowe~

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Re: kingdoms: web-based RPG
« Reply #1144 on: January 02, 2015, 05:02:26 pm »

With regards to the garrisons and making a land grab - what is the actual benefit of having the map painted in your colour beyond prestige and bragging rights? Once you set up a kingdom do you get more money in your towns the more land you have claimed around them?
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Sartain

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Re: kingdoms: web-based RPG
« Reply #1145 on: January 02, 2015, 05:15:41 pm »

Towns and kingdoms both pull in taxes, although if I remember correctly being Ruler is more of an expense than an income. I recommend thinking of it as charity  :D
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1146 on: January 02, 2015, 05:27:22 pm »

With regards to the garrisons and making a land grab - what is the actual benefit of having the map painted in your colour beyond prestige and bragging rights? Once you set up a kingdom do you get more money in your towns the more land you have claimed around them?
I -think- that land is inhabited behind the scenes, with farmers and hunters and merchants and whatnot.  So if your kingdom owns land, they kind of 'own the farmers'.  So if your city has a prosperity of +10 based on its mayor and taxes, and is part of a kingdom that owns significant land, then it might get an extra +10 to its rating because of its ties to the kingdom.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1147 on: January 02, 2015, 05:46:19 pm »

Also, while the spread of garrisons you suggested looks good, keep in mind that cities will add territory, and sometimes we'll want to garrison over specific locations, like atop a dungeon.  I think it'll be much more an issue of getting cities, determining what the cities don't cover, adding castles to fill in the gaps, and then putting capping towers atop and around dungeons to help keep them supressed.

If you look at the existing map, there are no visible examples of another city controlling more than a 3x3 patch of land. Examples with the occasional extra square controlled look like they're from road building only. Any larger existant examples are from towers and garrisons, with garrisons controlling a 9x9 patch of land. Going by the existing evidence, the gaps will be best filled by the layout I proposed and any other layout with less garrisons will definitely leave gaps, because cities aren't that close together to ever totally fill a gap by themselves.

Towers look like they control a 5x5 plot of land. But using more towers to control the same region isn't really viable, you'd need almost 4 times as many and that's spreading existing forces a bit too thin. The cost of building isn't the deciding factor - it's putting quality characters in there to defend it. With Bay12's resources we need to maximize control of land and minimize points of failure, so it makes sense to work out the layout that gets the most land with the least number of fortresses.

And we need a reference as to whether towers on top of dungeons actually suppresses them. Though "tower" isn't the same as a full garrison, that's not incompatible with my layout. Plus, wasn't there some talk about dungeon locations not being permanent? Ensuring they're raided on a daily basis might be the best way to suppress them.
« Last Edit: January 02, 2015, 05:57:49 pm by Reelya »
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Crowe~

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Re: kingdoms: web-based RPG
« Reply #1148 on: January 02, 2015, 05:58:59 pm »

Does anyone know how the back-row penalty applies?

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Reelya

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Re: kingdoms: web-based RPG
« Reply #1149 on: January 02, 2015, 06:03:16 pm »

*probably as a penalty to the attack factor. I don't think it affects damage, if you hit. But you get bonus to your defence factor so it's good for the weaker characters and archers.

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1150 on: January 02, 2015, 06:10:02 pm »

Part of the idea was to set structures atop of dungeons and assign them to different players.  The players owning them may run through them and clear them out.  I wouldn't even mind giving people materials to construct towers and such.

Crowe~

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Re: kingdoms: web-based RPG
« Reply #1151 on: January 02, 2015, 06:12:56 pm »

Yea unless anyone knows better I was assuming its a direct minus from the attack factor.

One thing that throws me off a bit is Pikes vs Long sword.
I would assume the Pike would be nice to give a backrow priest along with a shield, so at least they can participate in battle. But a pike is attack factor 2, with backrow penatly 2, I assume equal to 0 to atk net. Were as a long sword is Atk 7 with a penalty of 4, so 3 net attack.

eg. long sword is better then Pike on backrow? ( they both dmg 8 )
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Sartain

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Re: kingdoms: web-based RPG
« Reply #1152 on: January 02, 2015, 06:19:57 pm »

Well, I got my answer as to how scribing works: You spend 1 use of a spell for scribing 1 scroll. So making a batch of portal scrolls is going to take a bit of time.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1153 on: January 02, 2015, 06:20:28 pm »

Part of the idea was to set structures atop of dungeons and assign them to different players.  The players owning them may run through them and clear them out.  I wouldn't even mind giving people materials to construct towers and such.

idk how viable it is in the long term for players to be assigned specific dungeons, to the point they built and occupied a particular tower there. Generally, you'd only be raiding a level 1 dungeon for a week or so, max before really needing to move on to level 2 dungeons etc. And it's better if players have quests for the dungeon they're hitting. That way even if it's cleared out then you get the quest bonus if not so much action. Maybe just a list of players vs dungeon they're assign to would do. We can't stop non-Bay12 players from raiding the same dungeon anyway, and when they want we can change the list to assign them to a better dungeon.

Well, I got my answer as to how scribing works: You spend 1 use of a spell for scribing 1 scroll. So making a batch of portal scrolls is going to take a bit of time.

Remember scrolls can be made and sold. I sold some to the shop in waspnesse. Currently there are 4 scrolls of portal on sale here for $132 each in the first shop. The interesting thing is that I distinctly remember selling the shop 4 scrolls of different types, but at the day rollaround, they've morphed into 4 scrolls of portal, and they've been stacked, something I couldn't get the ones I made to do at all. It might be a consolidation feature of the code that's meant to clear up similar shop items.

I might play around with this to work out the "rules" behind this silly "feature". Maybe they morph into the first scroll you sold, or maybe it's based on the lowest ID number / first created. But yeah, it should be possible to make a whole batch of heal scrolls, sell them to a shop along with one earlier made portal scroll, and they turn into a huge stack of portal scrolls, as long as your willing to pay cash to get them.
« Last Edit: January 02, 2015, 06:31:20 pm by Reelya »
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Sartain

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Re: kingdoms: web-based RPG
« Reply #1154 on: January 02, 2015, 06:41:52 pm »

I was just thinking doing it the old fashioned way but I suppose gratuitous exploitation of the limitations of the code is also an option... :)
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