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Author Topic: kingdoms: web-based RPG  (Read 132568 times)

etgfrog

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Re: kingdoms: web-based RPG
« Reply #1635 on: January 14, 2015, 06:13:08 pm »

Well, after waiting till my spells recharged, I switched out to my better characters and tried raiding the town...that was a mistake, ended up almost wiping and losing 25 turns after only beating one group of guards. There was no elite guards there, but veteran guards were enough to give me large problems. I guess I wont be trying that again until I get to low 20s.
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1636 on: January 14, 2015, 06:19:51 pm »

Is construction skill necessary to make buildings?

Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1637 on: January 14, 2015, 06:21:56 pm »

Well, after waiting till my spells recharged, I switched out to my better characters and tried raiding the town...that was a mistake, ended up almost wiping and losing 25 turns after only beating one group of guards. There was no elite guards there, but veteran guards were enough to give me large problems. I guess I wont be trying that again until I get to low 20s.
Again, if you'll tell us where, I'd gladly rush my party in to soften the guards for you to come in and finish.  We have a player group, enjoy and use it.  We're not going to get anywhere if we don't help each other where we can.

Also, you cannot build towns.  Construction skill reduces the turn count needed to build structures.

Sartain

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Re: kingdoms: web-based RPG
« Reply #1638 on: January 14, 2015, 06:23:01 pm »

That should give you about 48 DEF at a guess.

My guys were 55 DEF on warriors/clerics, archers higher but they werent the problem since warr/clerics were taking the beats. I doubt ~7 DEF makes a massive difference.
What about max dmg for your weapons? Must be battle length. Do you focus fire power on one mob if they are tough ones? (very tedious - cant blame you if u dont)

I really need to start hitting more dungeons. Im running with heavy boosted standard-ID's only. Those weapons GiH and Reelya keep posting sound great.

My lowest guys have DEF 49 and 50 (mage and warrior, respectively). The rest are around 60-70. I focus fire sometimes, the problem is more the freak hits where one of guys takes 1/4 of his total HP in damage and it takes 3-4 healing spells to fix it because basically, healing spells suck. And then I'm out of healing spells after a couple of encounters. I don't really think it's a problem that's fixable other than by slowly grinding away at it until my guys have levelled up some more and have longer staying power, I just felt like complaining a bit.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1639 on: January 14, 2015, 06:24:10 pm »

Is construction skill necessary to make buildings?
Construction skill? It's not needed but it reduces the turns required. I have two level 10 Construction characters, I'll let you guys know whether or not the skills stack between characters when I get a chance to test it. I might run around and do some towers+barracks for other people later on, to give people a kickstart with garrison XP, as soon as I have my own guys with barracks.

Does anyone know offhand the material costs for barracks level 1? I'm trying to put a spreadsheet together off material costs + weights for this stuff.

btw, implemented delete/undelete for map locations, plus tidied up the icons and made them smaller file sizes (no more hotlinking). now, tents are normal garrisons, with pawn, knight, rook for tower->castle. As well as being able to write free-form notes now, I think that's pretty much everything and you guys should be able to use the site without my involvement. Oh, and I got rid of the map history when I realized Mutant backs the pics up anyway.
« Last Edit: January 14, 2015, 06:31:14 pm by Reelya »
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Wysthric

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Re: kingdoms: web-based RPG
« Reply #1640 on: January 14, 2015, 06:32:21 pm »

Is that dearth of territory in the South East a lack of towns, or just an indication that they are neutral?
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1641 on: January 14, 2015, 06:33:57 pm »

Is construction skill necessary to make buildings?
Construction skill? It's not needed but it reduces the turns required. I have two level 10 Construction characters, I'll let you guys know whether or not the skills stack between characters when I get a chance to test it. I might run around and do some towers+barracks for other people later on, to give people a kickstart with garrison XP.

Does anyone know offhand the material costs for barracks level 1?

I have at least 20 of each material at 87,78, if you want to come and help. (I still can't build the tower, I think that the level requirement is definitely not 8 )

Wood is at 13, bricks are at 27, iron at 77, and stone at about 40 or something near that. I don't know the amounts, but somebody mentioned how much it took to upgrade things.

Here it is:

yes, they will be used, I have a castle and level 4 of both market and barraks, it will take 15 Clay, 20 Iron, 20 Stone, and 40 Wood to upgrade the barraks and 20 Clay, 10 Iron, 10 Stone, 30 Wood to upgrade the market. oh, and as mentioned earlier, max level of both is 10.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1642 on: January 14, 2015, 06:36:02 pm »

I don't need to know the costs in the shop, but how much of each material the barracks level 1 requires.

Those figures you cited from etgfrog aren't for level 1 barracks either, but I'll put them in the spreadsheet for later, i think that's for level 5 barracks.

Remember there's no "give" command either, I can't construct something with your materials.
« Last Edit: January 14, 2015, 06:40:06 pm by Reelya »
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #1643 on: January 14, 2015, 06:52:59 pm »

Remember there's no "give" command either, I can't construct something with your materials.
Future Reference: You can put things in the Trade Hall for specific parties and (IIRC) for 0g.
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1644 on: January 14, 2015, 06:55:45 pm »

Remember there's no "give" command either, I can't construct something with your materials.
Future Reference: You can put things in the Trade Hall for specific parties and (IIRC) for 0g.
I was thinking about doing so in Rothaven, 3 tiles away from my location.

etgfrog

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Re: kingdoms: web-based RPG
« Reply #1645 on: January 14, 2015, 09:22:31 pm »

Well, after waiting till my spells recharged, I switched out to my better characters and tried raiding the town...that was a mistake, ended up almost wiping and losing 25 turns after only beating one group of guards. There was no elite guards there, but veteran guards were enough to give me large problems. I guess I wont be trying that again until I get to low 20s.
Again, if you'll tell us where, I'd gladly rush my party in to soften the guards for you to come in and finish.  We have a player group, enjoy and use it.  We're not going to get anywhere if we don't help each other where we can.

Also, you cannot build towns.  Construction skill reduces the turn count needed to build structures.
Yea, I guess your right.
Quote
Etgfrogs cast Farsight on the sector 97, 43. He discovers the sector has the town of Stavewilds. The mayor is currently Nenita Fralix, an NPC. The town is guarded by 18 Rookie Town Guards, 30 Seasoned Town Guards, 15 Veteran Town Guards.

I don't need to know the costs in the shop, but how much of each material the barracks level 1 requires.

Those figures you cited from etgfrog aren't for level 1 barracks either, but I'll put them in the spreadsheet for later, i think that's for level 5 barracks.

Remember there's no "give" command either, I can't construct something with your materials.
yes, it is for the level 5, I dont remember off the top of my head the lower figures.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1646 on: January 14, 2015, 09:49:01 pm »

It's probably time to start putting up towers+barracks for as many dorfs as possible, given all the empty castles these should definitely go under the radar and not get taken over. I'm not wasting time with markets though, I make $50000 a day from dungeons, so the pittance from building markets isn't worth it when I can spend that effort to get more XP. I might consider adding markets later after I've maxxed out how far barracks can go.

What's the highest barracks a tower supports? I think it's level 6?

Carcanken

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Re: kingdoms: web-based RPG
« Reply #1647 on: January 14, 2015, 09:51:20 pm »

I had just recently started playing, but i'm curious, is it possible to heal my party without having to pay the healer the majority of my gold to continue my progress?
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #1648 on: January 14, 2015, 09:52:23 pm »

3/6/10 for structure levels.  Markets are decent though for collecting gold over time.  You can just set up an array of castles and farm them for gold.

Also, the assault on Stavewilds has begun.  I took out one group, they're rough but I'm rougher!

I had just recently started playing, but i'm curious, is it possible to heal my party without having to pay the healer the majority of my gold to continue my progress?
Yes, but not at the start.  At the START, focus on your experience gains, gold comes later and will come naturally.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1649 on: January 14, 2015, 10:02:17 pm »

My quick play guide:

Get everyone up to chainmail is step 1, then buy whatever helm and shields you can get. Do all this on sewer fighting. Go town to town fighting in sewers until you can get 8 guys, probably 5 combat (2-3 warriors, 2-3 archers), 2 priest, 1 mage. (mage is optional since they get more useful at high levels, switch them for another combat type maybe)

Put 1 priest on 100% heals, give the other one 1 portal spell and the rest in heals, you will have plenty of healing without spending money.

increase CON 100% for a couple of levels, then switch all stat points to the main class stat. level Tactics on the mage. Level awareness on one priest. level tactics on the other priest. Level Berserker rage on all the combat guys. Get everyone in plate armor, large shield, plate helm. These skills will takes you to level 11, after level 11 you'll have maxxed out their first skill and can be more choosy about a 2nd skill, e.g. train one of the guys in construction.

Check any overland fights and only fight easy battles. Collect gems as you have spare cash: when you see a gem quest, if you have the gem in inventory, you can take the quest, cash in the gem and get free money+XP. Level up on wilderness fights, but avoid ones where it's "tough" or "you've got a shot", or chance is "none whatsoever" as these will probably slow down your leveling even if you win as they will cost you healing or have to revive dead guys. You can do some town quests like "kill 2 groups of monsters" etc around towns. But use the scout ability to pinpoint groups to kill for this as it uses less turns than random wandering (write down the locations).

Switch to dungeon quests as soon as you have all plate/helms/shields, you should aim for artefact quests that have a min. level about 3-5 levels below your party level, so that you can blitz them for XP without needing too much healing.
« Last Edit: January 14, 2015, 10:19:16 pm by Reelya »
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