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Author Topic: kingdoms: web-based RPG  (Read 132661 times)

Fortis

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Re: kingdoms: web-based RPG
« Reply #315 on: October 21, 2011, 11:49:28 pm »

I'd just as soon not pick a fight with Time, unless it's necessary for forging our own kingdom.
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Ehndras

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Re: kingdoms: web-based RPG
« Reply #316 on: October 21, 2011, 11:56:31 pm »

Nah, there's plenty of targets to pick from. No need to start trouble with Time, or they'll stop us out of existence before we get a chance to rise up. No, lets consume the neutral lands and all that remains of the other kingdoms, building our forces up.

Also, IF YOU TAKE A CITY, make sure to put all the income into hiring as many/good guards as possible so you don't lose the city. Don't be greedy and take the income, because you WILL lose the city in a day.
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baruk

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Re: kingdoms: web-based RPG
« Reply #317 on: October 22, 2011, 01:26:00 am »

I've been taking on some of the tougher monster groups with my level 8 group. Yesterday I fought 8 werebears. Taking 40 damage in round one whilst only dealing out 5 in return had me worried, so I blew all my mage's magic points to get the edge, tying three of the beasts down with entangle, whilst cursing, weakening and confusing some of the others. I used a combination of bless, blades and haste to turn one of my halberd carriers into devastation personified, whilst a constant stream of heals from my two priests was enough to keep everyone alive. The battle netted me 646 exp and 360 gp, I feel it should've been more!
Today's battle, didn't use quite as much magic this time, though the triple buff tactic was employed once again to great effect:
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# We attacked a group of 9 Cyclopses at sector 98, 69 and crushed them like the maggots they are! The battle lasted 8 rounds, and 18 spells were cast.
# We dealt out 465 in damage, and sustained 0 deaths.
# In return, we took 114 in damage, and inflicted 9 deaths.
# We gained a total of 842 xp and 162 gold from the battle

Ehndras

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Re: kingdoms: web-based RPG
« Reply #318 on: October 22, 2011, 02:38:12 am »

Werebears? At level 8!? I was gangraping groups of 8-9 werebears at level 4. You SERIOUSLY need to get split and/or platemail (splint is 12 def, with a blacksmith (200 gp) you'll get it to 16-18 def, which is much cheaper than platemail if you're broke)

With chainmail and long/broadswords with longbows in a 5 person party I was kicking werebear ass loooong ago. As a plate/splintmail-carrying, upgraded weapons and armor 8-man party, even with my 2 newbie additions I still kick major ass of anything that appears.


Armor is your BEST FRIEND in this game, even more than anything else. Of course, upgraded weapons (don't settle for anything less than longsword, longbow, crossbow, battleaxe, halberd. For 1h shield users, longsword has the BEST factor-damage ratio. With a measly 400 gp you should be hitting any target for a great amount of damage, also)
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baruk

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Re: kingdoms: web-based RPG
« Reply #319 on: October 22, 2011, 03:15:34 am »

 This was before I did any major equipment upgrades. I'd been running around with weapons and armour with their righteous, god-given base stats for the most part. Level is irrelevant - I'm sure a starting group would tear werebears apart if twinked out to a sufficient degree.

baruk

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Re: kingdoms: web-based RPG
« Reply #320 on: October 22, 2011, 03:45:01 am »

How's your movement factor coping with all that full plate, by the way?
Once your group can meet the challenge of the toughest wilderness monsters, you should try to get your movement factor up. At movement factor 6, for example, lakes will cost two turns to traverse, mountains three, and everything else a single turn (bar dungeons, where any move seems to cost two turns). You should buy up any useful movement and constitution boosting items, add stat points to constitution, and possibly swap in lighter armour. It's a hassle and a headache, but well worth it, and will save you many, many turns in the long run.

Azkanan

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Re: kingdoms: web-based RPG
« Reply #321 on: October 22, 2011, 04:29:30 am »

1. I suggest lots of powerlevelling in parties, before we actually take any cities and have to leave folk behind as mayors.
2. Agility is your best friend in this game. If they can't hit you, problem?
3. 3 Veteran Guards are better than 20 Recruits.
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scriver

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Re: kingdoms: web-based RPG
« Reply #322 on: October 22, 2011, 04:48:33 am »

Do warriors and archers have any use for the mind-attributes at all, by the way?
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shadenight123

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Re: kingdoms: web-based RPG
« Reply #323 on: October 22, 2011, 05:10:43 am »

i believe since divinity is "luck" also, it's for da CRITICALS.
>.> but it is an thought only...somebody should ask mutant (who is on webchat daily)
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scriver

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Re: kingdoms: web-based RPG
« Reply #324 on: October 22, 2011, 05:39:28 am »

I'll do that.

Also, I'm close to the south now. Any advice on what to do next?
Except leveling up, I guess. I'm still at level 4 since my mage and priest are lagging behind the fighters. I guess it's questing time?
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baruk

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Re: kingdoms: web-based RPG
« Reply #325 on: October 22, 2011, 05:56:00 am »

2. Agility is your best friend in this game. If they can't hit you, problem?
Two problems with agility - it doesn't raise movement factor (silly, I know) or carrying capacity.  For this reason constitution is the god stat that all other stats must bow before in this game (extra hp on level up is a nice little side bonus).
 Agility may be an acceptable choice for archers (though my archers raise CON exclusively now), but in my opinion, the other three classes shouldn't touch it on level up, rather they should invest in better armour instead.
 Only once your party reaches movement factor 8, then it is time to abandon CON and raise the lesser stats.

King Cow

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Re: kingdoms: web-based RPG
« Reply #326 on: October 22, 2011, 06:08:10 am »

You have my axe, im a level 3 party in the far middle south. Btw does anyone know any good dungeons in the south I have only found one so far.
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Funk

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Re: kingdoms: web-based RPG
« Reply #327 on: October 22, 2011, 07:17:21 am »

the Kingdom of Tuonela  have just taken a big bite out of the center of the map.
im in the center at 50,43
where are we going to start our town at?
south did was the plan but time is expaneding all over the place.
the good thing is that time will cave in or explode but that will take time,my money is on them geting there land taken a bit at a time by other groups.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Ninteen45

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Re: kingdoms: web-based RPG
« Reply #328 on: October 22, 2011, 07:21:10 am »

Nah, there's plenty of targets to pick from. No need to start trouble with Time, or they'll stop us out of existence before we get a chance to rise up. No, lets consume the neutral lands and all that remains of the other kingdoms, building our forces up.

So instead of trying to forge our own kingdom and fight against an expansive empire in what would be a morally grey war suited for a fantasy, we're just gonna ruin the game map and make the dev rethink about how empires should work and balance it? I'm cool with fixing warfare and all, but hell no.
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scriver

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Re: kingdoms: web-based RPG
« Reply #329 on: October 22, 2011, 08:15:21 am »

Got to Evershield. Went questing, but ending up fighting gorgons for a whole lot of turns. Probably out for today.
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