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Topics - Elindor

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31
Strategus General Discussion / Defense Radius
« on: November 20, 2012, 03:17:20 am »
So, everyone has closed borders and tries to defend their S&D....but if no one is around, you can't see or stop someone coming in and trading at your fief/castle/town, even if you have an army of heavily armed troops stationed there...

:arrow: I WOULD PROPOSE THAT EACH HOLDING HAVE A DEFENSE RADIUS...
Basically this is a circle around a holding in which the owner can see anyone that passes into that circle, and can use the ARMY (not population) stationed at his/her holding to march out and intercept that person as long as they are within their Defense Radius.

This Defense Radius could be very small for fiefs, a bit bigger for castles, and a bit bigger still for towns. 

:arrow: This could be done while the owner of the holding is there, or NOT there. 

Thoughts?

32
Strategus General Discussion / TRADING THROUGH INVENTORY PAGE
« on: November 09, 2012, 05:40:49 pm »
Segd also recently suggested this change here : http://forum.meleegaming.com/strategus-general-discussion/add-transfer-function-at-the-inventory-page/
But I wanted to elaborate some...



PROBLEM
----------------------------------------------

Right now we have an INFO tab and an INVENTORY tab in Strategus.

 :arrow: The INVENTORY tab is graphical and great to use (especially with dodnet's addon : http://forum.meleegaming.com/strategus-general-discussion/strategus-sorted-inventory-(greasemonkey-script)/)

 :arrow: The INFO tab is horrible to use for transfers in its current state, very confusing and hard to gauge what you have and what you are transferring.

 :arrow: In addition - there is no INVENTORY for fief owners to see what is in their holding, rather than on themselves.
  All they can look at is the horrible list in INFO tab.



SOLUTION
----------------------------------------------

 :arrow: REMOVE transfers from the INFO tab entirely. Move it to the INVENTORY tab.

The way I would suggest doing this is simply adding a "TRANSFER" button at the bottom of your INVENTORY tab right next to the current "SELL" one.  Next to the TRANSFER button would be a drop down with people in range for you to transfer to, just like it currently works on the INFO tab. 

Leave the info tab for all the rest of the things it does.

 :arrow: In addition....at the TOP of the INVENTORY tab, there would now be another option.

IF YOU ARE A FIEF/CASTLE/TOWN OWNER and INSIDE your holding - in your INVENTORY tab at the top there would be another option to see THAT inventory instead of your own, and would have all the same options as the current one.  Basically, you could toggle back and forth between your inventory and the inventory of your holding if you were there.


RESULT
---------------------------------

The result would be a much much better and more usable transfer process which would help factions divy up armies and recombine them, reinforce their holdings, etc.

Thoughts?

33
Strategus General Discussion / Border Policies In Game?
« on: November 07, 2012, 06:19:45 pm »
So I made the Border Policies Thread to help people know who was open and who was closed....but im wondering:

Wouldn't it be good to have that info in game instead?

Here's what I would propose:

Quote
Fief Name
Owner: Name of Player (STRAT FACTION PLAYER IS IN)
Trade Status: OPEN / CLOSED / INVITE ONLY

So that is adding the trade status being listed when you click on a fief, but also having the FACTION of the player listed - as some players do not wear tags.

Thoughts?

34
Diplomacy / Strat 4 NA Border Policy List
« on: October 20, 2012, 08:07:57 am »
visitors can't see pics , please register or login


:: STRAT 4 NA BORDER POLICY LIST ::

NA Clans, post here to declare to the lands your border policy!
As you list or change your status's I will update this main thread as best I can.

Format:

Faction (and clans included in same Strat faction): Faction Name (includes Clan X and Clan Y)
Holdings: List your holdings
Border Policy: Open/Closed/Open if permission asked, troop limit, etc.
Contact: Who to contact to inquire about entry/trading (forum name for PM)


Code: [Select]
[b]Faction (and included clans):[/b]
[b]Holdings:[/b]
[b]Border Policy:[/b]
[b]Contact:[/b]




--------------------- THE LIST (Alphabetical Order) ---------------------


Quote
Faction: Astralis
Holdings: Sharwa Castle, Uzgha, Tazjunat
Border Policy: Open Travel, Closed Trade
Contact: SittingBull or Luk

Quote
Faction: BIRD CLAN
Holdings: Nova Amere and New Slezkh
Border Policy: Nova Amere is free trade,  :!: NEW SLEZKH S&D IS OFF-LIMITS UNLESS YOU ARE PART OF THE FREE TUNDRA AGREEMENT  :idea:
Contact: Yo this guy.  Me. (Partyboy)

*Update*
Faction: CHAOS
Holdings: New Dhirim, New Derchios Castle, New Senuzgda Castle, New Emirin, Nova Tosdhar, New Yalibe
Border Policy: Open borders, pending our discretion. Apparent threats to supply will be dealt with through hostility. Contact first, travel second.
Contact: Canary. Alternatively: Mayzer, Malaclypse or Winterly.

Quote
Clan: Ordre de Chevaliers du Saint Espirit (Les Chevaliers Occitans)
New Caraf Castle- Closed Trade, Open Borders
New Tilismal - Open Trade, Open Borders
Contact: Inglorious, Bonsai.

Clan: Dharan Legion
Holdings: New Reindi Castle
Border Policy: FREE TRADE ALLOWED
Contact: Anders

Faction (and included clans):  Dragoni of Valahia / Dracul
Holdings: New Ulburban
Border Policy: Open to Free Lands members, and open to just about everyone, but we ask that you keep your caravan size limited to ~400, as anymore will be deemed a threat and dealt with in a manner slightly less than kind.
Contact: Artyem (steam) , Deltah (steam)

Clan: Ordre de Chevaliers du Saint Espirit
New Durquba - Open Trade, Open Borders
New Tamnuh - Trade Agreements Only, Open Borders
New Shibal Zumr - Trade Agreements Only, Open Borders
New Sekhtem - Open Trade, Open Borders
Contact: Inglorious,  Gunshy, Bonsai, Cradoc

Clan: Exile
Holdings: Nova Aab
Border Policy: Open to all
Contact: Muki
Update!

Clan: FCC (No Longer subserviant to the great Godking_Partyboy leader of BIRD CLAN)
Holdings: Curaw, Reyvadin, Sargoth, Ismirala Castle, Knudarr Castle, Jelbegi Castle, Tilbaut Castle, Ambean, Fenada, Ibiran, Kwynn, Jelbegi, Tahlberl, Vayejeg
   
Border Policy: Semi OPEN = Reyvadin (buy), Curaw(sell), Knudarr Castle(sell), Tilbaut Castle (sell), Tahlberl (sell), Ibiran (buy)- ALL OTHERS CLOSED unless given specific permission. Contact BaleOhay or Keshian for trade requests beyond the open fiefs.

UPDATE:

Faction: FIDLGB (Fuck It Dude, Let's Go Bowling)
Holdings: New Kelredan Castle, Nova Chide, and Nova Burglen
Border Policy: Our lanes are closed to all, except for our friends (you know who you are).
Contact: Rhalzo or Brontosaurus


Faction: The Free Peasants of Fisdnar

Holdings: Nova Uslum, New Shulus
(click to show/hide)

Border Policy: Our lands are open to all traders, closed to neckbeardian banditsWe if you wish to buy/sell our goods inform one of the Elder Peasants of the amount of goods wanted (buy or sell) and when around you think this will take place. If you attempt to use our S&D without approval your actions will be met with hostilities. Do not ravage Shulus/uSlum's S&D.
We will also be doing escorts through our lands (for a small monetary fee). Though we try our best to keep bandits out of the Free Trade Zone, no matter how many times you shave some ones neckbeard, it always returns more scraggly than before.

Contacts: ArysOakheart, FROYOYOYOYOYOYOYOYOYOYOYOWIZ, Knute.

See: http://forum.meleegaming.com/diplomacy/neckbeards-beware/msg730140/

Faction (and included clans): The Frisian Freedom
Holdings: New Rindyar and Nove Rduna
Border Policy:  CLOSED. Obtain permission before using S and D from either holding.
Contact: Sandersson, Daruvian. Sandersson's Steam: http://steamcommunity.com/profiles/76561197989237501
Daruvian's Steam: http://steamcommunity.com/id/Daruvian

Clan: Gmnotutoo's Super Kawaii Desu Desu Japanese Schoolgirl Ninja Death Squad
Holdings: New Mechin
Border Policy: ... the only approved people would be the Godking Partyboy & Ildist. All others must get permission.
Contact: Gmnotutoo
Goals: Weaboo things.

Clan: Hero Party
Holdings: West Desert,  New Caraf Castle
Border Policy: Trade, travel, and EU crossings need approval or considered hostile, currently a warzone.  Does not apply to BIRD CLAN.
Contact: Smoothrich, Tydeus, Shik


Faction (and included clans): Imperium Romanum
Holdings: New Ismirala
Border Policy: Open to members of FREE LANDS.  Closed to all others. 
Contact: Private message on the forums is fine.

Faction: JABONRA
Holdings: Rindyar Castle
Border Policy: Closed Borders
Contact: Bojine Joni/Bob Weaver, Egan

Faction (and clans included in same Strat faction): Lost Legion
Holdings: New Bhulaban, New Bulugur
Border Policy: Closed, approved use only
Contact: LL_Emperor_KillerofFlowers, LL_Doom, LL_Slim

UPDATE

Clan: THE MATE REPUBLIC
Holdings:Nova Rebache, Nova Radoghir Castle and New Sumbuja
Border Policy: CLOSED, unless given permission
Contact: Ildist.

Clan: Norse Horde
Holdings: The Norse Kingdom of Uhhun
Border Policy: Only approved entry
Contact: Turboflex

Clan: Occitan
Holdings: New WeyyCOCK Castle
Border Policy: Until further notice Occitan is closing its borders to traders from factions who already own fiefs. Independant traders or faction members without fiefs may continue to trade.  Permission to trade will be given by the fief owner upon demand through TS or the forums. Any convoy entering the fief without permission risks being removed from it. If any S&D was used, the convoy will be attacked
Contact:occitan arowaine gash kap10 haramir ceidrik ladywaine shinock tomba

Clan: The Pale Horsemen
Holdings: New Kelredan Castle, Nova Chide, Nova Burglen
Border Policy: Closed to all (unless given permission)
Contact: Rhalzo, Brontosaurus (Brontosauce on the forums), Sandy (Sandersson Jankins on the forums)

Clan: Remnants
Holdings:Tismirr
Border Policy: Closed unless permission granted.  Open to all Free Lands members/traders.
Contact: Sauce, Noodles, Tom Cruise

Faction (and included clans): Teutonic Knights.
Holdings: Nova Slezkh Castle
Border Policy: Closed to all except trade partners.
Contact: Wesley

Velucan Empire "The NA UIF" -TKoV, HoC, MB

Leaders: Tristran, Bonesaw, 9finger, Robert, Hobb, Warborn, Syls, Captain Canada, Adoptagoat, Jaren

Official Trade partners- Norse Horde, FCC, Teutonic Order, Hero Party

Free trade fields- Ayyike, Ehlerdah

Holdings and appointed Wardens of Imperial Regions
**Color coded for your pleasure: Blue-TKoV, Green-HoC, Red-MB

The Mother Land: Warden- Hobb. Fiefs: Veluca, Grundwalder Castle, Ergellon Castle, Chaeza, Emer, Serindiar, Sarimish

The Boner's North: Warden- 9Finger. Fiefs: Uxkhal, Vyincourd Castle,Yaragar, Nomar

Malke's Peak: Warden- King Bonesaw. Fiefs: Almerra Castle, Saren, Tshibtin

The Hound's West: Warden- Warborn. Fiefs: Halmar, Unuzdaq Castle, Peshmi, Amashke,Mazigh, Jameyyed Castle

The King's Colonies: Warden- Captain Canada. Fiefs:Durquba, Shibal Zumr,      Sekhtem, Tamnuh, Qalyut

For inquire on Official Trade between factions contact, Hobb
For passage rights or minor trade propositions contact noted Wardens of area which it concerns

35
Strategus General Discussion / STRAT ONLY Stats/Skills
« on: October 19, 2012, 05:06:14 pm »
So, in single player, there are a lot of stats that effect your character that are *NON COMBAT STATS/SKILLS*
You all know them, they are things like Persuasion, Leadership, Trade, First Aid, Wound Treatment, Tracking, Spotting, etc etc....
Also, there is Charisma and Intelligence...

I won't profess to be the most versed in what these all do since I didn't play much single player in Warband....but here's my suggestion and maybe some of you who did play more single player could tell me how these stats could be implemented into strat.



** STRAT ONLY STATS/SKILLS **

- In Strategus ONLY , add the * NON COMBAT STATS* from single player to each character.
- Each character gets a set amount of points to distribute between these categories.
- Of course, everyone's current cRPG stats remain as they are - this has NO impact on that in any way

:: THE STATS ::

- Charisma : Again help me out here, but better trading and faster troop acquisition rates?
- Intelligence : Not sure?  Someone suggest something from their single player knowledge.

:: THE SKILLS ::
(some may be more relevant than others, ones in bold are ones I could see being more relevant)

- Looting : Bonus to what you can loot from enemy armies?
- Trainer :
- Tracking : Allows you to increase your speed slightly when "following" an enemy army
- Tactics : Some effect on battles?
- Path Finding : Allows slightly faster speed through mountains and forests (slow areas)
- Spotting : Increase sight distances of enemy armies etc?
- Inventory Mngmt :
- Wound Treatment : This and the next 2 stats could in some ways allow you to "recover" a small percentage of troops lost in a battle
- Surgery :
- First Aid :

- Engineer :
- Persuasion : Could effect buy/sell prices
- Prisoner Mngmt :
- Leadership : Could slightly reduce upkeep costs on large armies and *maybe* have some starting position effect on the strat battles themselves or something.
- Trade : Could increase revenues made of trading, or could allow you to sell slightly higher at closer ranges or something

(click to show/hide)

------------

Anyhow I feel the idea could give more customization and intrigue to Strategus without imbalancing cRPG at all since the stats are only active in Strategus (and really have no use in cRPG as a whole anyhow).  Could give more decision making ability to the player.

Currently every strat character on the map is identical, this would allow customization OFF the battlefield.
Do you build a fast moving trader?
Do you build a commanding leader of massive armies?
Do you build a sly salesman?
Do you build a captain of a fast hit and run army?
Do you build a Lord of a fief or castle which enhances production?

36
Strategus General Discussion / Ingame Faction Leader Messages
« on: October 09, 2012, 04:45:14 pm »
Something basic where the leaders could leave daily orders that people in their faction would see when signing into Strategus.

Wouldn't have to be a full forum or anything, just a message that pops up in the middle of the screen when the player signs in even - like a message of the day on Ventrilo or Teamspeak.

Would help faction leaders with communication of orders to members.

37
Strategus General Discussion / Organize Strat Equipment
« on: October 08, 2012, 05:57:25 pm »
Would be nice if your equipment view in Strategus had the same options that the cRPG character inventory does.

NAME
CATEGORY
TYPE
RANK


In addition though, would be nice if it gave you running totals of those things....like 700 body armor, 800 weapons total, 300 2h, etc....

Would help outfitting and maintaining an army.

38
Strategus Issues / Overhead images of fiefs, etc
« on: October 02, 2012, 11:10:23 pm »
These used to work, but they do not (for me at least) anymore.
Any reason?

Wasn't it Elio that made that database of the images originally?

39
Archive / Self Mute?
« on: September 29, 2012, 08:22:00 pm »
Since there are options in the new client to hide chat, should there also be a "mute self" toggle?

Not sure how possible this is, but technically someone could have their chat hidden, and accidentally toggle on the chat field, and therefore be limited in what they can do while its open but also be entering chat (probably random stuff like fjsdiljfoskej) into chat without knowing it.

Far fetched, but could happen.

40
Resolved Issues / Screenshot Default Location
« on: September 24, 2012, 07:57:20 am »
Regular client default location for screenshots is : ...Documents\Mount&Blade Warband\Screenshots\cRPG
Beta client default location for screenshots is :  ...Documents\Mount&Blade Warband\cRPG\Screenshots

Not a big deal of course but thought I'd mention it.  This intentional?

41
Suggestions Corner / Setting custom clan rank privileges
« on: September 07, 2012, 08:52:51 pm »
Would it be possible to give the Rank 10s in a clan the ability to SET the privileges of each rank?
So rank 3 can do such and such, rank 6 can do such and such, etc etc....rather than using the predefined rank privileges?

As long as it wouldn't kill Harald ;)

42
Suggestions Corner / "cRPG Kingdoms"
« on: August 28, 2012, 12:02:55 am »
cRPG Kingdoms
A persistent system to track results of rounds in battle/siege and apply that to a point system which rewards a given "Kingdom" of players each "campaign".

Please read the whole thing, vote in the poll, and if you like it +1 this or if you don't like it or have suggestions - post why.



WHAT IT IS:
This idea is based around having an added level of persistence, strategy, and teamwork added to the everyday gameplay of cRPG players.  It’s goal would be to take the normal gameplay of the public servers (specifically battle and siege) and  add to them a persistent incentive and periodic rewards based on the cumulative results of the rounds - without changing anything mechanically about the current gameplay of those servers.

HOW IT WOULD WORK:
Each cRPG player joins one of 3 Kingdoms.  If a player is in a clan, their clan’s allegiance decides which Kingdom they are in. 
NOTES ON BALANCING THIS
(click to show/hide)

Battle and siege servers resume as they currently do now, but the results of each round are logged by the website.  Each round a player wins, he awards his Kingdom 1 point.  If a clan has 5 members on during that round and wins, they award their Kingdom 5 points (1 per player, so players in clans or not in clans rewards  their kingdom equally). 

** This would not mechanically change Battle or Siege servers at all **
That is important to understand.  Players would not be balanced by their Kingdom, balance would occur just as it does now on the servers.  The only difference would be an overall persistent incentive for players to win rounds for their Kingdom (reward explained below)  rather than just for an often very temporary modifier. 

WHAT IT DOES :
As mentioned, this does NOT change the mechanics of the regular server gameplay at all (balance, gameplay, etc) - the Battle and Siege servers would continue on as they do now, 24/7, random maps, random teams (balanced by current balance system).  The only difference is that the results of wiinning a round awards 1 point to your Kingdom (1 point per player). 

THE REWARD :
The results of points overall per Kingdom would be tracked on the website.  In addition, each player and clan could have its contribution of points listed on their ladder page. 

A “campaign” could last, lets say 3 months, and at the end of that campaign the Kingdom with the highest points is rewarded, and the points system resets. 

The reward could be anything and is still up for suggestions.
Here are some thoughts:

- One time reward of gold and/or xp
- Some other one time reward (Titles?)
- Slight increase in gold and/or xp gain for the duration of the next campaign (until the next campaign ends)
- Some other reward for the duration of the next campaign (Titles?)

Each player of the winning Kingdom (in a clan or not) would receive this reward.

The indirect result of this would be that players had an additional and more persistent  incentive to coordinate and win rounds (aside from multiplier).

THE RESULT :
The result of this should be that average players of cRPG can be a part of something bigger than the in/out of each round of each map, and that the servers as a whole have something larger and more persistent that drives players. 

Some might say Strategus is this.  Strategus in my mind is at an entirely different level than what is being proposed here, and is more suited for those in big clans or the very devoted to the game overall, and for much of the average player base (even many of those IN big clans) Strategus is not of much significance to them.  In addition, Strategus revolves around scheduled battles led by a particular clan, and is completely separate from the public server play (aside from some gold/xp transfer) - whereas cRPG Kingdoms would be simply a result from currently happening public server play which adds a more persistent interest level for average players of the mod. 

In cRPG Kingdoms, everyone could be REQUIRED to join a Kingdom on the website, since there is no change to gameplay or negative impact from doing so.  If it is not required, even a voluntary joining of a Kingdom for the possibility of rewards would most likely involve a lot more average players, whereas Strategus tends to be played actively by mostly a smaller group of very invested players.


So overall, the result would be a majority (or all) of the players, especially the average playerbase, would (through a persistent Kingdom points and reward system) gain more incentive to strive toward winning rounds on public battle and siege servers.


Notes...
(click to show/hide)

43
Scene Editing / Na2 Crashes on loading Ridoma
« on: August 23, 2012, 04:47:18 am »
Just an FYI.

(comes back up shortly after which is good)

44
General Discussion / New Valor System
« on: August 20, 2012, 03:27:48 pm »
I may have missed an explanation somewhere (or it may not exist...on purpose), but does anyone have insight into the new valor system and how works, how it gets rewarded, etc? 

I know it appears to work somewhat off score, but I'm sure there are other factors.

45
Beginner's Help and Guides / Effective WPF Question
« on: August 17, 2012, 05:15:45 pm »
I've always thought that effective WPF reduction from armor weight starts over 7 weight, and that helmet weights are multiplied by 3 and glove weight multiplied by 2 in the equation.

However, looking at the mechanics thread now it is saying helmets are multiplied by 2 and gloves by 4....is this true?

Also, Im hearing rumors that the effective WPF reduction starts over 11.5 weight now.  Can anyone verify this?

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