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Topics - kinngrimm

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16
Diplomacy / attacked by cowardly Brootherhood
« on: October 28, 2013, 08:27:59 pm »
New Clan old enemies it seems.

And getting attacked by the oathbreakers to the CFA, to the Wolves and their former mentor who gave them their first fiefs and helped them establish themselves. Well nothing unexpected from these backstabbers.

Anyhow to conclude the formalities.

Wolves of Fenris do accept the challange and

declare war on the scum of the earth the Brootherhood.


May your blood flow down the river Ván and your names forgotten.
I am cursing you, may your balls shrink, may you loose your hair and teeth early, may noone trust your word ever again.




edit: title, thx CrazyCracka420

17
Faction Halls / [Fenris] Wolves of Fenris (EU & NA, invite only)
« on: October 18, 2013, 05:17:06 pm »
Wolves of Fenris

banner creator & artist: Kass
(click to show/hide)


After a dark fortelling by which Fenrir would consume Odin at Ragnarök.
The Æsir betrayed Fenrir and tricked him into binding. Fenris only satisfaction was by biting of Tyrs hand.
Ever since he is waiting



from the Poetic Edda poem Völuspá:
Quote
Brothers will fight
and kill each other,
sisters' children
will defile kinship.
It is harsh in the world,
whoredom rife
—an axe age, a sword age
—shields are riven—
a wind age, a wolf age—
before the world goes headlong.
No man will have
mercy on another



State of Affairs
moving to 'of Kings and Men'

Recruitment
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Positions
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Valhalla
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gear sets
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useful links:
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18
Diplomacy / Radoghir Castel and Ulburban sold to CFA
« on: April 16, 2013, 01:10:38 am »
Radoghir Castle and Ulburban have been sold to the Cold Front Alliance.

Anyone who would attack and/or take those places during the transition phase would be seen hostile by CFA.

The handover of those fiefs should happen within the next 1 to 2 weeks.

Stay clear of these fiefs.
--------------------------------------
the fief transfer has been stopped due to disagreements within Kapikulu about selling these fiefs.

19
Strategus Issues / please fix
« on: April 10, 2013, 01:20:57 pm »
critical:
- siege equipment
- maximum troops needed for attacking (1.6k as limit, whereby more would be allowed but not obligated, thereby 1/3 rule only applies below 1.6k) or change sieging complettly the way it works.
- unseen/unvisible goods above around 10k per trader

none critical:
- NA spawns in EU

additional suggestions:
- Blacksmithing, so that lower level gear could be upgraded at places where it has been loomed to a higher level, for a partial fee.
- ability to see the loom lvls of gear within fiefs

20
Strategus General Discussion / How to prepare for strategus fights
« on: February 18, 2013, 08:02:36 pm »
Through tutoring a lot of new and small factions in strategus there are several pointers coming up over and over again, so i will try to structure here how you would prepare for a battle from choosing the target till preparing battle plans and doing rollcall.
Army compositions are a very individual thing i will put in the end some examples for armies as i think they should look like for several purposes.

I ) troop count
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II ) gear
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III ) siege equipment
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IV ) Target selection
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V ) securing an area
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VI ) attack has been initiated what now
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VII ) The Battle
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VIII ) aftermath
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XXXXX) i may restructure this article later as it is quite a bunch of information and there may be better ways to structure an present them. Please let me know about any mistakes i would make in terms of game mechanics.

21
Diplomacy / Action & Reaction
« on: February 03, 2013, 09:11:21 pm »
As we witnessed that Ottomans reinforced Grey Order with 6-8k troops and also sided with ShuHan against our allies the Crusaders we hereby declare war on Ottomans.

The attacks have started early in the morning, sorry for those times , i hope it will be less unusual battletimes from now on, i will try to do it at civil times. We got certain intel which leaded to leap of faith.

If Ottomans can agree, then sieges should be done between 20:00 - 22:00 gmt+1
exception the attacks on reinforcements and sieges below 700 troops involved on either side.

Please keep in mind that Wolves_Overlord, still has his fucked up nighttime setting we weren't able to change even after consulting admins. I am not fully aware of the night time setting of the other CFA members involved but i will make an effort to get it set all to the same time.

i wish us all some nice fights

also:
http://www.youtube.com/watch?v=zGhWtaSMNHk
 :mrgreen:

22
Strategus Issues / Server for Strat Castles & Towns [suggestion]
« on: January 25, 2013, 08:45:11 pm »
What i would like to see, is a test server for Strategus Castle and Town maps.
This could also be used to test strategies.

Only those would be in rotation.

Every map would be online for 30m-1h,
in that time people could build catapults and shoot the crap out of them.
Try different other siege stuff and see what would work and what not.

In the end everyone who sees there are no walls you can just walk through or, invisible walls or other issues, can then vote if that map is buggy or not, like the voting for map rotation on the offical server.

When map is fixed it would be taken out of rotation till everything is at least once fixed. Then the process starts newly, to find more issues.

As there are also issues with other maps, it is imaginable that all strategus maps could be treated this way, but i would set the priority onto Castles & Towns.

If all maps would be fine, then a voting could be allowed, so factions, can go onto that server and test a strategy before the actual battle would take place. There are already some servers set up for this purpose, but smaller factions clans without the manpower and know how often don't even know about that.

23
(click to show/hide)


increase HP of
- siege towers by 1/3 (it is rediculous, that the defenders ladder onto those towers and then they are just destroyed in no time, Siege Towers atm are complettly useless!! exception if they are used as Archer outposts ^^ as that was always their main task back in medival time^^)
- Ladders by 1/5
- Forward Spawn by 1/2
- Weapons Rag by *3 or more (if these things are shot by 2-3 arrows this is just unplayable at times or do i really always need to have 2-3 shielders who just camp the weapons rag and bore the hell out of those dudes?)

Build restrictions
- separate the maximum to be build limits of attackers and defenders, especially with weapons rags this is just awful
- increase limit for Weapons Rags to 7(for defenders and attackers each 7) and Siege Shields to 14(also defenders as attackers each 10), whereby i think if there would be a difference in attackers and defenders limits, i think the attacker should gain a small advantage to their limits so the game dynamic is not too much interrupted when positions are changed.

There are still the bugs, which show material/sites but they are not anymore in the equipment pool.
Also the bug with huge amount of different throwing stuff, which then makes the sites unchosable(Weapon Smith upgrade for old gear or sell the leftovers for a higher % as it is now[lower equipment loot then perhaps]).

Ladder physics, if a ladder is put onto an object, the larger end of that ladder on the angel point should drop down, you know like in reality.

Walls should stay in their state they had at the end of a battle if not invested heavily in terms of gold and/or Production Points.

Increase the battle timer.

24
Scene Editing / Slezkh Castle (Strategus)
« on: January 14, 2013, 01:25:32 am »
this castle becomes my nemesis.


1) The main keep is reachabel by ladders from the defenders, which i cant imagine was the intention of the dudes who created that castle. With ladders from there on top of that keep up in the sky, it is impossible to build anything around that main keep as attacker.

2) indestructable wall sections on the front. 4 Catapult shot 20 minutes onto 2 wall segments, and they didn't go down any further after reaching certain status. Seen from attacker perspective the wall to the right of the none-lowerable gate stopped at 6k HPs and didn't loose anymore HP. The section on the left to the gate pretty much the same.

25
Scene Editing / Orluggs Hold
« on: January 13, 2013, 08:20:50 pm »
Defender spawn all in the one building, from which after the main gates are down they can't go back to flag easily.

In most cases defender loose because they cant reinforce the flag after attacker went over the outer right wall(seen from attacker perspective).

My suggestion would be to move or add the defender spawns to the building to the right of the flag building(seen from defender perspective)

26
Strategus General Discussion / [Suggestion] current location
« on: December 11, 2012, 03:58:27 am »
i sometimes wonder where my folks are, i guess others do too, well not wonder where my folks are but theirs ^^

That Information included into the faction list of members, for members who are in a fief. If they are outside you can find them anyhow by just looking at the map, but inside a fief over time you may loose track over your own guys.

27
Strategus General Discussion / Suggestion: Battalions & General
« on: December 08, 2012, 07:50:29 am »
both suggestions for strategus servers only

1. Battlion Enhancements:

Activating a colored boxing around banners, the colors depending on the Battalion you have chosen.
This also perhaps could be setted first time by those who make the roster, but later on people could still switch freely between the battalions as needed.

You only would see your own battalion with this graphical enhancement, not the other battalions and not the enemy battalions.

That then should lead to a better clearer organized formations and grouping within strategus battles.

2. General Free Camara

Also chosen within the roster, the general would get a slightly enhanced camera perspective.
He could zoom out by special keybind for 10-20 meters into all directions, quite like in spectator but reduced in range from the point where he stands.

28
Strategus General Discussion / Strategus Enhancment Project
« on: December 06, 2012, 07:10:14 am »
We all made suggestions over the years and in my case i got impatient to wait for things to be implemented or not considered or there were just not the time for implementations by crpg/strat devs. Since i came back to cRPG in the Summer i looked back onto several of my suggestions and problems i have seen. With chorts eyecandy script last strategus i saw that third party developers would be given a chance to work something out and then share it with the community.
I am proud of what we have accomplished within 3 months so far and as half arsed information is spreading already over the forum i here share the current state of our developments.

The developments are partly very game changing and therefor devs and admins have been informed within the first month and i got the go for further developments till further notice.

For security reasons you need a key to registrate on our website, please for now only factions with 5+ members contact me.
For keys a pm in the forum is sufficient.
If you want to get a first hand introduction then i would prefer you visit me on teamspeak(cotgs.de) or we chat in steam(kinngrimm). Later on we may chose a simpler approach, when/if implemented into strategus this wouldn't be needed anymore.

associated with this project besides myself
Guika(main developer)
Airstike(testing, math)
dotnet(client site scripting)
Kass(graphics)

We intend to develop several greasmonkey/tempermonkey addons

1. Strategus Viewer
basic Line of Sight sharing, as seen in many Strategy games. The information shared is diminished from what a player sees in his spotting range.
The parties which are additionally seen consist of Troop Count, Player Name, Faction Color and if the party leaves the spotting range his last position which is fading out(getting trasnparent) over a duration of 18 hours.
That information would be shared like this, people need to have installed the addon, be registrated to our website and need to be online.

2. Instructions
There is a small messaging system included, whereby higher ranking members can send to lower ranking members of a faction orders what to do, no discussion just do this or do that. Also provided is a log, which stores information like if the instruction has been confirmed and what the instruction had been in the first place.

3. Diplomatic & Contract System(atm in development)
Factions in between as also Factions to singleplayers and vice versa are able to engage in treaties and contracts.
There will be a fast number of different diplomatic relations you can choose from and you will be able to fine tune those agreements. Every diplomatic relation will be public for anyone to see. Contracts on the other hand work differently, someone who offers a contract, the contract will be public but not the entity who is offering it. Only after a faction or a singleplayer accepts a contract and the offering entity accepts him as contracted, the guy who is taking the job gets to know the entity offering the contract. If then the contract wouldn't be fullfilled it could earn you notority, you may be seen as unreliable. Contract can vary from "Buy stuff there and deliver there" to "scout that area" to "attack target", over "Protect/resupply" etc.

There are several other concepts which are also stated in the "About" section of our website, which but are still in the future, at the time they would be ready for testing i would add them here too. Also through the development process things change, therefor everything told sofar can be different tomorrow, this is work in progress and by far not finished.

Installation walk through:
1. install greasmonkey for firefox or tamper monkey for chrome
2. install Strat-V 0.65
3 .pm me for keys
4. register with key
5. create faction(automaticly faction leader and all rights included)
6. create roles
f.e.
Leader - rank 10 (make every option available, all checkboxes checked)
Army Leader - rank 10 (upload data and download data)
Vassal or Trader or Scout (only upload data)
in the end it is upto you atm whom in your faction you want to give the right to see more
Later on it could be fixated within the strategus ranks
7. get others to register with the keys given to you and then to apply for your newly created faction within the website
6. give your members roles according to their strategus or somehow differently defined task
7. reload strat map, it can take some minutes till the effect is seen on strat


statement of chadz onto this third party addon
1.
2.

29
Diplomacy / Noooooo, they want our Reindeer Meat -_-
« on: November 25, 2012, 10:19:21 pm »
Hi lads,

Reindeer Meat seems to be popular with DRZ
http://c-rpg.net/index.php?page=battledetail&id=1590

You know, you could have just asked and we would have made some trade caravans if you are so keen on Reindeer Meat, but nooooooooooooooooooooooooo you needed to attack it pfffffffff  :rolleyes:

Well so be it, some nice battle and please leave afterwards Sumbuja alone hrhr  :mrgreen:

30
Strategus Issues / Blacksmith Services
« on: November 21, 2012, 05:28:18 am »
Problem: After every battle you have from one type of gear up to 8 different loom states. Not only does this make icons unbelievable small, but also when you run out of small stacks you always need to switch to the next stack etc. and not to forget about not being able to use some stuff at all because of the ongoing problem that when you have too much gear in one row you wouldn't be able to even choose it.

Solution: Those places where you can buy loomed gear also would offer a Black Smith Service which would allow you to upgrade the damaged gear upto the loom level available at that place. You then would need to pay a fee % of the original price depending on how many loom level you would like to upgrade it and on discount.

So what you would see afterwards, is that gear will be transported back to repair it and get it battle ready again and not just sell or waist it. Armies will more often just have a clean pool of equipment easily accessible, and to hell with that mess you have to sort through all these things to see if you haven't missed a position and wut not enough shields ...

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