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Topics - BattalGazi

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1
General Discussion / Horse archery damage
« on: May 28, 2014, 05:02:26 pm »
Hi all,

I know I'm playing this game for ages but never paid attention to numbers and calculations. So my question is now, shall I re-distribute my HA build from: (Level 35)

(click to show/hide)

to this?

(click to show/hide)

It's obvious I will be weaker in 1hand sword kills I take in the new build but how about my archery? I'd appreciate some feedback from guys who know this calculation by heart. Oh, I need to mention that I use MW horn bow and ride champion destrier.

Thanks

2
Türkçe Forum / HarunYahya
« on: May 08, 2014, 05:57:56 pm »
Bu adamin olayi nedir hakkaten bilen var mi? Simdiye kadar anlattiklarini hic dinlemedim, tek bildigim adamin vaktiyle kendini mesih ilan eden bir raporlu oldugu. Bu etrafindaki el yapimi hatunlar ne ayak? Bu adam boyle hasan sabbah tarzi bir ekip mi kurmus yoksa, kizlari bi sekilde ilacliyor da etrafinda tutuyor?

Kisa sureligine ciddiye alip da kafa yoran oldu mu?

3
Strategus General Discussion / Suggestion for next rounds
« on: March 07, 2014, 02:52:50 pm »
Hi all,

I have posted a comprehensive strategus suggestion which involves the implementation of faction types that we hope to enrich the gaming styles. It basically involves a "faction type" selection for factions to choose how they will play a strategus round, there are options like being a ruling kingdom, a supportive vassal, a dirty bandit, a helpful mercenary, or a generous merchant. Each type has pros and cons, but more importantly, it encourages small factions to enjoy the game and be effective!. It is an open ended thread and I modify it with every addition. Please give some time and contribute if you will. Here is the link:

http://forum.melee.org/suggestions-corner/faction-types-kingdoms-vassals-bandits/

Thanks ...

4
Hi all,

This is a suggestion to enrich the game experience for strategus, which is currently only favoring factions with a great number of members. We know the plot of every strategus session and how it will end; some very big factions will grow over smaller ones, and one side of alliances will win the round as always. Although this might be satisfactory for these aforementioned big factions, smaller factions and individual players cannot get what they want from this great gaming idea. That is why, I am posting here a comprehensive suggestion to include more players and add more dynamics to the strategus game. Please note that it is still open for improvement and all sorts of contributions are welcome. Here it goes:

Summary: This is basically a "faction type" implementation which will be selected by every faction in strategus at the beginning of the round. Depending of the type, each faction will have advantages and disadvantages over each other. This selection will basically limit the growth of huge factions, make them dependent on or afraid of smaller factions. This will naturally encourage smaller size factions or even single heroes to be effective in strategus and provide different styles of relations with other factions like being a merchant, mercenary, vassal, bandit or infiltrator. 

Faction Types

Calradia world is big and full of opportunities, therefore people and factions might choose their own way on how to benefit from this world. This faction type is basically a decision that needs to be taken by the faction founders at the beginning of the round, just like server region. This decision will influence the properties of the faction, and all the members who join it through time.  Here are the faction types and their features:

Kingdoms, Vassals, Bandits, Mercenaries, Merchants, Infiltrators

KINGDOMS:

Description: This is for big factions who want to grow and rule Calradia. The mechanics are very similar to what we have right now. A kingdom can have several vassals. Additionally, a kingdom can make another kingdom its vassal by capturing most of its fiefs and making a ceasefire agreement by forcing them to change their faction type into "vassals".
Fiefs: They can capture villages, castles and cities. There is no limit to the number of fiefs this faction can have. However, size brings issues. The rate of crime in fiefs, and general upkeep for members gradually increase with the number of fiefs owned. Kingdoms are not allowed to raid fiefs. The fief count of a kingdom must be larger than the sum of fiefs of its vassals.
Production: Kingdoms can produce a good variety of goods. However only a very few number of items can be produced in highest quality. That is why kingdoms need vassals or merchants to grow stronger. The price of production and capacity is dependent on the size of the faction: the prices go down and capacity increases per unit as faction grows.
Trade: Kingdoms can trade with other kingdoms, their vassals and merchants. The capacity of the trade depends on the size of the faction and its partner. Trade margins and profits are negotiable within other kingdoms. Trade with vassals and merchants are explained in relevant faction types.
Armies: Kingdom armies can be vast and shiny. But they are slow and costly. Kingdoms can recruit their own armies, call their vassals to arms or make deals with mercenary factions. When a kingdom army attacks, the battle is scheduled one day after, as kingdom campaigns are big and take time
Map Options: Members of a kingdom faction have variable speed and visibility properties. The movement speed is calculated with respect to size and load of a member's hero. Range of sight depends on the size of hero's army: bigger the size, larger the range of sight. This is two-sided though: small armies have more chances to be unnoticed by others.


VASSALS

Description: This is for smaller factions who thrive to be bigger one day. A vassal can have 1 ruling kingdom, which can be chosen after a cooldown time in the beginning of the round. A vassal cannot have more fiefs than its kingdom. They have a mutual survival relationship with kingdoms. The vassal of one kingdom can be captured by another kingdom and forced to change its ruling kingdom.
Fiefs: They can capture a limited number of villages, and at most 1 castle but no cities. As the size of this faction is smaller, they have lower rate of crime in fiefs and lower general upkeep for members. Vassals cannot raid fiefs.
Production: Vassals can produce a small variety of goods. But they have some very high quality special products that can be sold to kingdoms. The price of production and capacity is still dependent on the size of the faction: the prices go down and capacity increases per unit as faction grows. But they have a bonus for their special products.
Trade: Vassals can trade with their kingdom, other vassals and merchants. The capacity of the trade depends on the size of the faction and its partner. Prices and margins for the trade of "special vassal products" can be defined by the producer vassal and receive bonus for this trade.
Armies: Vassal armies are smaller and weaker compared to kingdom armies. However, they are faster and cheaper to upkeep. Vassals can recruit their own armies or make deals with mercenaries. Vassals need to send armies to their kingdoms if they are asked, but they can ask for help from their kingdom if needed. Same with kingdoms, when a vassal army attacks, the battle is scheduled the next day.
Map Options: Members of a vassal faction have variable speed and visibility properties. The movement speed is calculated with respect to size and load of a member's hero. Range of sight depends on the size of hero's army: bigger the size, larger the range of sight. This is two-sided though: small armies have more chances to be unnoticed by others.

BANDITS

Description: This is for smaller factions who has chosen the dark side. They are one of the main balancing elements in the game to terrorize the map and present challenge for bigger factions. They are basically nomadic factions that need to relocate on the map in given periods.
Fiefs: They can capture a single village at the beginning of the round, to generate required items and army. After a cooldown time, they need to leave this village. After that, bandits are not allowed to capture any fief, they can only raid fiefs. However, bandits can find and settle in "invisible hideouts" in forests or mountain tops which can stand only for 1-2 months, and they will need to relocate. They can have at most 1 hideout at a time, found by any member.
Production: Bandits have high production capacities and but very small variety and quality. They can produce very low quality units without the necessity of being in a fief.  Bandit hideouts can produce better quality units but never as good as any other faction type's production quality. Bandits can produce horses for cheaper.
Trade: Bandits cannot trade with any other faction, but they can buy/sell units in neutral fiefs like everyone else. Bandits loot the trade caravans instead.
Armies: Bandit armies can be medium sized but armed with lower quality weapons unless these weapons are provided from raiding. Bandit hideouts are good at generating recruits. When a bandit army attacks, the battle is scheduled much sooner than other factions, e.g. in the next 6 hours. This enables "hit and run" strategy making other factions' units more vulnerable to bandit attacks. On the other hand, bandit faction members need to organize better to find roster for their battles. People from other factions can help bandits for roster support by simply choosing "fight with masks" during application which hides their name in the battle. (This makes "Pseudonym" option in roster application more useful for Bandit battles.)
Map Options: Bandits have access to horses earlier than other factions, which will increase their movement speed. Range of sight of a bandit hero is larger by default than others, and sight increases with respect to size. Bandits also have the option to drop goods to increase their speed if they need to.


MERCENARIES

Description: This is for smaller factions who make money by fighting for others. Mercenaries have open ended contracts with all sorts of factions. Mercenaries can send armies for both sides in a war and they can roster for both sides without the need to hide their names.
Fiefs: They can raid neutral castles and towns but they can only have 1 castle and 1 village.
Production: They can produce a single complete set of high quality equipment which makes them famous for their elite soldiers; e.g. Swiss Halberdiers. This set can be chosen at the beginning of the round but can be changed within long periods. For this complete set, they have bonus for capacity and cost. But for other units, they have low variety and capacity.
Trade: They can trade with other factions but they actually make their biggest income from trading their armies.
Armies: They can have their own armies. But most importantly, their armies can be traded with other factions. Upon request, mercs can either sell or lend their armies. Mercenary faction can define the prices for both of these options. When the army is sold, there is a single money transaction. When the army is lent, mercenary faction receives the decided amount of money every hour/day. When mercenaries sell their armies, that army must be taken to customer's lands and transaction is completed there. A lent army joins customer's faction temporarily and makes money accordingly. A lent army joins back to its original mercenary faction if it survives the attack. When mercs attack, the battle is scheduled the same way with kingdoms and vassals.
Map Options: Mercenary heroes have same speed and range of sight properties with kingdoms and vassals.


MERCHANTS

Description: This is for smaller factions whose goal is to make money peacefully. They are not part of any kingdom or vassals, they are basically independent and free trade territories.
Fiefs: They can have 2-3 villages and 1 city at most. They cannot raid.
Production: They have a large variety of products with changing quality. They receive bonus for the items being sold to other factions over time.
Trade: Trade is the core of this faction. They can make trades with any type of faction, as they have a big variety of units, they can make a good amount of money from trading.
Armies: They can have their own armies to defend themselves. It is up to the faction to decide how to get this army; they can either make their own or ask for mercenaries to give them armies. As they do not belong to any kingdom, they cannot call for help. Merchant fiefs cannot be taken by any faction, they can only be attacked by bandits and get raided. Merchant armies are only needed to get the fiefs needed (until the limit) and defend the region against bandits. When a merchant army attacks, the battle is scheduled the next day.
Map Options: Merchants have large range of sight, their movement speed is the same with kingdoms, vassals and mercenaries. Merchant caravans can drop their goods to escape from attacking bandits.

INFILTRATORS

Description: This is mainly for neutral and individual players who would like to play a game of "cloak and dagger", playing their role in the outcome of wars of "big landlords" or merely making profit by offering their arts of discretion. The only thing they own is, contacts. With those contacts they can do certain things. This is explained more in detail.
Fiefs: Infiltrators can only enter a fief. Raiding and attacking settlements is not an option for them. They can't own them as well. In return, they are invisible to the fief owner once they have entered a fief; though they can be seen under certain circumstances. Explained later.
Production: As  infiltrators can not own any fiefs, they can not produce anything since they have no settlements and they will not be able to carry any equipment in their inventories. Instead, they "establish" contacts with their strat tickets. Those contacts will cost upkeep, if not getting paid they will be disbanded. The amount of contacts will be displayed in the inventory and they will not slow the infiltrator on map. They are merely to show what the infiltrator has. Those contacts will make the difference in getting caught or being succesful in the actions.
Trade: To your great surprise, infiltrators also can't trade. However, they have certain weapons at their disposal to be involved with the trading business.
Armies: Infiltrators own no armies.
Map Options: Infiltrators are seen as 1 man armies on the map, if one has the chance get that much close enough to see them on the map. Infiltrators move at great speed on the map, and an army needs to get very close to their party to spot them. That being said, they have the option to hide in friendly parties. Alternatively, infiltrators can try to sneak into a party with some risk involved. Again, this will be explained later in more detail.

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Throughout the game, shifts from one type of faction to another might be possible, the details can be worked out. Every faction type should have an advantage over the other in some ways.
What do you think?
Cheers

(click to show/hide)

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5
General Off Topic / French Medieval or Renaissance Music
« on: December 16, 2013, 04:01:53 pm »
Dear Community,

I was in Strasbourg this weekend for the Christmas market and came across this nice street musicians playing some old fashioned instruments and singing probably old fashioned music (French) as well. I really liked it however I have no idea what they were singing. I have some hints though:

- They were French, singing in French :) 
- Pretty much old clothing, looked like medieval stuff, maybe later. It's old
- One of them was playing something like this:
(click to show/hide)
- They were four basically, one with this constantly winding instrument up above, two others were playing some versions of guitars ( with around 12 strings possibly? ) and the other was playing a simple drum. No air instruments.

I thought you might know what they were playing/singing, or at least come up with some suggestions. Possible songs?

Cheers.

6
General Discussion / Arrow Weight vs Arrow Count
« on: January 12, 2013, 02:29:39 pm »
Hi all !

This might be a already late topic to discuss but I personally find it a bit illogical to see that a stack of 20 tatar arrows weigh 8 kgs. I know that this game is highly under the influence of 2h/pole and 1h infantry, thus trying to avoid archery has been a top priority for this big part of the community, however doubling the weight of arrows should not be a way of balancing.

I would rather suggest reducing the amount of arrows in a stack rather than increasing their weight because of several reasons;

- I am practicing archery myself irl and each of standard war arrows does not exceed 50 grams ( assume you have steel complex and heavy war heads, this can go up to 100 grams max. no more )

- In game MW arrows are 10 kg, MW Barbed arrows are 9 kg, MW tatar arrows are 8 kg and MW bodkins are 7kg for each stack. Even if you go extreme and assume that quivers make the half of this weight ( which is illogical also because war quivers are generally made out of woolen cloth, or leather with some decorations during medieval times. Considering their sizes, quivers are not expected to exceed 3 kgs as they lack heavy metals or plates ), each arrow will weigh: MW arrow (185 g: 5 kg quiver), MW barbed ( 204 g: 4.5 kg quiver), MW tatar ( 200g: 4kg quiver) and MW bodkin (205 g: 3.5 kg quiver). If you reduce the quiver weight to normal and expected values, the arrow weights turn out to be more and more unrealistic. But even these results are unreal and not balanced.

- Many archers reported ghost arrow effect after the doubling the weights. Ghost arrow effect is when your arrow goes through the enemy object body without being calculated as a hit.

- Doubling the weights changed the trajectory of the arrows as the strength of the bows remained the same. This made the archer to aim much higher than the target for long distance shots, which made it much much harder for the archer to register a hit. Because the reticule should be put way above the target, the vertical distance between the target and the reticule is too much for a quick visual calculation.

What I will suggest is to reduce the amount of arrows in a stack instead of making their weights way more than of reasonable and realistic values. Having a less amount of arrows will make the archer to prioritize targets instead of raining his stack upon the enemy. So that both our ranged community and infantry community will be happy.

7
Beginner's Help and Guides / Forum Noob: How to remove notification ?
« on: December 18, 2012, 04:57:16 pm »
Yes I'm a noob, but that is not the point. Can you please tell me how I can stop notifications when somebody else posts something on a forum thread which I have posted once?

Normally, when I post something the "Notify" button on the top right of a forum thread should turn into "Unnotify" right? In my case, it always says "Notify". When I click, it becomes "Unnotify" and when I click it again it says "Are you sure you wish to disable notification of new replies for this topic?" but it does not have any effect. I'm quite bored of seeing updates on forum threads I am no longer interested in.

If you can help me you'll be doing a huge favor.

Thanks,
Forum Noob,
Gazi

8
Sell/Trade / Selling Loom Point
« on: November 30, 2012, 08:28:26 pm »
Hello,

I'm selling loom point for 500K.

Cheers.

9
cRPG Technical problems / Horses are still gone in strat battles
« on: November 17, 2012, 02:56:06 pm »
Yes they are, and this pisses me off. You know the story, but let me summarize again:
- It was my strat battle, 2 of my fighters used 2 horses. Although they were still alive, they were still on their horses at the end of the battle, both of these horses are gone now. No damaging, no altering, totally wasted away.

Please solve this bug, it's been there for ages now. Please give it some time.
Thank you.

10
cRPG Technical problems / Can't use double of same items
« on: July 26, 2012, 10:06:07 pm »
I'm a horse archer and I cannot save two stacks of arrow on the website. When I save it, it says "Invalid Items". This does not affect the game, I can still use double stacks. But still, it's a bug and needs attention.

Thanks ...

11
Sell/Trade / [Sell / Trade] Giving MW Bodkins
« on: April 24, 2012, 01:48:47 pm »
Hi all,

What I really want is MW tatar arrows in exchange for my MW bodkins. But I can also trade them with lordly heavy/light armor and lordly gloves of any kind.

If you have money I can sell them too.

Let me know if you are interested.

Cheers ...

12
Diplomacy / So we've come to this!
« on: March 21, 2012, 10:57:40 pm »
All UIF-free factions of cRPG !

The war has come to our lands, the last bastion of hope. This is a war that we have expected for so long and now the time has come. We have seen so many unfairness in this round and we are so tired of this. Beside all, let's give these guys a hell of a fight and end this by having a great fun.

Join Kapikulu in his fights against DRZ and more to come.

To battle !!!!

Here is a full list of battles you can enjoy joining:


13
Suggestions Corner / Upgradable Fiefs
« on: March 14, 2012, 04:28:31 pm »
Hi all,

For those who played strategy games like Total War series, Civ series and even Age of Empires series, one of the best feature is to upgrade your settlement/castle/city whatever. In the Mount&Blade version, I was pretty eager to see the result when I ordered to build a watch tower in my fief and frusturated when I saw nothing at the end.

I'm quite sure that people would love to see such a feature added to our beloved cRPG; strategus. Wouldn't be awesome if there would be a fief upgrade feature which allows only the fief owners in strategus to construct additional structures such as walls, watch towers, spikes etc. into their fiefs. Such constructions would change if the fief is a village, castle or city. Of course, it would cost a lot of strategus money and some time to build. The editable construction region should be defined to span a close area around the original settlement.

I'm also quite sure that the algorithm to support local fief modification and its delivery to public database is messy and time consuming. But we've seen times when cRPG dev team has recruited project teams to complete their tasks, which can also be applied for this too.

A support from the community for this feature would be enough I guess, the rest would come. So what do you think about fief upgrading in strategus?

14
Suggestions Corner / [Strategus]Distance Based Rosters
« on: March 04, 2012, 09:32:35 pm »
We have a range of visibility in the map right? Why not only allow roster applications for those who fall into that range; in other words, allow to the clan who has a member who travels with the fighting army.

Edit: Or let me put it this way. We see nords are attacking templar fiefs. Let's assume Nord_Ismelllikesalmon attacks Templar_Iamaninfidel on the map. By default, Nord and Templar clan members would be allowed to apply for roster. And assume that in the visibility range of Nord guy, there's a member of DRZ and Grey. Then, these clans would also be allowed to apply. But clans like a thousand miles away would not.

I believe this might increase the depth of diplomacy in the game as you'd need to ask for your allies to send one of their member with you to the frontline for them to join the battle on your side. Only after this, clans would show their true strength.

Extension: In case of attacking neutral villages, the roster application might work like old-school way.

15
Sell/Trade / [Trade] Champion Destrier for Champion Arabian Warhorse
« on: February 21, 2012, 03:49:11 pm »
Hi all,

I want to trade my champion destrier for a champion arabian warhorse + some gold on top. The offer is on the market. If you want to bargain about it, you can send PM's.

Cheers,
BattalGazi

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