cRPG

Strategus => Strategus General Discussion => Topic started by: Adoptagoat on September 09, 2011, 10:19:51 am

Title: Khudan AAR
Post by: Adoptagoat on September 09, 2011, 10:19:51 am
In the dead of night, a small elite TKoV commando force crept upon the unsuspecting Khudan .  The Druzhina mercenaries were caught sleeping, their throats slit while they slept.  The one aware DRZ member was caught outside the City, trapped on the ramp between two raiders.  The grateful population quickly joined their TKoV saviors, recognizing their rightful Lords and swearing allegiance to King Trebor of TKoV. The Lord Uncle of TKoV reports no losses and complete cooperation from the populace with minimal enforcement from TKoV troops.
Title: Re: Khudan AAR
Post by: Keshian on September 09, 2011, 10:25:00 am
Man, you guys sound like some nice overlords, I think Curaw's popuulation should join you.  Nothing like a modern day coup de'tat regime change to spice up Strategus.
Title: Re: Khudan AAR
Post by: Visconti on September 09, 2011, 10:27:34 am
 8-)
Title: Re: Khudan AAR
Post by: _RXN_ on September 09, 2011, 10:31:22 am
Adoptagoat, thank you, but Matey already reported the bugs that allowed to capture the city. http://forum.c-rpg.net/index.php/topic,15395.0.html
Title: Re: Khudan AAR
Post by: Matey on September 09, 2011, 10:42:55 am
Adoptagoat, thank you, but Matey already reported the bugs that allowed to capture the city. http://forum.c-rpg.net/index.php/topic,15395.0.html

well there was no bug that allowed us to cap the city, that was just lack of defenders showing up, but the spawns are bugged and i dont know if the ramp is intentional... with that few defenders though, we woulda won it with ladders if necessary.
Title: Re: Khudan AAR
Post by: okiN on September 09, 2011, 10:52:36 am
well there was no bug that allowed us to cap the city

You keep saying that, but I don't think it's true. I'm pretty sure the attack shouldn't have been possible in the first place.
Title: Re: Khudan AAR
Post by: _RXN_ on September 09, 2011, 10:55:01 am
Matey, let's be honest, attackers captured it because respawn was in the city and they are easily able to take flags. Anyway, everything was reported and left to wait for an official reply of admins on the forum.
Title: Re: Khudan AAR
Post by: Adoptagoat on September 09, 2011, 10:59:35 am
In all fairness, with 1 defender, we would have capped that city no matter where we spawned, choose what you're bitching about wisely.
Title: Re: Khudan AAR
Post by: Karmazyn on September 09, 2011, 11:03:45 am
You keep saying that, but I don't think it's true. I'm pretty sure the attack shouldn't have been possible in the first place.

There are beta testers but nothing is really tested if you are right, strange.
Maybe chadz should stop strategus and fix the bugs and exploits and then start with a wipe.
(click to show/hide)
Title: Re: Khudan AAR
Post by: okiN on September 09, 2011, 11:14:14 am
There are beta testers but nothing is really tested if you are right, strange.
Maybe chadz should stop strategus and fix the bugs and exploits and then start with a wipe.

That's not what the beta testers are for, they test stuff like new game modes. There's no closed Strategus beta, finding bugs is the only reason why this current Strategus round is running.

I suggest making a think tank about exploits and bugs.
There are not only cities a problem. AI doesn’t buy throwing weapons, no good shields and 1hs, always war cleaver, arbalest, long bow and so on. There is no variation in equipment. Spawn camping at flags, flags always on walls, catapults make walls useless and many other things like op arbalests...

Judging by past experience, there's probably no better exploit-finding think tank that the devs could put together than this ridiculously competitive community. AI equipment buying is obviously pretty screwy, but redoing it at this stage is obviously very low-priority. I hope chadz will do it before the next round begins, and to that end suggestions can always be made. It's the same for many of these problems, I think.
Title: Re: Khudan AAR
Post by: Karmazyn on September 09, 2011, 11:26:15 am
That's not what the beta testers are for, they test stuff like new game modes. There's no closed Strategus beta, finding bugs is the only reason why this current Strategus round is running.

...

Come on, 2 people can load every castle or city on empty server and check the spawns, the gates, the walls or maybe there are ramps or other bs really fast.
Title: Re: Khudan AAR
Post by: okiN on September 09, 2011, 11:28:05 am
Well, it's the people in charge of maps who screwed up that job, but yes, obviously they should have done that ages ago. It's also pretty ridiculous that they didn't fix the rest of the towns after the Dhirim siege, but there you go. However, even if we had a closed Strat beta running, it's anyone's guess whether we would have had the idea of trying to attack a town with 100 people. I for one had no reason to think it had suddenly become possible.
Title: Re: Khudan AAR
Post by: CrazyCracka420 on September 09, 2011, 04:40:13 pm
The spawn points are obviously a problem.  But you shouldn't be able to attack any AI controlled village, castle or town without having a certain percentage of troops (like 1/10th or w/e).  I think the 1/3rd requirement is a little high, but it should be something.

I guess there's no reason not to give it a try, you can just retreat if things aren't in your favor and not lose any troops gold or equipment.
Title: Re: Khudan AAR
Post by: SPQR on September 09, 2011, 06:15:20 pm
Why is raiding castles and cities even possible? It doesn't make any logical sense. They have giant fuck-off walls, how are you going to raid them?

Considering raiding is time based or whatever and the defenders are stuck behind their walls I would suggest just turning off raiding for cities and castles in general, make it an army and village only thing.
Title: Re: Khudan AAR
Post by: Keshian on September 09, 2011, 06:18:35 pm
Why is raiding castles and cities even possible? It doesn't make any logical sense. They have giant fuck-off walls, how are you going to raid them?

Considering raiding is time based or whatever and the defenders are stuck behind their walls I would suggest just turning off raiding for cities and castles in general, make it an army and village only thing.

It actually already has been.  This wasnt a raid, wasn't allowed as an option - its why TKOV got the city ownership.  What happened was that neutral fiefs dont have the 1/3rd rule for attackers so any army can try to take them on (e.g. attack a 500 pop neutral village with 100 well-armed fighters.)
Title: Re: Khudan AAR
Post by: Tears of Destiny on September 09, 2011, 07:00:00 pm
I HAVE AN IMPORTANT ANNOUNCEMENT TO MAKE!

Every battle won or lost so far has had glitches and thus people should post that every time they have lost it was due to a glitch and thus is unfair and did not count becausee donkey knows bitching about it will make chadz do a magical rollback or that your enemies will actually give a crap.

Oh shit... I posted this a month too late...


In all seriousness... is DRZ complaining about being whacked in the nuts due to game mechanics when they do it too?