cRPG

Strategus => Strategus General Discussion => Topic started by: chadz on October 18, 2012, 06:44:47 pm

Title: Strategus Changes
Post by: chadz on October 18, 2012, 06:44:47 pm
Some fixes to strategus:

1) Default Fief tax rate raised from 1% to 5%
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.
3) Buying goods no longer costs a tax. The tax is applied when selling goods, based on the selling price, for both fiefs. (if selling fief has 15% tax, and buying fief has 20% tax, the trader keeps 65%)
4) Add verification when lowering troop cap
5) there is now a checkbox to put items on the towncenter
6) PP respec fixed
7) Fix attack radius
8) Remove prosperity modifier that was based on goods price.
9) Disable Bank, refund money
Title: Re: Strategus Changes
Post by: Tydeus on October 18, 2012, 06:48:09 pm
9) Disable Bank, refund money
Oh boy!
Title: Re: Strategus Changes
Post by: Kalp on October 18, 2012, 06:50:38 pm
Quote
9) Disable Bank, refund money
why ?
Title: Re: Strategus Changes
Post by: chadz on October 18, 2012, 06:50:55 pm
we have a better system.

(click to show/hide)
Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 06:52:10 pm
Bank not refunded.
(as of this post.) Still got 10k in it.
Title: Re: Strategus Changes
Post by: Kalp on October 18, 2012, 06:53:10 pm
Quote
it's secret

as always  :lol:
Title: Re: Strategus Changes
Post by: Thovex on October 18, 2012, 06:55:12 pm
Thanks for the updates.
Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 06:57:56 pm
Some fixes to strategus:

1) Default Fief tax rate raised from 1% to 5%
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.
3) Buying goods no longer costs a tax. The tax is applied when selling goods, based on the selling price, for both fiefs. (if selling fief has 15% tax, and buying fief has 20% tax, the trader keeps 65%)
4) Add verification when lowering troop cap
5) there is now a checkbox to put items on the towncenter
6) PP respec fixed
7) Fix attack radius
8) Remove prosperity modifier that was based on goods price.
9) Disable Bank, refund money


Can we please get a Fief respec for free? These changes hurt people who made taxes a certain way(mine of 10%). I now have 14% which is NOT what i wanted.  The new prosperity is prosperity per day now correct? so 400 prosp is 400 goods a day?
Title: Re: Strategus Changes
Post by: Kelugarn on October 18, 2012, 06:59:17 pm
Quote
6) PP respec fixed
8) Remove prosperity modifier that was based on goods price.

Yes yes yesyesyesyes.
Title: Re: Strategus Changes
Post by: Keshian on October 18, 2012, 07:06:36 pm
Yes yes yesyesyesyes.

What about all those clans that abused it before then and have 600+ prosperity in their fiefs???  Us legitimate players will be screwed over compared to them if that isnt adjusted.
Title: Re: Strategus Changes
Post by: Arrowblood on October 18, 2012, 07:08:52 pm
6) PP respec fixed
+9000
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 07:11:41 pm
Nice changes balances low price and high price fiefs a bit more and fixes some bugs. I hope clans that have exploited respec bug have had their fiefs restored, maybe to day 1?

8) Remove prosperity modifier that was based on goods price.

What's new daily S&D gain formula then?

Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 07:15:24 pm
Nice changes balances low price and high price fiefs a bit more and fixes some bugs. I hope clans that have exploited respec bug have had their fiefs restored, maybe to day 1?

What's new daily S&D gain formula then?

Current gain is Prosperity/24.(IE it's now PER DAY instead of good recovery rate, Higher prosperity equal higher goods sold in a day)

ALSO Paying taxes on buying gear in faction fiefs is removed. You no longer pay taxes inside your own faction feifs. Or atleast I don't pay taxes buying stuff from my fief.
Title: Re: Strategus Changes
Post by: Kelugarn on October 18, 2012, 07:15:53 pm
What about all those clans that abused it before then and have 600+ prosperity in their fiefs???  Us legitimate players will be screwed over compared to them if that isnt adjusted.

Well if the strat team looks into it it should be fairly easy to see which fiefs have jacked up stats from the respec bug. Simplest solution would be a forced stat reset and points reset to (starting points)+(points/day)(days since strat 4 launch) for all fiefs. I have a feeling that plenty of lords will want this anyways with the new changes.
Title: Re: Strategus Changes
Post by: IR_Kuoin on October 18, 2012, 07:19:17 pm
Maybe now I can leave the castle I've been camping since strateus opened
Title: Re: Strategus Changes
Post by: LordBerenger on October 18, 2012, 07:21:58 pm
Some fixes to strategus:

3) Buying goods no longer costs a tax. The tax is applied when selling goods, based on the selling price, for both fiefs. (if selling fief has 15% tax, and buying fief has 20% tax, the trader keeps 65%)


Wat? Oh come on. Don't tell me what i think it is. Am i just derping or does this mean i won't get any taxes at all when spergs comes to my castle and BUY goods from me?
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 07:22:31 pm
Current gain is Prosperity/24.(IE it's now PER DAY instead of good recovery rate, Higher prosperity equal higher goods sold in a day)

So good price doesn't matter anymore for S&D recovery
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 07:23:15 pm
Wat? Oh come on. Don't tell me what i think it is. Am i just derping or does this mean i won't get any taxes at all when spergs comes to my castle and BUY goods from me?

No you get more taxes, cuz your tax rate will be applied on sale which is a higher value than at buy.
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 07:25:12 pm
Well if the strat team looks into it it should be fairly easy to see which fiefs have jacked up stats from the respec bug. Simplest solution would be a forced stat reset and points reset to (starting points)+(points/day)(days since strat 4 launch) for all fiefs. I have a feeling that plenty of lords will want this anyways with the new changes.

Would be kinda dumb to reset everyone. Only people who abused the reset option should be reset, and not to day 1 either just rolled back to date they reset.
Title: Re: Strategus Changes
Post by: LordBerenger on October 18, 2012, 07:28:41 pm
No you get more taxes, cuz your tax rate will be applied on sale which is a higher value than at buy.

SO let me get this right.

I'll get my taxes when the ones who buy my goods sells their goods? So let's say Turboflex comes to my castle and buy 500 goods. He goes to say...Shariz in EU that means i will take part of that juicy bonus and get my gold when the buyer of my goods sells it? Uh..even though it sounds good i hope i don't get traders who'll travel far away. Gonna take some time getting gold then.
Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 07:32:19 pm
SO let me get this right.

I'll get my taxes when the ones who buy my goods sells their goods? So let's say Turboflex comes to my castle and buy 500 goods. He goes to say...Shariz in EU that means i will take part of that juicy bonus and get my gold when the buyer of my goods sells it? Uh..even though it sounds good i hope i don't get traders who'll travel far away. Gonna take some time getting gold then.

Ah so it's a back tax? Interesting. Sounds better then.
So that rather than paying tax buying and selling you pay at selling and at selling price.

That SHOULD encourage people with low cost to keep it at like 5-10% and high cost at like 10-15%. Also, that should remove the people "asking for money" for s/d since they get it back in the back tax. Encourage people to buy and use your s/d so you make lots of money on taxes.
Title: Re: Strategus Changes
Post by: dodnet on October 18, 2012, 07:36:06 pm
3) Buying goods no longer costs a tax. The tax is applied when selling goods, based on the selling price, for both fiefs. (if selling fief has 15% tax, and buying fief has 20% tax, the trader keeps 65%)

I don't like this. You make much less gold with this as trader. Also what happens if the fief you bought the goods from raises its tax while you're underway... do you pay the final tax? That sucks.

Example:
100 goods bought at 5 with 10% tax = -500 gold, -50 gold tax
100 goods sold at 20 with 10% tax = 2000 gold, -200 gold tax
= 1250 gold profit

100 goods bought at 5 with 10% tax = -500 gold
100 goods sold at 20 with 10% tax = 2000 gold, -200 gold tax, -200 gold tax
= 1100 gold profit

BTW... doesn't that mean, all the selling fiefs get much more taxes then the buying fiefs? Why should anyone try to sell goods now?
In my example the selling fief gets 700 gold, the buying fief only 200 gold.  :shock:


Forget about that... the selling price doesn't go to the village...

Also found one bug: I have some goods, that were at +x% bonus already, they are at -50% now. Please don't tell me I marched for one day just for nothing...
Title: Re: Strategus Changes
Post by: Visconti on October 18, 2012, 07:40:51 pm
What is this respec abuse everyone is talking about? What did it do?
Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 07:42:51 pm
What is this respec abuse everyone is talking about? What did it do?

http://forum.meleegaming.com/strategus-issues/resetting-pp-doesn%27t-reset-goods-price/
Title: Re: Strategus Changes
Post by: Gingerpussy on October 18, 2012, 07:44:32 pm
Only thing the tax does is stop SD theft (sadly) and made it so that the fiefs themselves are important again.

I guess UIFs whining on forums about SD terrorism have worked. GJ UIF....
Title: Re: Strategus Changes
Post by: serr on October 18, 2012, 07:46:58 pm
Only thing the tax does is stop SD theft (sadly) and made it so that the fiefs themselves are important again.

I guess UIFs whining on forums about SD terrorism have worked. GJ UIF....
Seriously? Is 5% that much? Yes, it makes sd theft a bit less profitable, but for sure doesn't stop it.
Title: Re: Strategus Changes
Post by: dodnet on October 18, 2012, 07:58:05 pm
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.

visitors can't see pics , please register or login
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 08:03:54 pm
nerf to bulk traders in large clans.
Title: Re: Strategus Changes
Post by: Gingerpussy on October 18, 2012, 08:05:05 pm
Seriously? Is 5% that much? Yes, it makes sd theft a bit less profitable, but for sure doesn't stop it.
Default tax is 5 % easy to get it up to 20 25.
Title: Re: Strategus Changes
Post by: Harrys Oil Can on October 18, 2012, 08:08:04 pm
Also found one bug: I have some goods, that were at +x% bonus already, they are at -50% now. Please don't tell me I marched for one day just for nothing...
Same thing happened to me went from +~100% to -50%.
Title: Re: Strategus Changes
Post by: dodnet on October 18, 2012, 08:08:49 pm
LOL... just noticed I jumped from 84 crates to over 300  :lol:
Title: Re: Strategus Changes
Post by: Rikthor on October 18, 2012, 08:10:19 pm
Same thing happened to me went from +~100% to -50%.

Yup I am in the same boat, high bonus now down to -50% :(
Title: Re: Strategus Changes
Post by: Tydeus on October 18, 2012, 08:15:02 pm
Yup I am in the same boat, high bonus now down to -50% :(
Could be that chadz played with the distance formula further, making it so you can't be anywhere remotely close to the manufacturer of the trade goods. I had slightly over 100% distance bonus yesterday when I sold a few goods, now I'm slightly farther away but with a -50% bonus.

Can't say I like it, certainly hate it for NA where the outer fiefs have been removed, thus making everything more compact.
Title: Re: Strategus Changes
Post by: serr on October 18, 2012, 08:18:25 pm
Default tax is 5 % easy to get it up to 20 25.
You should spend 75 PP to get it up to 20. And it was 95 PP before this change.
Title: Re: Strategus Changes
Post by: Kalp on October 18, 2012, 08:19:38 pm
we have a better system.

(click to show/hide)
ok now seriously, if you do not give us any tips, it will be like a lottery

atm it not looks fine, when I don't know what to do to increase  the chance

btw for two weeks I put all gold to bank for nothing  :rolleyes:
Title: Re: Strategus Changes
Post by: Harrys Oil Can on October 18, 2012, 08:27:05 pm
Could be that chadz played with the distance formula further, making it so you can't be anywhere remotely close to the manufacturer of the trade goods. I had slightly over 100% distance bonus yesterday when I sold a few goods, now I'm slightly farther away but with a -50% bonus.

Can't say I like it, certainly hate it for NA where the outer fiefs have been removed, thus making everything more compact.
I dont think this is the case because Im not even close to where I bought them. If this was an intentional change then the good bonus would be negated with the distance I have already traveled.
Title: Re: Strategus Changes
Post by: Rikthor on October 18, 2012, 08:30:37 pm
Could be that chadz played with the distance formula further, making it so you can't be anywhere remotely close to the manufacturer of the trade goods. I had slightly over 100% distance bonus yesterday when I sold a few goods, now I'm slightly farther away but with a -50% bonus.

Can't say I like it, certainly hate it for NA where the outer fiefs have been removed, thus making everything more compact.

I don't think that would be the case since everyone who has posted, including you, has said their bonus has dropped to exactly -50% and we have all been moving different distances with different bonuses pre-patch today?
Title: Re: Strategus Changes
Post by: CrazyCracka420 on October 18, 2012, 08:32:50 pm
That bug for goods distance will need to be fixed (hopefully it can be).

Also another issue remains where cavalry (some, not all) spawn near the enemy in battles.   
Title: Re: Strategus Changes
Post by: Keshian on October 18, 2012, 08:37:45 pm
I don't think that would be the case since everyone who has posted, including you, has said their bonus has dropped to exactly -50% and we have all been moving different distances with different bonuses pre-patch today?

I think its not showing until you actually enter a fief (like how weapons are handled - generic prices until in a fief).  I just sold 30 goods at 87% bonus today.
Title: Re: Strategus Changes
Post by: Rikthor on October 18, 2012, 08:46:12 pm
I think its not showing until you actually enter a fief (like how weapons are handled - generic prices until in a fief).  I just sold 30 goods at 87% bonus today.

Yeah, I can check that in about 20min. and see if that shows on my end as well
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 18, 2012, 08:50:03 pm
7) Fix attack radius
So no more grey armys changeing direction 2 seconds before a strategustick to be in another place then the person attacking them and thus avoiding a battle?
Poor greys will now actually have to face their enemys?!

Damn what has this game become....next you tell me your going to find something against those multiaccounts...
Title: Re: Strategus Changes
Post by: dodnet on October 18, 2012, 08:53:26 pm
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.

Ok, now my new weight (almost) makes sense:

I have:
88 troops, 500 goods = 334 crates

500 goods - (500 goods / 6 * 2) = 334 crates  :!:

So it still is only a nerf, if you have more crates than troops, because than every good counts as one crate.
Title: Re: Strategus Changes
Post by: Teeth on October 18, 2012, 09:05:15 pm
9) Disable Bank, refund money
What the hell, chadz I was gearing up to spend the rest of this strategus round as an independent trader to fill my bank up and maybe get a loompoint.

we have a better system.

(click to show/hide)
Aww, how am I going to get looms? Any reason to be an independent trader now? Oh and no refund yet.
Title: Re: Strategus Changes
Post by: ArysOakheart on October 18, 2012, 09:07:01 pm
Bring back NA FISDNAR!
Title: Re: Strategus Changes
Post by: Uumdi on October 18, 2012, 09:08:18 pm
6) PP respec fixed

6) PP respec

6) PP

PP
Title: Re: Strategus Changes
Post by: LordBerenger on October 18, 2012, 09:14:24 pm
Bring back NA FISDNAR!

For the good 'thang?
Title: Re: Strategus Changes
Post by: ArysOakheart on October 18, 2012, 09:34:46 pm
For the good 'thang?

If we get back NA Fisdnar.... ill summon....FRANK_THE_TANK!
Title: Re: Strategus Changes
Post by: Butan on October 18, 2012, 09:37:29 pm
With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.


Does it mean 100 cookies + 100 pizzas without weight penalty for 100 troops

But if you had 200 cookies or 101 cookies you had weight penalty ?
Title: Re: Strategus Changes
Post by: Andswaru on October 18, 2012, 09:49:22 pm
Some fixes to strategus:
8) Remove prosperity modifier that was based on goods price.

No.8 is preety game breaking for factions that looked how the game worked before making the price stupidly high.
Factions that invested in prosperity with a balanced pricing system (how the system was designed) have just been epically screwed, thankyou.
Title: Re: Strategus Changes
Post by: Rikthor on October 18, 2012, 09:50:53 pm
I think its not showing until you actually enter a fief (like how weapons are handled - generic prices until in a fief).  I just sold 30 goods at 87% bonus today.

Alright, I can confirm this as well, the -50% only displays outside but once you move inside of a fief the proper value shows up. I was at -50% before entering New Samarra Castle, at 245% inside, and back to -50% outside.
Title: Re: Strategus Changes
Post by: kinngrimm on October 18, 2012, 09:53:13 pm
Some fixes to strategus:

1) Default Fief tax rate raised from 1% to 5%
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.
3) Buying goods no longer costs a tax. The tax is applied when selling goods, based on the selling price, for both fiefs. (if selling fief has 15% tax, and buying fief has 20% tax, the trader keeps 65%)
4) Add verification when lowering troop cap
5) there is now a checkbox to put items on the towncenter
6) PP respec fixed
7) Fix attack radius
8) Remove prosperity modifier that was based on goods price.
9) Disable Bank, refund money
1) -_- i got now a fief with 23% tax, seems a bit much, but i certainly wont invest there anymore PP to lower those taxes. A General PP respec would be a welcome thing to also get rid of some other mistakes made.
2) how does the penalty progression work?
3) why? i don't quite get what this changes
4) ok, please also that for leaving faction ^^, is it only me who regularly after sorting(which only works with sorting by ranks) clicks on "leaving faction"  :oops:
5) this is great thanks, finally i dont need to instruct my guys about this, you have heared our prayers
6) ok
7) do now the margins work to lower the amount of S&D used dependent on good price?
8) more secrets .. nooo ... i need to know ... nooo secrets!!!
Title: Re: Strategus Changes
Post by: Cicero on October 18, 2012, 09:58:00 pm
nice buff colation who dont have any S&D =)
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 10:12:32 pm

Does it mean 100 cookies + 100 pizzas without weight penalty for 100 troops

But if you had 200 cookies or 101 cookies you had weight penalty ?

This is correct.
Title: Re: Strategus Changes
Post by: dodnet on October 18, 2012, 10:18:17 pm
Alright, I can confirm this as well, the -50% only displays outside but once you move inside of a fief the proper value shows up. I was at -50% before entering New Samarra Castle, at 245% inside, and back to -50% outside.

Yeah, I got my bonus too when entering a fief.
Title: Re: Strategus Changes
Post by: naduril on October 18, 2012, 10:25:49 pm
The result of the CHANGES - As usually:

Whine more and more, write to chadz that you suck and will quit, and yeah, he would do fix so that your fail (in which you can blame only yourself) would be your advantage.

(click to show/hide)
Title: Re: Strategus Changes
Post by: Bozydar_z_Biskupina on October 18, 2012, 10:34:28 pm
Hmmm, maybe respec for all Villages and other settlement?
It's not fair, because strat started on other rules.
Title: Re: Strategus Changes
Post by: Cicero on October 18, 2012, 10:40:24 pm
For fuck sake ofcourse tomas gonna whine about this we made our economics for this shit for 1 month and u are changing it without asking anybody just to make coalition buff
Title: Re: Strategus Changes
Post by: Bozydar_z_Biskupina on October 18, 2012, 10:43:05 pm
I think new rules = respec for all villages. It's only right option and fair for all.
Title: Re: Strategus Changes
Post by: Always on October 18, 2012, 10:46:39 pm
Isent it a bit late to do such a huge change in strat? :o
Title: Re: Strategus Changes
Post by: Maks23PL on October 18, 2012, 10:48:21 pm
It doesn't fair at all. You shouldn't change game rules when the game is already started, if you know what I mean. I think a lot of cRPG clans won't be satisfied, and we want something in return for those changes.
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 18, 2012, 10:50:56 pm
nice buff colation who dont have any S&D =)

For fuck sake ofcourse tomas gonna whine about this we made our economics for this shit for 1 month and u are changing it without asking anybody just to make coalition buff

No S&D means it is used to generate gold. Haveing S&D left over is not good cauz it could be gold.
I see some of your villages have only been touched a little and some of them NOT AT ALL...so how exactly did you build up your economy :D?!
Cicero if you have no idea what your talking about you shouldnt be talking about it just for arguments sake.
By the way those changes also affect Coalition so I dont see how this is a 'Coalition buff'.
Thinking about it: You ever thought about meeting with Smoothrich for some thinking on those theories of yours :D?

Btw: Strategus is official still a beta so chadz can do changes whenever he feels like it.
Title: Re: Strategus Changes
Post by: Jacu on October 18, 2012, 10:51:11 pm
ok, this is test... but i dont belive this all changes (of course agnist US) are by chance

you cant change rulez when "coalition" is in black ass bacuase they fucked villages.... it is not fair....

respec for all villages !! Freedom for all villages !!

                                                                                       Admins stop hate

Title: Re: Strategus Changes
Post by: Harpag on October 18, 2012, 10:51:34 pm
This is really very important change that has a huge impact on the game. So large change of basic game rules in the middle of gameplay requires a free respec for all locations on the map. Otherwise, it will be unfair and pointless.
Title: Re: Strategus Changes
Post by: HarunYahya on October 18, 2012, 10:52:12 pm
Lol so this is simple as that ?
If you run out of S&D , suck chadz's dick and whooooooooooooop get a ninja update which gives you more S&D.

Logical.


we have a better system.

(click to show/hide)
More logical ...

But guys , come on we shouldn't cry because Strategus is in beta state.
We are all beta testers so don't expect perfection please.
We have been testing it for 2-3 years , one day if , if UIF will be defeated , Strategus will be released .
So keep patching this shit , actually give Russian people disadvantage when fighting in Desert , because you know they live in cold place they should have a handicap in desert.
Give Turks disadvantage when trading because our economy sucks in real life so you should nerf our trade !
I won't even speak of Greys , why don't you ban them all already guys ? They are all cheaters , hackers 100000000000 key users ban them already.

Anyway whatever you do guys , you will lose.
Give coalition 10.000 S&D , more gold to buy items eventually they'll give their items to us by getting defeated so any buff to them is actually buff to us indirectly ;)



edit:
INB4 mute incoming from a mad coalition forum hero , so gg guys c'ya in a week.
Title: Re: Strategus Changes
Post by: n1emys on October 18, 2012, 10:53:13 pm
Funny, when we kicks coalltion ass on strategus, chad do update. He changes the rulez, on which was based Strategus from the first minutes.

Why?

Coalition wrongly based points on villages. They dont locket points on prosperity, lolz. now chad wanna turn off points penalty. Cryers from coalition including fingers on this?

If you wanna enter new update, what have you got for us chadz? we play on first minuts with brains so we must pay for it?


who doesnt know coaliton (merc, templar, fallen etc.)

this game makes me sadly

Title: Re: Strategus Changes
Post by: bredeus on October 18, 2012, 10:54:24 pm
This is really very important change that has a huge impact on the game. So large change of basic game rules in the middle of gameplay requires a free respec for all locations on the map. Otherwise, it will be unfair and pointless.
well said.
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 18, 2012, 10:54:44 pm
Lol so this is simple as that ?
If you run out of S&D , suck chadz's dick and whooooooooooooop get a ninja update which gives you more S&D.

I dont see it: HOW do those changess give ANYONE S&D?!

€ And reading the 'kicking coalitions ass' thread? I dont see any asses kicked...last I remember greys lost 4 battles a day without winning a single one.
Title: Re: Strategus Changes
Post by: Cicero on October 18, 2012, 10:55:34 pm
No S&D means it is used to generate gold. Haveing S&D left over is not good cauz it could be gold.
I see some of your villages have only been touched a little and some of them NOT AT ALL...so how exactly did you build up your economy :D?!
Cicero if you have no idea what your talking about you shouldnt be talking about it just for arguments sake.
By the way those changes also affect Coalition so I dont see how this is a 'Coalition buff'.
Thinking about it: You ever thought about meeting with Smoothrich for some thinking on those theories of yours :D?

Btw: Strategus is official still a beta so chadz can do changes whenever he feels like it.
thats the proof of why u dont even have idea of micromanagement =)

u guys dont have any S&D but we have meanwhile we have money also and our economy keeps running instead of getting 0 S&D in all fiefs.

Beta testers gonna test forever i wonder what can you do to loose moar people chadz =)

inb4 fallen son of odin mutes me for

October 12, 2012, 02:01:04 am   Diplomacy section (modern talk)   +14

gg
Title: Re: Strategus Changes
Post by: HarunYahya on October 18, 2012, 10:56:02 pm
I dont see it: HOW do those changess give ANYONE S&D?!
Thats why you guys are losing anyway  :lol:
€ And reading the 'kicking coalitions ass' thread? I dont see any asses kicked...last I remember greys lost 4 battles a day without winning a single one.
Last i remembered you invaded Jameyyed , get your asses kicked then ran back , we invaded desert , killed your troops , took some fiefs and still holding one .If you consider killing few traders and lighlty armed troops victory , well good for you go tell your parents and friends that you won  :lol:
Title: Re: Strategus Changes
Post by: dado on October 18, 2012, 10:56:12 pm
Lol so this is simple as that ?
If you run out of S&D , suck chadz's dick and whooooooooooooop get a ninja update which gives you more S&D.

Logical.

More logical ...

But guys , come on we shouldn't cry because Strategus is in beta state.
We are all beta testers so don't expect perfection please.
We have been testing it for 2-3 years , one day if , if UIF will be defeated , Strategus will be released .
So keep patching this shit , actually give Russian people disadvantage when fighting in Desert , because you know they live in cold place they should have a handicap in desert.
Give Turks disadvantage when trading because our economy sucks in real life so you should nerf our trade !
I won't even speak of Greys , why don't you ban them all already guys ? They are all cheaters , hackers 100 key users ban them already.

Anyway whatever you do guys , you will lose.
Give coalition 10.000 S&D , more gold to buy items eventually they'll give their items to us by getting defeated so any buff to them is actually buff to us indirectly ;)



edit:
INB4 mute incoming from a mad coalition forum hero , so gg guys c'ya in a week.
fixed
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 18, 2012, 10:56:33 pm
Well cicero the thing is: all S&D you still have COULD be gold in your pockets.
So HAVEING S&D means your not haveing ALL the gold you could have.
Thats the way I see it...

€: I seriously cant see how those changes are FOR or AGAINST anyone since they affect ALL people...
Title: Re: Strategus Changes
Post by: serr on October 18, 2012, 10:58:57 pm
Are you serious, guys? In what way does it buff coalition and nerf uif? Please, do not represent everything like some conspiracy against you. Anyway, i agree that it's not good to make such major changes in the middle of the game and full respec for all fiefs can be solution in this situation.

Also, didn't see any crying from coalition or any other anti-uif factions about their s&d at all, so I really can't understand what are you talking about.
Title: Re: Strategus Changes
Post by: Vovka on October 18, 2012, 11:01:30 pm
Are you serious, guys? In what way does it buff coalition and nerf uif? Please, do not represent everything like some conspiracy against you. Anyway, i agree that it's not good to make such major changes in the middle of the game and full respec for all fiefs can be solution in this situation.
old zystem 1/5 with price 5 and 4/5 with price 25 fixed  :mrgreen:
new zystem 50/50
here's how
Title: Re: Strategus Changes
Post by: Cicero on October 18, 2012, 11:03:45 pm
Well cicero the thing is: all S&D you still have COULD be gold in your pockets.
So HAVEING S&D means your not haveing ALL the gold you could have.
Thats the way I see it...

€: I seriously cant see how those changes are FOR or AGAINST anyone since they affect ALL people...
Its so fuckin simple u guys used all of ur S&D and it will take so much time to get your S&D back meanwhile we got our S&D stabil and trade 7/24 instead of waiting like a looser like you =)

but after that change which was a successful blowjob u guys got ur S&D  back =)
Title: Re: Strategus Changes
Post by: n1emys on October 18, 2012, 11:05:37 pm
succesfull blowjob its the word what im searching on my first post :X
Title: Re: Strategus Changes
Post by: serr on October 18, 2012, 11:06:42 pm
old zystem 1/3 with price 5 and 2/3 with price 25
new zystem 50/50
here's how
Still don't get it. Does coalition get some extra s&d or prosperity by these changes? Or maybe it will kill all randomers who mess up their s&d?
Title: Re: Strategus Changes
Post by: Mels on October 18, 2012, 11:18:39 pm
I think new rules = respec for all villages!!!!! It's only right option and fair for all!!!!
Title: Strategus Changes
Post by: hasuldedoko on October 18, 2012, 11:23:47 pm
 :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :shock: :rolleyes: :!: :!: :!:Hello hello !!! :lol: How U can change basic rule of game when game is in middle? Our economy is created for 1st rule and with this rule coalition of our enemies make mistake in this and now u repering this for them and this is NOT FAIR. We spend point according to "1st" rule so what now? even free respec this is biased and partial. Meybe u just click button "lose of this side"... Its same like situation like that: football: ball goes on out and arbiter make pause and change rules: mhmhmhm nooow court is 3meters bigger and is noooo oooout... and we can just ridicule this :lol: 8-)
Title: Re: Strategus Changes
Post by: Falka on October 18, 2012, 11:25:17 pm
If you consider killing few traders and lighlty armed troops victory , well good for you go tell your parents and friends that you won  :lol:

visitors can't see pics , please register or login


 :shock:      :lol: :lol:
Title: Re: Strategus Changes
Post by: Haboe on October 18, 2012, 11:27:30 pm
8) Remove prosperity modifier that was based on goods price.

chadz just made my day.
Title: Re: Strategus Changes
Post by: peter_afca7 on October 18, 2012, 11:30:52 pm
just help those fuckers that screwed it up for them selves and fuck those who paid attension to how it really worked fucking bullshit update
Title: Re: Strategus Changes
Post by: Bozydar_z_Biskupina on October 18, 2012, 11:33:01 pm
visitors can't see pics , please register or login
 (http://postimage.org/)
upload pictures (http://postimage.org/)
Title: Re: Strategus Changes
Post by: dodnet on October 18, 2012, 11:35:37 pm
LOL... so nice to see UIF in tears  :mrgreen:
Title: Re: Strategus Changes
Post by: CrazyCracka420 on October 18, 2012, 11:43:01 pm
Welp, reset the strat map :P
Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 11:44:24 pm
All the prosperity did was make it so that by having HIGH cost villages, you aren't penalized by Bullshit recovery rates.

With a 25g fief, you would need 1000 prosperity to get 500 goods sold per day.  With the new system, that same location can sell 1000 goods in a day. It's a Buff to people who knew(know) anything about basic economics. If you EU's would bother reading all the shit I posted about S/D, recovery rates, transactions, etc, you'd realize that you can't run an economy on the way it was set up. 

Loving the tears coming from the ignorant EU's. Stick over there and whore your way into economic libido. I'll stay here and make a proper fief that benefits anyone wanting to make money the proper way.

Also, refund bank already! I want my 10k back!
Title: Re: Strategus Changes
Post by: Turboflex on October 18, 2012, 11:48:18 pm
does eu have too many fiefs or something? I see so many with 1000-10000 S&D
Title: Re: Strategus Changes
Post by: Lt_Anders on October 18, 2012, 11:49:52 pm
does eu have too many fiefs or something? I see so many with 1000-10000 S&D

Wut it seems they did was set up a select few fiefs for their alliances and made those fiefs trade capable and turned everything else into weapons or some other thing. But this is just me looking at their map, not based on any actual evidence.
Title: Re: Strategus Changes
Post by: Haboe on October 18, 2012, 11:52:58 pm
LOL... so nice to see UIF in tears  :mrgreen:

Me was so happy with change nr 8 uber S&D raise in all me selling fiefs  :mrgreen: Screw you UIF!

Then me realized that i only have 3 buying fiefs opposed to 8 selling fiefs. Woops.

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Title: Re: Strategus Changes
Post by: Haboe on October 18, 2012, 11:55:17 pm
Wut it seems they did was set up a select few fiefs for their alliances and made those fiefs trade capable and turned everything else into weapons or some other thing. But this is just me looking at their map, not based on any actual evidence.

They kept price at 15 and put everything into prosperity, closed borders, then barely touched it, being afraid members will waste it so only using a few experienced traders. And thats how it piled up.
Title: Re: Strategus Changes
Post by: Mels on October 18, 2012, 11:57:29 pm
visitors can't see pics , please register or login

http://imageshack.us/photo/my-images/585/1346439233nifr51600.jpg/ (http://imageshack.us/photo/my-images/585/1346439233nifr51600.jpg/)
Title: Re: Strategus Changes
Post by: IR_Kuoin on October 19, 2012, 12:03:51 am
visitors can't see pics , please register or login

http://imageshack.us/photo/my-images/585/1346439233nifr51600.jpg/ (http://imageshack.us/photo/my-images/585/1346439233nifr51600.jpg/)


What a lovely picture.
Title: Re: Strategus Changes
Post by: Gingerpussy on October 19, 2012, 12:05:07 am
I think new rules = respec for all villages!!!!! It's only right option and fair for all!!!!
wow now they start using the accounts for forum whining as well ... many first time posters here :D
Title: Re: Strategus Changes
Post by: IR_Kuoin on October 19, 2012, 12:06:46 am
wow now they start using the accounts for forum whining as well ... many first time posters here :D

Also, he is using to many smilies.
Title: Re: Strategus Changes
Post by: kinngrimm on October 19, 2012, 01:38:08 am
just help those fuckers that screwed it up for them selves and fuck those who paid attension to how it really worked fucking bullshit update
if this would be the typical attitude of a Nord nowadays, then i could understand shadzbot being in another faction now.

Well, if you didn't make any mistakes, then i would just suggest make a respec for all , but not Nords. As you clearly paid attention and had perhaps even precognition for those changes now included.
Title: Re: Strategus Changes
Post by: peter_afca7 on October 19, 2012, 01:45:45 am
if this would be the typical attitude of a Nord nowadays, then i could understand shadzbot being in another faction now.

Well, if you didn't make any mistakes, then i would just suggest make a respec for all , but not Nords. As you clearly paid attention and had perhaps even precognition for those changes now included.

Plz go back in your hole and ask for essay bans if someone says dimwim
Title: Re: Strategus Changes
Post by: Casimir on October 19, 2012, 02:35:13 am
Simple, chadz hates uif and loves Templar and friends because we worship him. If you repented your heathen ways and embraced chadzianity you too could find redemption!
Title: Re: Strategus Changes
Post by: Butan on October 19, 2012, 04:59:38 am
chadz hates all his playerbase so why would he help a part of it ?
Title: Re: Strategus Changes
Post by: Turboflex on October 19, 2012, 06:22:29 am
The attack proximity still is a bit whacky and has trouble engaging. One of my guys chased down a party and was under 100 metres for 15-20 mins (anywhere between 20-60) before it finally clicked. He was quickmarching and moving faster than him the whole time.
Title: Re: Strategus Changes
Post by: Beat on October 19, 2012, 07:25:29 am
ok now seriously, if you do not give us any tips, it will be like a lottery

atm it not looks fine, when I don't know what to do to increase  the chance

btw for two weeks I put all gold to bank for nothing  :rolleyes:

Just play Strategus.

It could have to do with distance traveled, gold earned, battles won or some combination of these.  Seems like they want to reward people who play the game and do well.  Perform well and see what happens.  Who knows who will turn out on top.
Title: Re: Strategus Changes
Post by: Keshian on October 19, 2012, 07:48:34 am
The goods weight changes dont make any sense and just added amssive amounts of micromanagement (why strat 3 sucked and only reason so many came abck for strat 4 was the idea micromanagement was severely reduced).  Now you want your traders to go fief to fief and e.g. 400 man army trader gets 400 goods in each village of 4 different types as somehow 1600 goods weigh less than 450 goods as long as they are different kinds.  The old way actually made logical sense.

And horses are broken - they don't carry any crates whatsoever now so having 400 horses with 400 man army - the horses sit around while each man carries 1 piece of good (unless you have multiple types then they can carry 20 different types or more). 


Why is chadz constantly trying to turn this into a boring trading game rather than a medieval war simulation.  With sucha  great fighting engine available - such waste as each strat version drifts farther and farther away from having fights and more and more to just running around for weeks in order to have 3-4 fights and then running around for weeks again with endless micromanaging.
Title: Re: Strategus Changes
Post by: LordBerenger on October 19, 2012, 08:24:02 am
Simple, chadz hates uif and loves Templar and friends because we worship him. If you repented your heathen ways and embraced chadzianity you too could find redemption!

In the end they win every strategus because they are faithful followers of Islam! GG
Title: Re: Strategus Changes
Post by: Haboe on October 19, 2012, 10:23:56 am
So how exactly does the good/ crate slow thingy work? Is it only about troops now or do horses still have influence on it?
Title: Re: Strategus Changes
Post by: Kalp on October 19, 2012, 10:38:26 am
Just play Strategus.

It could have to do with distance traveled, gold earned, battles won or some combination of these.  Seems like they want to reward people who play the game and do well.  Perform well and see what happens.  Who knows who will turn out on top.
Imagine yourself that I'm not a lonely trader and I do what faction needs so I can't romp on map like goat in the mountains. Still want to know. Community pobably want to know than not. Where is change-log ? I bet that there are some other minor-fixes that are secret....yeah it's obvious  :lol:

Anyway I agree with some people that it's beta, stop whine. Imagine that Wurm had 8 years of beta-testing  :mrgreen:
Title: Re: Strategus Changes
Post by: Loki on October 19, 2012, 10:39:57 am
This is really very important change that has a huge impact on the game. So large change of basic game rules in the middle of gameplay requires a free respec for all locations on the map. Otherwise, it will be unfair and pointless.

Heh, welcome to strategus.
Title: Re: Strategus Changes
Post by: Loki on October 19, 2012, 10:44:36 am
The goods weight changes dont make any sense and just added amssive amounts of micromanagement (why strat 3 sucked and only reason so many came abck for strat 4 was the idea micromanagement was severely reduced).  Now you want your traders to go fief to fief and e.g. 400 man army trader gets 400 goods in each village of 4 different types as somehow 1600 goods weigh less than 450 goods as long as they are different kinds.  The old way actually made logical sense.

And horses are broken - they don't carry any crates whatsoever now so having 400 horses with 400 man army - the horses sit around while each man carries 1 piece of good (unless you have multiple types then they can carry 20 different types or more). 


Why is chadz constantly trying to turn this into a boring trading game rather than a medieval war simulation.  With sucha  great fighting engine available - such waste as each strat version drifts farther and farther away from having fights and more and more to just running around for weeks in order to have 3-4 fights and then running around for weeks again with endless micromanaging.

Yes fucking please.  Make it easier to equip armies and wage war.  Having people schedule their time around battles only for them to end up being 5 minute peasant fights is an incredible waste of a game with so much potential.
Title: Re: Strategus Changes
Post by: ArysOakheart on October 19, 2012, 10:46:40 am
Yes fucking please.  Make it easier to equip armies and wage war.  Having people schedule their time around battles only for them to end up being 5 minute peasant fights is an incredible waste of a game with so much potential.

Look who it is. The Free Peasants of Fisdnar's only Holy Tome of Neckbeard Entry.
Title: Re: Strategus Changes
Post by: Harpag on October 19, 2012, 12:22:29 pm
Everyone knows that changing rules in the middle of gameplay without free respec, and constant increasing level of micromanagment makes this game more and more interesting and rules more transparent. Remember, best rules is no rules. Perhaps it would be best when UIF just stop playing. Then everyone else will be happy and the game finally becomes really interesting. I'm deeply convinced that such a move will bring almost exponential growth popularity of the game and soon our community exceed one billion members. Good luck especially that cRPG servers just now have fewer players and filling the roster comes more and more difficult. We all doing tics in cRPG with a geek passion, because everyone loves peasants fight 100 vs 100  8-)
Title: Re: Strategus Changes
Post by: KingBread on October 19, 2012, 12:42:19 pm
Come on mayby Coalition will stop playing so you will have no real enemies and can do whatever you want and don't care about any rules. Every change that will be applyed then will have no effect on Caladria map cos you can dominate it easly.
Title: Re: Strategus Changes
Post by: Vovka on October 19, 2012, 01:03:37 pm
Come on mayby Coalition will stop playing so you will have no real enemies and can do whatever you want and don't care about any rules. Every change that will be applyed then will have no effect on Caladria map cos you can dominate it easly.
UIF has worked hard to create such a union as Coalition and the Crusader alliance, if you leave it will be our biggest Fail   :?
Title: Re: Strategus Changes
Post by: KingBread on October 19, 2012, 01:11:46 pm
Yea forcing Fallens to unite with Templars... gj
Title: Re: Strategus Changes
Post by: kinngrimm on October 19, 2012, 01:27:23 pm
noone i believe of the opposing forces wants you guys of the UIF to leave, for once indepentenly of strat and clan/faction affiliations there are friendships between players, but the main reason if you haven't got a worthy opponent it becomes boring.

As far as i have seen through the posts here, equally UIF or others, would appreciate a respec of PP.
So this is not about politics, but as said before about a rule change which was there from start and now changes the basic economy. If this economy is now fucked up because of that rule change, whats the point of even trying to play strat, as for most factions it is about setting up first their eco and on top of that, their capabilities for warfare.

Also Kesh is totally right about not including more, but less micro management. For most of us it was a great relieve to see that we would have less micromanagement this reset. That the S&D introduction basicly fucked up the game for independent traders is still not really solved by those new rules. Even if you would put all the singleplayers into one big trading faction they wouldn't be allowed trading, as factions will always try to have as much as possible control over their income.
Perhaps reduce the PP cost of taxes, that way factions may setup really high taxes at places they don't want anyone to trade and low taxes where they would allow it. If someone then fucks up their S&D at high tax places, well at least they get something out of it.
For this include the actual amount of taxes into the info box on top left when you click on a fiefs name.
EDIT: additionaly perhaps a max limit  % of tax, so fief owners can't go over f.e. 40%; that combined with less PP for tax changes, so fief owners would be able to change the taxes in a fair amount of time.

@Pygar
(click to show/hide)
Title: Re: Strategus Changes
Post by: serr on October 19, 2012, 01:52:00 pm
Kinngrimm, I agree with everything except taxes. Factions will close their borders anyway, 100% > 40%, but it will make trading pointless for neutal players , cause 40% for buying and then 40% for selling is way too much. And it will kill s&d theft - why would you risk to steal s&d from your enemy if he'll get 40%?
Title: Re: Strategus Changes
Post by: Harpag on October 19, 2012, 02:01:16 pm
Bread. You understand us badly. Let me say it again.

During designing economics of your block, you have committed a serious error in distribution of points (PP). Shit happens (Incidentally, I don't understand how this could have happened, if you have access to first-hand information. A little loltarded hehe), but that doesn't mean that we think that's good because it means less battles, and we want more and larger battles.

It's good that new change is introduced, but we have serious doubts about the same method of entry into force. Nature of this change, causing cancellation of your mistake and impose penalty for us. Penalty for using brain during planning.

If you need such strong support from zystem, say it in OPEN text, and never talk to us about fairplay and equal opportunities for all.

If these changes are made in this form, then we will have the moral right to say that we are the winners of Strategus 4.0 regardless of the result on the map, although I have no doubt that in spite of all this we will win this war.
Title: Re: Strategus Changes
Post by: Falka on October 19, 2012, 02:05:28 pm
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.

It's ridiculous and illogical.
Title: Re: Strategus Changes
Post by: kinngrimm on October 19, 2012, 02:36:04 pm
Kinngrimm, I agree with everything except taxes. Factions will close their borders anyway, 100% > 40%, but it will make trading pointless for neutal players , cause 40% for buying and then 40% for selling is way too much. And it will kill s&d theft - why would you risk to steal s&d from your enemy if he'll get 40%?
true, i have to agree concerning the S&D theft, as i see it as a viable form of warfare introduced, which brought us a new tactical component. But isn't there the problem now that the taxes are all to be paid at the selling place? I just don't see the reason for that new rule as in my first post i need to ask WHY this? What is accomplished by that? What is the reason perhaps behind the reason? I don't get it. The only thing is, that now only the selling places make huge money and therefor will be controlled even more, while the selling places loose in terms of importance to the owner of that place.

Also flexibility is important, through warfare any faction can gain new territory, if it takes for them forever to change singled out stats of a fief without making a respec and loosing huge amount of PP, then the new claim may render to be pointless(exaggerated).

EDIT: i also wouldn't usggest like, 1PP = 1% tax change, but at least a flatter curve for the increase of PP for each 1% tax change
Title: Re: Strategus Changes
Post by: Harpag on October 19, 2012, 02:43:52 pm
8) Remove prosperity modifier that was based on goods price.
+
old zystem 1/3 with price 5 and 2/3 with price 25
new zystem 50/50
here's how
This!
Title: Re: Strategus Changes
Post by: dodnet on October 19, 2012, 02:44:24 pm
The only thing is, that now only the selling places make huge money and therefor will be controlled even more, while the selling places loose in terms of importance to the owner of that place.

That sentence doesnt make any sense  :wink:
Title: Re: Strategus Changes
Post by: Andswaru on October 19, 2012, 02:49:20 pm
Bread. You understand us badly. Let me say it again.

During designing economics of your block, you have committed a serious error in distribution of points (PP). Shit happens (Incidentally, I don't understand how this could have happened, if you have access to first-hand information. A little loltarded hehe), but that doesn't mean that we think that's good because it means less battles, and we want more and larger battles.

It's good that new change is introduced, but we have serious doubts about the same method of entry into force. Nature of this change, causing cancellation of your mistake and impose penalty for us. Penalty for using brain during planning.

If you need such strong support from zystem, say it in OPEN text, and never talk to us about fairplay and equal opportunities for all.

If these changes are made in this form, then we will have the moral right to say that we are the winners of Strategus 4.0 regardless of the result on the map, although I have no doubt that in spite of all this we will win this war.

Down voting that post from Harpag does not make it any less true sadly. Would actually like to hear from the chadz, his reasoning behind the change or we can all continue presuming that Tomas influenced him to reset it too correct the mistakes his alliance made.
Title: Re: Strategus Changes
Post by: serr on October 19, 2012, 02:50:10 pm
Maybe I am stupid, but please explain "old zystem 1/3 with price 5 and 2/3 with price 25
new zystem 50/50 " this to me, I really can't understand what do you mean. :oops:
Title: Re: Strategus Changes
Post by: Vovka on October 19, 2012, 03:05:31 pm
Maybe I am stupid, but please explain "old zystem 1/3 with price 5 and 2/3 with price 25
new zystem 50/50 " this to me, I really can't understand what do you mean. :oops:
poke me in TS ))
Title: Re: Strategus Changes
Post by: chadz on October 19, 2012, 03:21:54 pm
If someone can explain me the issue here, I might consider resetting the PP. Frankly, I don't see how anyone got screwed over by this.

Also, how is it now more micromanagement. I think you're doing it wrong.

The idea was to stop fiefs from locking down their borders and let traders in. Drama queens.
Title: Re: Strategus Changes
Post by: serr on October 19, 2012, 03:26:59 pm
If someone can explain me the issue here, I might consider resetting the PP. Frankly, I don't see how anyone got screwed over by this.

General idea is that factions planned their economy with that prosperity modifier, and now it will work wrong, now you need different ratio of buying/selling fiefs and different price/prosperity improvements to achieve best result.

Quote
The idea was to stop fiefs from locking down their borders and let traders in.
Sadly, it is impossible while there is limited s&d for trade. And you can't change it by any modifiers changes, only by changing whole trade system.
Title: Re: Strategus Changes
Post by: dodnet on October 19, 2012, 03:32:55 pm
The idea was to stop fiefs from locking down their borders and let traders in. Drama queens.

I don't think this will change as long as there is limited S&D.
Title: Re: Strategus Changes
Post by: Vovka on October 19, 2012, 03:34:25 pm
If someone can explain me the issue here, I might consider resetting the PP. Frankly, I don't see how anyone got screwed over by this.
Also, how is it now more micromanagement. I think you're doing it wrong.
The idea was to stop fiefs from locking down their borders and let traders in. Drama queens.
  First half players didnt know about hiden multiplier х2 for S&D in fiefs with price 5g and   x0,5 for fiefs with price 25g
so after spend all PP they lack the S&D
  All who test all this new zystem descrease price in like 1/5 fiefs to 5g and increase price in all others so they had supply=demand

But after change they got fucked too cos now they have supply<<<<<<demand


And if u want open borders for traders u need set income S&D like x5 or free traders will be killed at sign.

(click to show/hide)
Title: Re: Strategus Changes
Post by: LordBerenger on October 19, 2012, 03:36:20 pm

(click to show/hide)

Did you get a 'F' ?
Title: Re: Strategus Changes
Post by: Segd on October 19, 2012, 03:52:59 pm
Did you get a 'F' ?
In Sovied Russia you don't get "F". You go to Siberia to chop the forest for 5 years.

To makes things simple:
Now we have about 80% fiefs for buying & 20% for selling. & all free points already spent.

Btw, no fear, we(UIF) won't change base tax. We will simply kill all free traders.

Solution for independant traders: allow to buy\sell about 100-500 trade goods without losing S&D. Also need some cooldown for this to prevent exploiting. Then small traders would have less problems with greedy clans.
Title: Re: Strategus Changes
Post by: Haboe on October 19, 2012, 04:05:46 pm
If someone can explain me the issue here, I might consider resetting the PP. Frankly, I don't see how anyone got screwed over by this.

Also, how is it now more micromanagement. I think you're doing it wrong.

The idea was to stop fiefs from locking down their borders and let traders in. Drama queens.

The simple complaint is that they think they are screwed because they kept most fiefs on a price of 15, where other changed it to 25. With the previous system that gave them a slight advantage due to the extra S&D. On top of that they can no longer run those 8000 goods caravans with the mere 200 troops they used.

The new tax and trade system opens up for profit on the small traders, thus motivating clans to open their borders and allow good trade to happen.

They cry about micromanagement because they think their enemy's will all walk around with 500 troops, and 500 goods of each type in the area to get max speed and such. I will be surprised if that happens.

Title: Re: Strategus Changes
Post by: Keshian on October 19, 2012, 04:07:21 pm
If someone can explain me the issue here, I might consider resetting the PP. Frankly, I don't see how anyone got screwed over by this.

Also, how is it now more micromanagement. I think you're doing it wrong.

The idea was to stop fiefs from locking down their borders and let traders in. Drama queens.

Before the various people that wanted to do trding in our faction would go buy enough goodsx6 (6 goods to a crate) to match the number of troops, after making money they would buy enough horses to match the number of troops plus 1 and they would go back and forth doing average sied trading runs of 400-600 goods. 

Now to move the same number of goods with the same number of men, we have to either:
1.  have a bunch of people give them 100 goods of 4 to 6 different types and have those "movers" come from 4-6 fiefs moving at 7.7 meters  a minute take those goods to a central place for distribution for our traders to run at a decent distance bonus.

2.  Or now have to have each trader visit all 4-6 of our low price fiefs one by one instead of just visiting one fief and picking up goods.  Huge amount of micromanaging movement on the strategus map for this.


Both involve a LOT more work coordinating our economy making this even more of a trading simulator and less of a strategic war simulator.  Too much of my time already gets eaten up trying to let people know where they can buy or sell goods, this just added a huge amount of work for me, all the traders in my clan, and the fief owners who I will probably have bring goods to a central distribution center as that seems the slightly faster way.  Making ever active member of our clan have to do micromanaging crap like this will just make them lose interest.  The majority play for the battles.

P.S. The new way crates are calculated just straight up does not make logical sense - getting multiple types of goods somehow lighter than half as many goods of the same type.

P.S.S.  I actually think most of the changes were great, but from a practical standpoint this new way of calculating crates needs to be rethought out.
Title: Re: Strategus Changes
Post by: hasuldedoko on October 19, 2012, 04:09:44 pm
This is amazing how many people can play in game from shop in modern world and this game really looks now like einsteins camp where rules chadzes every day... this is bullshit bigest i ever seen... all world need to know here is fuckin camp!!! freeeeeeeeeeeeedooooooooooom!!! :twisted:
Title: Re: Strategus Changes
Post by: dodnet on October 19, 2012, 04:11:02 pm
In Sovied Russia you don't get "F". You go to Siberia to chop the forest for 5 years.

Btw, no fear, we(UIF) won't change base tax. We will simply kill all free traders.

Thats what I like about you and Vovka, you both are honest and have humor. :mrgreen: Most of UIF doesn't  :|

To makes things simple:
Solution for independant traders: allow to buy\sell about 100-500 trade goods without losing S&D. Also need some cooldown for this to prevent exploiting. Then small traders would have less problems with greedy clans.

I made a suggestion to split S&D into clan-internal and external some weeks ago. It was completely ignored...
Title: Re: Strategus Changes
Post by: Keshian on October 19, 2012, 04:18:30 pm
For all the "communist" UIF members where 5 clans all did the exact same thing together of 1/3rd high, 2/3 low - we did the same thing, so what.  Its not a big change.  Just focus on increasing the prosperity on your low price fiefs, while opening up a few of your high price fiefs to independent traders while using production points at those fiefs to slowly increase the tax rate even higher.

Trying to claim that it will make you lose or that the changes give you a "moral" victory is just childish and pitiful.  Everyone has to adjust and its not an overwhelming change to get a little less S&D in the low price fiefs and a little more in the high-price fiefs.  And if you really want to you can always respec 1-2 fiefs, but honestly you don't even need to.  There are tons of independent traders that you can either tax to use your high price fiefs or just straight up buy their goods for 30 gold each and then sell in your high price fiefs on your own.

One of the reasons communism fell is that it was so overly bureaucratic it became immobile and unable to quickly adjust to change.  Learn to change, become democratic  :wink:  :wink: .
Title: Re: Strategus Changes
Post by: Andswaru on October 19, 2012, 04:25:58 pm
Dear chadz,

the problem is as follows:

The fiefs with price 24 gold, under the system you just replaced, really had a problem regeneration S&D. This ment that one side of the map (the side against the UIF was actually preety screwed since they had mostly very high price selling fiefs)
The Side of the map that looked how the system worked (the UIF side), decided to avoid setting high price fiefs in order to get faster S&D regeneration.

The problem is now as follows, the non-UIF side of the map was heading into what would of been known as the Great S&D crisis of strat, instead with these changes they are going too avoid that. The change also means even though they set up there economy incorrectly at the start of the round they are now been rewarded for pushing the selling the price to 24 instead of investing more points into prosperity, as the change allows there S&D supply to recover enough to sustain their current trading habits. THe UIF however has invested in prosperity and now has in effect lost 4 gold per good for 100,000's of sold goods since the start of the round, there economy is now also incorrectly set up in regard too prices given the removal of the price/prosperity relationship effect.

The end result of this is, the UIF is been punished for looking how the system works, and the Colalition and their friends are been rewarded for having just set prices high and ignoring how the orignal system was designed to work.

Yours Respectfully,

Andswaru.

P.S. It would not of looked like such a gaint screw over if the change had not happened just as Coallition S&D was drying up. I would also either ask Tomas to stop been a leading figure in the fallen/HRE/GK alliance or too remove himself from a position of great influence in regard to strat changes in order to avoid future misunderstandings based upon his position in the game/development.
Title: Re: Strategus Changes
Post by: Haboe on October 19, 2012, 04:29:07 pm
we will have the moral right to say that we are the winners of Strategus 4.0 regardless of the result on the map


Title: Re: Strategus Changes
Post by: Cicero on October 19, 2012, 04:30:51 pm
If someone can explain me the issue here, I might consider resetting the PP. Frankly, I don't see how anyone got screwed over by this.

Also, how is it now more micromanagement. I think you're doing it wrong.

The idea was to stop fiefs from locking down their borders and let traders in. Drama queens.
You don't even know what you did ; keep being a puppet of tomas =)

And keep hatin UIF
Title: Re: Strategus Changes
Post by: Lizard_man on October 19, 2012, 04:47:19 pm
Andswaru is just the center of a UIF bukkake fest. You sound like a fucking parrot... :|
Title: Re: Strategus Changes
Post by: Lt_Anders on October 19, 2012, 05:03:49 pm
Dear chadz,

the problem is as follows:

The fiefs with price 24 gold, under the system you just replaced, really had a problem regeneration S&D. This ment that one side of the map (the side against the UIF was actually preety screwed since they had mostly very high price selling fiefs)
The Side of the map that looked how the system worked (the UIF side), decided to avoid setting high price fiefs in order to get faster S&D regeneration.

The problem is now as follows, the non-UIF side of the map was heading into what would of been known as the Great S&D crisis of strat, instead with these changes they are going too avoid that. The change also means even though they set up there economy incorrectly at the start of the round they are now been rewarded for pushing the selling the price to 24 instead of investing more points into prosperity, as the change allows there S&D supply to recover enough to sustain their current trading habits. THe UIF however has invested in prosperity and now has in effect lost 4 gold per good for 100,000's of sold goods since the start of the round, there economy is now also incorrectly set up in regard too prices given the removal of the price/prosperity relationship effect.

The end result of this is, the UIF is been punished for looking how the system works, and the Colalition and their friends are been rewarded for having just set prices high and ignoring how the orignal system was designed to work.

Yours Respectfully,

Andswaru.

P.S. It would not of looked like such a gaint screw over if the change had not happened just as Coallition S&D was drying up. I would also either ask Tomas to stop been a leading figure in the fallen/HRE/GK alliance or too remove himself from a position of great influence in regard to strat changes in order to avoid future misunderstandings based upon his position in the game/development.

First off, the S/D regeneration based on goods price was bad from the start. I proved that villages with high cost needed such a high prosperity index(all villages 15g+) that you could only turn a city into a proper trading spot while castles would, over time, be able to reach it. 80% of fiefs would have been neglected in terms of economic capability. Having High prosperity is still good. But now you need both sides of the coin. You can't have hundreds of low cost high prosperity villages while at the same time, low prosperity high cost villages can't be used either. YOU NEED A DAMN BALANCED ECONOMY. How is it that hard to understand? Also, it was only 2x regeneration at 5g price but 1x at 15. So in effect, you on the old system had more supply than demand. Also with the huge trade coalition that is the UIF, complete coordination of prices sounds like a damn machine. No flairs, no individualism, just hive mind. Why don't you boys stop trying to control every little thing, and make your factions into proper economic hubs. UIF got hit by their Min/Maxing of strat.

Concerning the goods change: It's perfectly fine. No more single run low caravans. You actually either have to make large armies(thereby paying huge upkeep) or you have to get actual TRADERS to make runs. Perhaps letting your clan more free reign would do you guys wonders. 20 guys, with 100 troops allows you to sell 2000 goods in different places.

These changes affected everyone, but NA is too pigheaded to try and control the economy 1 way with their alliances so each faction made their own economic choices. You know what, it's working fine for us. Perhaps you guys can learn from us and see how it's done.
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 19, 2012, 05:28:40 pm
You [chadz] don't ever know what you did ; keep being a puppet of tomas =)

And keep hatin UIF
:lol: :lol: :lol: :lol:

Btw I think its funny how ALL grey order people( some of them I have never seen in the forums ;) haveing only 2 forumsposts: 1 in this topic saying exactly what harpag says ; another one in the multiaccount forums  :D ! ) comment and rage about this but NOONE commented on this one:
So no more grey armys changeing direction 2 seconds before a strategustick to be in another place then the person attacking them and thus avoiding a battle?
Poor greys will now actually have to face their enemys?!

I see Harpag talking about 'fairplay' and yet remember him haveing 100 brothers and sisters who all play crpg and strategus over the same IP.
I see Harpag claiming moral victories no matter how thing plays out while grey members ( which I have never seen in stratbattles,crpg,irc OR the forums) march his armies and exploit the direction change to run away from the enemies...

It is just pathetic to see you guys accusing someone of influencing developers and chadz because you dont like a change that was made by them.

(click to show/hide)
Title: Re: Strategus Changes
Post by: Kalp on October 19, 2012, 05:51:10 pm
Quote
I see Harpag claiming moral victories no matter how thing plays out while grey members ( which I have never seen in stratbattles,crpg,irc OR the forums) march his armies and exploit the direction change to run away from the enemies...
funny

I can say the same about Kittyia [happen around Gisim] but I know it just a imperfection of system

http://forum.meleegaming.com/strategus-issues/couldn't-attack-someone-7m-away/ (http://forum.meleegaming.com/strategus-issues/couldn't-attack-someone-7m-away/)

Also you should know that forum name =/= name of person in strategus =/= name of person in cRPG and you even don't need play cRPG to play Strategus.
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 19, 2012, 06:04:15 pm
I personally dont know about Kittyia but if she did use that too I dont approve.
Title: Re: Strategus Changes
Post by: dodnet on October 19, 2012, 06:51:28 pm
20 guys, with 100 troops allows you to sell 2000 goods in different places.

2000 goods? LOL? I sold this amount in one or two weeks alone. And at 100 goods at max selling price/bonus is 10.000 gold, minus the new tax you earn like 6000-8000. You can't buy shit for 8000 gold.
Title: Re: Strategus Changes
Post by: Cicero on October 19, 2012, 06:52:11 pm
Its even funny to see that all coalition and puppets are saying that this change is good meanwhile UIF is telling the truth =)

Ofcourse u will like changes that totally give you advantage =)
Title: Re: Strategus Changes
Post by: Casimir on October 19, 2012, 07:07:41 pm
life is so hard
Title: Re: Strategus Changes
Post by: Lt_Anders on October 19, 2012, 07:45:06 pm
2000 goods? LOL? I sold this amount in one or two weeks alone. And at 100 goods at max selling price/bonus is 10.000 gold, minus the new tax you earn like 6000-8000. You can't buy shit for 8000 gold.

and THAT is why they implemented the change for goods on people. 1 guy, 2k goods? Fuk that, make them have the clan actually WORK rather than 3 guys.

You can also call this the un-bot strat change.

Make it dynamic, not stale. THis is why NA is so much better. We refuse to be bots, and do what the hell we want, thus, this change is good for us. Can EU adapt and remove their bots, or can they only whine on forums?
Title: Re: Strategus Changes
Post by: Andswaru on October 19, 2012, 07:59:14 pm
dodnet is a member of an independant trading clan Anders, get your facts in order then go and rampage mode on him. None of the big clans complained about the trading weight change, since that effects everyone evenly and fairly. Stop trying to create smoke were there is no fire.
Title: Re: Strategus Changes
Post by: dodnet on October 19, 2012, 08:03:48 pm
Lol... you calling me a bot? I'm in one of the small clans in EU and far from being a bot  :P

I also saw some Union guy running around with 4000 crates (yeah crates, thats around 24.000 goods!), so 2000 goods (goods!) is nothing...
Title: Re: Strategus Changes
Post by: Lt_Anders on October 19, 2012, 08:04:11 pm
dodnet is a member of an independant trading clan Anders, get your facts in order then go and rampage mode on him. None of the big clans complained about the trading weight change, since that effects everyone evenly and fairly. Stop trying to create smoke were there is no fire.

blah blah blah. I am not creating smoke, the UIF guys are by bitching to high heaven. Want me to go link a few posts(excluding Cicero)? Pretty sure i could do that easily.

Every single change is reasonable and I'm defending them from the haters. Also I'm proving why NA > EU. Cause we don't min/max strat to gain advantages, we play strat the way it should be. Clan based, with the focus on mobilizing individuals rather than turning them into bots, or letting only a select few do things.

And yes, I know dod is NOT part of a large faction(wolpers he was). I just used that statement as an example of why the change is good. Never mentioned Dodnet in that post. Stop trying to deflect what I said into a non argument.
Title: Re: Strategus Changes
Post by: Turboflex on October 19, 2012, 08:31:25 pm
Lol... you calling me a bot? I'm in one of the small clans in EU and far from being a bot  :P

I also saw some Union guy running around with 4000 crates (yeah crates, thats around 24.000 goods!), so 2000 goods (goods!) is nothing...

If it was after patch he prolly only had 4000 goods, it calculates as crates cuz of new penalty system. pre-patch it would have been about 650 crates... which is still a lot, but not 24,000.
Title: Re: Strategus Changes
Post by: SoA_Sir_ODHarry on October 19, 2012, 08:31:55 pm
so after all this Drama
I assum that Patch make closed borders an stupid Thing too do.
because the Factions need everybody they can get too trade for them 8-)

nice xD
Title: Re: Strategus Changes
Post by: Lt_Anders on October 19, 2012, 08:35:51 pm
so after all this Drama
I assum that Patch make closed borders an stupid Thing too do.
because the Factions need everybody they can get too trade for them 8-)

nice xD

Yes! That's what I was saying! You need your clan to be active. You can't have a lot of active/semi active players. The more actives, the better. To bad the changes had to happen NOW when everyone has just gotten USED to the old system.
Title: Re: Strategus Changes
Post by: SoA_Sir_ODHarry on October 19, 2012, 08:44:15 pm
true Gameplan change is a bit ruff^^
Title: Re: Strategus Changes
Post by: dodnet on October 19, 2012, 08:49:08 pm
If it was after patch he prolly only had 4000 goods, it calculates as crates cuz of new penalty system. pre-patch it would have been about 650 crates... which is still a lot, but not 24,000.

I don't think so. It was yesterday morning. I don't know when the patch got active but I'm quite sure it was before the patch.
Title: Re: Strategus Changes
Post by: kinngrimm on October 19, 2012, 09:26:26 pm
@chadz
concerning reasons for a  PP reset:
1. UIF did a great job understanding and therefor setting their economy up in the beginning, that but was on the assumption with the old formular having 1 production place for 4-5 selling places. This new system screws that ratio and therefor cripples an economy build upon the initial system.
2. The economy system in the beginning could have been made more clear. F.E. by just stating waht would be the best ratio of buying/selling locations. It is after all the base of warfare to have a stable economy and not all smaller factions may have so committed testing proceedings and just did what they thought would be ok.
(click to show/hide)

concerning the micromanagement,
1) what Kesh said(damn you Kesh that you make me agree with you so often in one thread)
2) you may just ignore the penalty and trade in big quantities anyways, which then but slows your own traders down like hell, which is kind of against the more bigger battles and faster paced gameplay
3) we have tested with traders acting on their own, didn't work, so we came back to swapping goods like in last strat, which is already micromanagement intensive
4) If you want to make singleplayer free traders, you need to offer different kind of insentives to those who should open their borders to them. F.E. Traders may also gain PP through f.e amount of trades tehy do and then choose places where to increase prosperity, so they can have influence onto their own trade routs. This also but needs to be rather limited, not that then all of a sudden, people get kicked out of their faction to become these "FREE" traders ^^. AS in other suggestion threads mentioned , perhaps including roles each character may choose at spawn and therefor as singleplayer or faction created by them, has different kind of mali or boni. Roles f.e. traders/conquererors/mercenaries/spies/builders/...

@Andswaru
(click to show/hide)
Title: Re: Strategus Changes
Post by: Andswaru on October 19, 2012, 10:45:29 pm
Dearest Kinngrimm,

I set 5 fiefs at 5 different prices at the start of the round and looked at the goods regeneration rate. It is from this research that i worked out which  goods price was better than others. Why should i waste my PP and share the result of my research with other clans that im not aligned with (actually if they were clever they could of looked at different fiefs with different prices, looked at regeneration rates hoping for a base rate of prosperity of around 201 and come too the same conclusion that cost us points in investments), so they can invest their PP without the penalty of having 5 wasted villages like I have/had? Other clans had alliances which owned 30+ fiefs so could of tested the whole range of prices instead of just blindly betting upon the old system been in place (after S&D was introduced at the start of this round) where as high a price as possible for selling was optimal.

Regarding the Developers been in Nord, I know they take exactly 0% part of any leadership choices in any strat since Nordmen were formed, they also dont even bother grinding ticks most of the time because Devs mostly dont play, something about the fun been in the creation, they actually only add to the number of players in our faction on the strat page.
Kinngrimm so far in this strat ive been compared to every mad dictator going, so being compared to okiN is something that is slightly worrisome perhaps im loosing my mad dictator edge?

Thanks for your time, any more questions that you need pointlessly answering please contact me via PM, this thread is for comments regarding the Patch and not my dictatorship skills.
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 20, 2012, 12:01:47 am
Regarding the Developers been in Nord, I know they take exactly 0% part of any leadership choices in any strat since Nordmen were formed, they also dont even bother grinding ticks most of the time because Devs mostly dont play, something about the fun been in the creation, they actually only add to the number of players in our faction on the strat page.

So your saying the same devs that dont help out their own clan even in legit ways (like grinding tickets) let themselfs be influenced by someone else to help out another clan?
My personal opinion on chadz varies depending on the actuall topic discussed but I never figured him to be someone who is influenced, fooled, tricked or played in any way.
(click to show/hide)
Title: Re: Strategus Changes
Post by: Andswaru on October 20, 2012, 12:41:21 am
So your saying the same devs that dont help out their own clan even in legit ways (like grinding tickets) let themselfs be influenced by someone else to help out another clan?

Firstly one of them once told me, they dont play the game so much because for them the fun is in creating the game and its features. In regard to your second point I presume he has a development team to assist him on the project? Tomas is part of the Strat development team therefore assisting with the direction of strategus.

Title: Re: Strategus Changes
Post by: Lech on October 20, 2012, 01:10:01 am
Firstly one of them once told me, they dont play the game so much because for them the fun is in creating the game and its features. In regard to your second point I presume he has a development team to assist him on the project? Tomas is part of the Strat development team therefore assisting with the direction of strategus.

Wait, so tomas was developing strategus and failed to figure out simple math ? Maybe he shouldn't be in strat dev team then ... :rolleyes:
Title: Re: Strategus Changes
Post by: Haboe on October 20, 2012, 01:20:42 am
Wait, so tomas was developing strategus and failed to figure out simple math ? Maybe he shouldn't be in strat dev team then ... :rolleyes:

I once misspelled the words bull shit. Maybe i shouldn't have a job.
Title: Re: Strategus Changes
Post by: Mike_of_Kingswell on October 20, 2012, 01:44:12 am
In regard to your second point I presume he has a development team to assist him on the project? Tomas is part of the Strat development team therefore assisting with the direction of strategus.
There you go. Neither you nor I myself have any real idea how they handle that stuff but accusing someone who - in whatever way - helps to develop strategus of doing so only to help himself is not a gentlemen move. Especially since you base this accusation solely on the fact that you dislike those changes.
And as I said before I myself cant see chadz doing changes and puting work into the game just to make you guys unhappy. In the end I dont think you (and me) take yourselfs (ourselfs) too serious if you think that.
Title: Re: Strategus Changes
Post by: arowaine on October 20, 2012, 03:56:16 am
good stuff chadz hope you give respec to fief owner so we can all fix our economie :D
Title: Re: Strategus Changes
Post by: kinngrimm on October 20, 2012, 03:57:06 am
@chadz
one point i missed about the 100 goods rule. I predict as others did, it will slow down economic and therefor warfare.
Atm most free traders got bashed out of strat pretty hard by most factions. I expect them not to be around for a while ^^ So those traders left who would get the fiefs owners income in terms of taxes aren't that much around atm. We were in the last 2 weeks going more and more for the old system to create huge trade caravans, their ETA is now after Christmas so to speak  :mrgreen: which i can live with. I can't really say if the trade on many fiefs with the 100goods rule will cripple the economy to a standstill as i do have 20 pretty active guys atm so there is money to be made. Still we will make trade caravans with a shit load of goods, only because it is easier to organize than giving players areas to trade in with fiefs they are allowed to trade and others not and making them of all possible consequences aware ^^.

@Lt_Anders
The human component, there are players which are better used as bots than people with brains, sry Wolves  :oops: but fact remains before i hand someone 10k gold to make trades with the certain knowledge he will fuck up things in his state of delirium tremens, i give him just an order to go to a place and dump goods, tell him to allow incoming transfers and come back. Keep it plain simple. And then there are people who actually ask me how things work and are interested, even competative  within the clan to make more money faster than others. I had one who started only with 100g and he is playing cRPG perhaps twice a month and was able to make 30k gold within 2 weeks, when he came first with 6 trade goods i was mildly smiling now i know it worked out for him and i am proud to have him in my team as he is proud to made that money. But these people are not the regular type of strat players. The regular type of strat players wants to fight the battles.

@Andswaru
(click to show/hide)
Title: Re: Strategus Changes
Post by: Bozydar_z_Biskupina on October 20, 2012, 10:23:43 am
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Title: Re: Strategus Changes
Post by: Harpag on October 20, 2012, 12:29:31 pm
Everything I had to say about method of introduction recent changes, I had already said.

Vovka and Answaru thoroughly explained reasons of our dissatisfaction. It's true that opponents economy still will be work badly, but I see no reason why our economic system must be broken, since from the beginning was well conceived.

I think it doesn't make sense to do with this big problem, because it's simply  misunderstanding and devs didn't knew how important economic factors they change, and how much it affects the game. A mistake is a human thing  :wink:

Please, just make a reset of PP and forget about this. This will result equal opportunities for all and clean opening for rest of this round.

But I want to use this time to talk about further changes, because I have a feeling that the devs are somewhat detached from reality and really build those changes into their imagination and not the real needs of living people.

Anyone who is engaged in coordinating activities of his team, knows that most people are interested in almost exclusively battles and fight. In each clan, only a small percentage of people are really interested in strategy, but most are interested in tactics. Therefore, I believe that it's worth slightly increase pace of game.

Our complain about number of micromanagment don't apply to the number of parameters of the game, it's not about the number of types of operations are necessary, only the same number of repetitive actions needed to achieve the effects in the form of an army ready for battle! Generally speaking, it comes to the pace of the game rather than to mechanics.

Therefore, I postulate for increasing efficiency of trade and increasing speed of movement on the map. I think that the change should be implemented gradually, for example 1 or 2% per week until a moment where roster is "saturated" with more big battles.
Title: Re: Strategus Changes
Post by: Turboflex on October 20, 2012, 05:45:11 pm
So what's the new formula for S&D regeneration?

This kind of stuff should be made clear for players...
Title: Re: Strategus Changes
Post by: Vovka on October 20, 2012, 05:53:40 pm
So what's the new formula for S&D regeneration?

This kind of stuff should be made clear for players...
prosperity/24 in hour
Title: Re: Strategus Changes
Post by: Bjarky on October 20, 2012, 05:55:09 pm
So what's the new formula for S&D regeneration?

This kind of stuff should be made clear for players...
it is 1=1 now, doesnt matter wich price the fief has u will each hour get what your prosperity is devided by 24 (so prosperity is what you get each day in S&D).
Title: Re: Strategus Changes
Post by: Teeth on October 20, 2012, 07:21:26 pm
Dunno if this is a known issue, but I didn't get my bank money refunded and my distance bonuses are stuck at -50%.
Title: Re: Strategus Changes
Post by: Bjarky on October 20, 2012, 07:30:13 pm
Dunno if this is a known issue, but I didn't get my bank money refunded and my distance bonuses are stuck at -50%.
yeh no one has gotten a refund yet i think.
the distance bonus will fix itself once your inside a fief.
Title: Re: Strategus Changes
Post by: ednos on October 21, 2012, 05:48:42 am
Posting to confirm that my bank was refunded during the last twenty-four hours.
Title: Re: Strategus Changes
Post by: Bjarky on October 21, 2012, 06:23:57 am
oh yeah, i got mine back too recently :D
Title: Re: Strategus Changes
Post by: dodnet on October 21, 2012, 06:28:19 am
Posting to confirm that my bank was refunded during the last twenty-four hours.

Ah damn, those 2% were a better income than trading  :?
Title: Re: Strategus Changes
Post by: BeastSVK on October 21, 2012, 10:49:11 am
Free PP respec will be fair.
Title: Re: Strategus Changes
Post by: chadz on October 21, 2012, 12:22:16 pm
I reset the PP on all locations. Please confirm if it worked.
Title: Re: Strategus Changes
Post by: Miwiw on October 21, 2012, 12:25:10 pm
Worked for Tehlrog Castle. Also got the money back.
Title: Re: Strategus Changes
Post by: Segd on October 21, 2012, 12:30:39 pm
Worked for DRZ lands.
Title: Re: Strategus Changes
Post by: Haboe on October 21, 2012, 12:46:10 pm
Worked for mercs
Title: Re: Strategus Changes
Post by: Inglorious on October 21, 2012, 01:09:16 pm
Chevaliers confirm the reset
Title: Re: Strategus Changes
Post by: SHinOCk on October 21, 2012, 01:22:08 pm
It worked for me too (New Weyyah Castle)
Title: Re: Strategus Changes
Post by: Olwen on October 21, 2012, 02:06:37 pm
idem here
Title: Re: Strategus Changes
Post by: Lepintoi on October 21, 2012, 03:09:54 pm
same
Title: Re: Strategus Changes
Post by: Bjarky on October 21, 2012, 03:12:37 pm
worked for Caravan Guild
Title: Re: Strategus Changes
Post by: kinngrimm on October 21, 2012, 03:13:26 pm
worked in Cold Front Alliance fiefs.
Title: Re: Strategus Changes
Post by: BaleOhay on October 21, 2012, 06:01:48 pm
looks ok in mine as well
Title: Re: Strategus Changes
Post by: Kelugarn on October 21, 2012, 09:51:06 pm
Confirmed for the Free Peasants.
Title: Re: Strategus Changes
Post by: Erebosaither on October 22, 2012, 04:32:29 am
Worked for kapikulu lands.
Title: Re: Strategus Changes
Post by: Butan on October 22, 2012, 05:11:37 am
Seems like the new weight penalty doesnt apply if you have a third type of goods like this :

100 x + 70 y + 30 z


Is it supposed to work this way ?

Can we have the exact formula please ? To be able to organize multiple means of caravaning  :mrgreen:
Title: Re: Strategus Changes
Post by: Lt_Anders on October 22, 2012, 06:18:48 am
Seems like the new weight penalty doesnt apply if you have a third type of goods like this :

100 x + 70 y + 30 z


Is it supposed to work this way ?

Can we have the exact formula please ? To be able to organize multiple means of caravaning  :mrgreen:

I believe you can have as many DIFFEERENT goods as you want as long as none go over your troop limit.
Title: Re: Strategus Changes
Post by: dodnet on October 22, 2012, 07:20:04 am
2) Added weight penalty on goods if you have more of them than troops. With 100 troops, you can have 2*100 goods without penalty, but not 1*200, or even 1*101.

But exact formula would be great. This change is dumb btw... makes trading with few troops useless  :?
Title: Re: Strategus Changes
Post by: Haboe on October 22, 2012, 12:15:44 pm
Yes please formula. I keep getting close to figuring out why i have 2453 crates but im always wrong by at least 40 crates and i can't figure out why...
Title: Re: Strategus Changes
Post by: dodnet on October 22, 2012, 01:18:35 pm
Yes please formula. I keep getting close to figuring out why i have 2453 crates but im always wrong by at least 40 crates and i can't figure out why...

Ok, now my new weight (almost) makes sense:

I have:
88 troops, 500 goods = 334 crates

500 goods - (500 goods / 6 * 2) = 334 crates  :!:

Have you tried my formula? I think if you have more goods than allowed, all goods above the allowed count as crates (1 good = 1 crate).

X goods - (X goods / 3) = amount of crates
Title: Re: Strategus Changes
Post by: Andswaru on October 22, 2012, 02:47:36 pm
Think something wrong with the basic crate formula in my mind, look at this example:

Mauwits here has 367 tickets. He has gear for about 200 of them. But he still has 1 crate. The weight he is carrying is 1kg.

visitors can't see pics , please register or login


Now the same Character with 100 troops still has 1 crate. But his weight is now 4kg.

visitors can't see pics , please register or login


The formula seems a bit screwy too me since the change.
Title: Re: Strategus Changes
Post by: kinngrimm on October 22, 2012, 02:56:41 pm
100 goods as limit for speed malus, is a lot to low, even if this would make sense at all.

Having 10*100 goods, wouldn't make any difference but 101 of one type ...

Why not just change the weight/speed formular we had before the 100formular, to a state where the curve steepens more after 500, 1000(ok), 2000(slow), 4000(like unbarable)
Even the singleplayer/faction less player as far as i can see from this thread are not really fond of the new formular and see it more of a restriction then a support for them.

Also on a personal note: as it is now and combined with snowlands and forest *sheakshead* is like a turtle having a donkey on his back carrying the goods. We had people on the way as these changes happened and either sitting it out now till they arrive eventually or sending others to take over goods is really a pain in the ass!
Title: Re: Strategus Changes
Post by: chadz on October 22, 2012, 03:09:01 pm
For those that haven't realised the nature of the change yet:

The idea is that factions can't use all of their S&D alone and will have to rely on external traders to create money. Of course it's not working yet, because most factions still have depleted S&D in their fiefs. Once the S&D is growing larger and larger, and clans can't convert it into money by themselves any more, the free traders will become very important, and so will a competitive tax setting. If it still doesn't work, I'll have to increase the limitation until it does.

That the previous system was clearly broken (most factions blocking all foreign traders, creating a huge amount of money with single route caravans) didn't seem to bother most, because for many of you it seems more important to have a way to get quick money than to have good gameplay.

Of course it's unrealistic, but it doesn't matter, it's better gameplay.
Title: Re: Strategus Changes
Post by: Casimir on October 22, 2012, 03:13:56 pm
killed the mod

(click to show/hide)
Title: Re: Strategus Changes
Post by: Andswaru on October 22, 2012, 03:15:25 pm
chadz, most people dont want strangers in their lands, strangers = spys. If im hiding 10k troops on one character in my fief i dont want any old random walking in and looking inside my fief. I dont want strangers in my lands, only people I trust. I wouldnt care if we have 40k S&D too much.. privacy first. Policy will be the same as it always was, selected traders only allowed to trade in my lands.
Title: Re: Strategus Changes
Post by: kinngrimm on October 22, 2012, 03:23:01 pm
... privacy first...
this.

If you want it to work, you need to blur the information available on those parties who are in a fief for none-faction members.
Otherwise Trader=spy

If you want both, spies and traders, then again i would suggest to create roles, which players can choose for themselves and ways for others to find out which role the others have chosen.
EDIT: F.E. use strat tickets to identify /learn more about a person in your vicinity/fief
Title: Re: Strategus Changes
Post by: chadz on October 22, 2012, 03:27:14 pm
How about only faction members of the fiefs faction can see who is in a fief. Problem solved.
Title: Re: Strategus Changes
Post by: kinngrimm on October 22, 2012, 03:29:00 pm
How about only faction members of the fiefs faction can see who is in a fief. Problem solved.
deal
Title: Re: Strategus Changes
Post by: Firebrand on October 22, 2012, 03:29:49 pm
chadz, most people dont want strangers in their lands, strangers = spys. If im hiding 10k troops on one character in my fief i dont want any old random walking in and looking inside my fief. I dont want strangers in my lands, only people I trust. I wouldnt care if we have 40k S&D too much.. privacy first. Policy will be the same as it always was, selected traders only allowed to trade in my lands.
You guys(UIF) take too serious strategus, its just game. And game should bring fun for all ppl, randomers, independant traders and neutrals should take their place in strategus too. And you guys see only spies, saboteurs,  S\D thieves, enemies and smuglers everywhere. Everybody closed their borders and sitting there like carebears as if you playing for 1 million $ real money. Its just fucking game lets fun!
Title: Re: Strategus Changes
Post by: Andswaru on October 22, 2012, 03:30:38 pm
How about only faction members of the fiefs faction can see who is in a fief. Problem solved.

And limit none faction members to the buying/selling of max 500 goods per fief per 24hours, would stop people getting annoyed that the small traders stole all the S&D, 500 is an OKAY amount if the regeneration rate is high enough.
Title: Re: Strategus Changes
Post by: Vovka on October 22, 2012, 03:31:28 pm
For those that haven't realised the nature of the change yet:

The idea is that factions can't use all of their S&D alone and will have to rely on external traders to create money. Of course it's not working yet, because most factions still have depleted S&D in their fiefs. Once the S&D is growing larger and larger, and clans can't convert it into money by themselves any more, the free traders will become very important, and so will a competitive tax setting. If it still doesn't work, I'll have to increase the limitation until it does.

That the previous system was clearly broken (most factions blocking all foreign traders, creating a huge amount of money with single route caravans) didn't seem to bother most, because for many of you it seems more important to have a way to get quick money than to have good gameplay.

Of course it's unrealistic, but it doesn't matter, it's better gameplay.

 U dont chande amount of goods if honest  :P Just change fief proportion with hight and low price
Title: Re: Strategus Changes
Post by: kinngrimm on October 22, 2012, 03:38:14 pm
You guys(UIF) take too serious strategus, its just game. And game should bring fun for all ppl, randomers, independant traders and neutrals should take their place in strategus too. And you guys see only spies, saboteurs,  S\D thieves, enemies and smuglers everywhere. Everybody closed their borders and sitting there like carebears as if you playing for 1 million $ real money. Its just fucking game lets fun!
it is what you make of it, don't judge others for being more or less involved, as for some  :rolleyes: it strat is a life style/choice. I have the intention not to take it that seriosly as in last strat as it gave me major stomach pains, but still there are things which are no goes. Don't get me wrong i am all for a good singleplayer/faction less trader experience. More individuality and fun, still as in the position of a leader of a faction, spying is a well known, often used and rectified concern.

@chadz
cost of 1000 strat tickets, to get all information within only one fief. That way proxy/multiaccount traders ^^ wouldn't be that much of a concern, and you could introduce the need for factions to pay traders extra cach for reliable information, by still decreasing the thread of spying.
Title: Re: Strategus Changes
Post by: Hobb on October 22, 2012, 03:42:35 pm
I just dont see the goods penalty helping independent traders whatsoever. In reality its a buff to organized clans and a nerf to everyone else. Organized clans will just bring their goods to a single fief and distribute them at say 4 sets of 500 to their traders and be just as fast as b4, faster actually. You say you want smaller factions, but you add more micro management?

I really like the tax system but the goods penalty is silly, and any large faction leader isnt hurting at all. We need benefits for traders bringing in goods, not nerfs. Add something that will give factions a reason to want independent traders to come by and sell.
Title: Re: Strategus Changes
Post by: chadz on October 22, 2012, 03:50:21 pm
done, you now see only troops of your faction, or when you are fief owners faction.

Title: Re: Strategus Changes
Post by: Firebrand on October 22, 2012, 03:52:46 pm
done, you now see only troops of your faction, or when you are fief owners faction.

So, gentlemen open your f*cking borders, please!

 :D
Title: Re: Strategus Changes
Post by: Kalp on October 22, 2012, 03:54:58 pm
How about only faction members of the fiefs faction can see who is in a fief. Problem solved.

deal

done, you now see only troops of your faction, or when you are fief owners faction.



decision after one vote, nice....
Title: Re: Strategus Changes
Post by: Turboflex on October 22, 2012, 03:56:28 pm
chadz, I would suggest also making it so rank 1 members cannot see "faction" page.
Title: Re: Strategus Changes
Post by: chadz on October 22, 2012, 03:57:02 pm
decision after one vote, nice....

I'm sorry if you thought this would be a democracy.

Because it's not.
Title: Re: Strategus Changes
Post by: Firebrand on October 22, 2012, 03:57:46 pm
chadz, I would suggest also making it so rank 1 members cannot see "faction" page.
+1
Title: Re: Strategus Changes
Post by: Kalp on October 22, 2012, 04:01:03 pm
I'm sorry if you thought this would be a democracy.

Because it's not.
I know, but meh...kind of disappointment
Title: Re: Strategus Changes
Post by: Lt_Anders on October 22, 2012, 04:03:06 pm
I know, but meh...kind of disappointment

I'd rather have the free trade than the "OMG IT"S A SPY" opinion. So if it fixes open borders, let them keep it. Not like you can't just hire some random guy with 1 troop, a horse and have him scout around the area detailing who is where.

Now it should still show WHO is in village, correct? It just doesn't show army sizes(unless you are owner)?

ALSO, any word about reimplementing fee visiting fees per the idea we had brought up earlier?
Title: Re: Strategus Changes
Post by: Turboflex on October 22, 2012, 04:17:22 pm
why re-implement fees? That was related to strat 3 economy (only people working in fiefs can generate goods) which was completely changed. If you don't like someone in your fief just boot them, what exactly is gained by having fief owners set 100g per hour visiting fees to rip off less active visitors who don't notice?
Title: Re: Strategus Changes
Post by: Lt_Anders on October 22, 2012, 04:24:05 pm
This is why:
http://forum.meleegaming.com/strategus-general-discussion/(re)implement-fees-for-staying-in-fief/msg630568/#msg630568

Basically, it's income. Not a lot, but It is decent enough to pay for troop upkeep for months(and buy gear for those troops).

And the strat 3 way of changing it is not what i proposed. Just read that thread for more info.
Title: Re: Strategus Changes
Post by: Nebun on October 22, 2012, 04:24:35 pm
So, gentlemen open your f*cking borders, please!

 :D

no
Title: Re: Strategus Changes
Post by: Harafat on October 22, 2012, 04:50:49 pm


During designing economics of your block, you have committed a serious error in distribution of points (PP). Shit happens (Incidentally, I don't understand how this could have happened, if you have access to first-hand information. A little loltarded hehe), but that doesn't mean that we think that's good because it means less battles, and we want more and larger battles.


This is how you look at it. We made no error, we did it different then you guys. Your thing to put all on prosperity from the start gives you a lot of s/d, however, as the game advances this advantage gets smaller and smaller, cuz we could invest 10 prosperity each time. I will gladly admit that we should've put more points in prosperity at the start. The reason we have low s/d all the time is cuz of retards wasting it where they shouldnt have.
But destroying our economy? What a joke, we've been fighting the whole UIF with basicly 2 factions. Only reason we are alive, is cuz of what we did.
Also you lost a lot of tickets due to you guys not looming your equip high enuff. So this is rly a potato-potatoe issue.

And cicero: i'm not wasting any more words on you. Let people like Harpag speak who actually have a clue what they are talking about.
Title: Re: Strategus Changes
Post by: Lt_Anders on October 22, 2012, 04:59:25 pm
FYI: It's cheaper, production point wise, to decrease an item to -40% off and another item -15% off than heirloom something up to +3.

You should only heirloom ranged weapons and horses because of that(and the bonus they get from looming).
Title: Re: Strategus Changes
Post by: Turboflex on October 22, 2012, 05:03:20 pm
Yeah a 40% discount is insanely better than +3 loom which in most cases is only making an item 10% better.
Title: Re: Strategus Changes
Post by: Vovka on October 22, 2012, 05:08:38 pm
What a joke, we've been fighting the whole UIF with basicly 2 factions. Only reason we are alive, is cuz of what we did.
Hah i think  your words are very upset like 7-8 faction in anti-uif side  :P 
Title: Re: Strategus Changes
Post by: kinngrimm on October 22, 2012, 05:12:09 pm
Yeah a 40% discount is insanely better than +3 loom which in most cases is only making an item 10% better.
well for another reset, perhaps lower the PP needed for looms  :mrgreen: or increase the overall PP generated
f.e. villages start with 100 PP, generate 4 PP; castles start with 70 PP, generate 7 PP; towns start with 40 PP, generate 14 PP.

BTW: everything above 30% discount still looks like an overkill in terms of PP needed to upgrade it.
Title: Re: Strategus Changes
Post by: Lt_Anders on October 22, 2012, 05:19:49 pm
well for another reset, perhaps lower the PP needed for looms  :mrgreen: or increase the overall PP generated
f.e. villages start with 100 PP, generate 4 PP; castles start with 70 PP, generate 7 PP; towns start with 40 PP, generate 14 PP.

BTW: everything above 30% discount still looks like an overkill in terms of PP needed to upgrade it.

Nope, did the math.
from -2 to +3 is 58 PP
From 0 to 40% is 54PP and 0-15% is 4 PP.
Title: Re: Strategus Changes
Post by: Harpag on October 22, 2012, 07:26:34 pm
 :shock: When things will follow in that direction, then maybe I change my religion to chadzianity. Just don't talk about this to vile Templars.

I don't mean just only reset of PP or this change of way of seeing opponent units. It is about dialogue with devs.

How to really increase importance of free traders?

To answer this question it's worth previously considering what big clans want to achieve ...

Big clans want to have a big war against other big clans, have a lot of battles, a lot of XP, and finally want "piss on opponents graves." However, it must be said that number of locations on map is now so large that the control over whole area is practically impossible. That's good - the war will be long and bloody, and final winner will be plucked by numerous "uprisings".

and

Big clans do not want to have continuous problems with variety of "private armies/free traders/former spy units etc ".
They are not a big problem, but they are annoying as bloody buzzing mosquito .
Making roster for a few suckers is simply impractical. Zero fun zone. Micromanagment  :wink:

However, you should keep an eye on priceless S&D points. Sorry - old miser need these points to fight against other big clans. We don't want spend our PP points for prosp because small traders are hungry :P

Someone said ( kinngrimm?) something that I call a "free amount" It is a good idea.

If these points for us wiill be useless, and for them - big value - I do not see the problem. If randoms will not spy and steal our points , it left me just say:

"You are welcome to visit our beautiful country"

It can be said that such a dual point system can create something like  "second division" for individualists

Strong players from "second league" at the end may have a major impact on the general gameplay. Maybe we will have to deal with strong Corsairs. Who knows? It might be worth think about this idea. Maybe 10% maybe 50% (lol, no!) of clans S&D?

I know that this concept has a lot of flaws, but chadzinski want to get the damn free traders, and I do not see other opportunities for them  :)

PS
@Harafat

Let us add to our discussion one more parameter:

Conversion tics into gold makes sense only in a very short time from the start. Later economy produces income and tics we convert into troops. Yes or not?

And Cicero is really very good guy, just sometimes is nervous like many southerners =)
Title: Re: Strategus Changes
Post by: kinngrimm on October 22, 2012, 09:41:54 pm
yes Harpag i mentioned a second pool of S&D for free traders. Perhaps it shouldn't be as potent as the primary pool which is used by Factions mostly atm anyways, but it should scale in the same way through the invested Production Points or it would be only increased by the traders, who gain Production Points through trading and making certain amounts of money and therefor could invest those PP into the secondary PP pool, usable only by factionless folks . They could spent those poitns freely on teh map, not bound to a specific fief. Still the taxes would apply  :mrgreen: owning a fief should be worth something right!

1 PP for 700 Strategus Ticks.
Atm i have 5k Strategus Tickets and you know i am playing a lot.
So i can't spent them on anything just hording them. Even if a Production Point would cost 1k Tickets i would buy it as it makes more sense for me to use it on that than just wait for them to get grandchildren.

It would be a nice thing if anyone could buy these and may transfer those to any lord of a fief.
Wth perhaps even tradeable through towncenter or auctions.

EDIT: I love the production points, you could do sooo many things with those
Title: Re: Strategus Changes
Post by: Vovka on October 23, 2012, 07:49:45 am
How about only faction members of the fiefs faction can see who is in a fief. Problem solved.
Great, now even with 1k army , you need the balls of steel to attack the village without a garrison. Because at the last minute after the attack in the garrison may appear 3k army out of nowhere.  :P
Can we at least see a range of summ troops inside the village? Like for сrates in caravans on map?
Title: Re: Strategus Changes
Post by: Casimir on October 23, 2012, 02:48:50 pm
Yes considering we can all spot the garrison of a fief on the fasr side of the continent why are we unable to notice them if we walk into the village and they are sat their under the command of a player?
Title: Re: Strategus Changes
Post by: Butan on October 23, 2012, 05:57:55 pm
Great reactivity from devs on strategus, you can feel them working day to day to try to have a better game.

Quote
I know, but meh...kind of disappointment

I'm feeling exactly the opposite, really satisfied, even though some changes I dont understand, some I dont like, game is changing and this is what we want.
Title: Re: Strategus Changes
Post by: Vovka on October 23, 2012, 06:08:33 pm
I'm feeling exactly the opposite, really satisfied, even though some changes I dont understand, some I dont like, game is changing and this is what we want.
yep how about -1 from speed katana, and +1 to damage GLA  :P
Title: Re: Strategus Changes
Post by: dodnet on October 24, 2012, 08:52:37 am
You must be fucking kidding me:

Trading goods:    101
Horses:    1

Troops: 100
Speed: 8.281 meters per minute [zoom]
Equipment: 732 kg
Cargo: 2,020 kg (68 crates)


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

Trading goods:    100
Horses:    1

Troops: 100
Speed: 10.143 meters per minute [zoom]
Equipment: 732 kg
Cargo: 500 kg (17 crates)



So one fucking good weights 1500 kg? Really bad joke... this formula REALLY needs work...
Title: Re: Strategus Changes
Post by: slim_jims_man on October 24, 2012, 09:54:04 am
Umm, it's because you have too many goods per troop. If you added one virtual man to that army, the "weight" would drop.
Title: Re: Strategus Changes
Post by: dodnet on October 24, 2012, 10:08:56 am
Umm, it's because you have too many goods per troop. If you added one virtual man to that army, the "weight" would drop.

I know this! Still it is ridiculous that the weight increases by 300% just because of one man missing.
Title: Re: Strategus Changes
Post by: chadz on October 24, 2012, 10:16:30 am
working as intended
or actually not, the speed difference doesn't seem to be high enough.
Title: Re: Strategus Changes
Post by: dodnet on October 24, 2012, 10:19:10 am
working as intended

DOH!  :mad:

or actually not, the speed difference doesn't seem to be high enough.

The village is in a forest...
Title: Re: Strategus Changes
Post by: kopieringskatten on October 24, 2012, 01:57:44 pm
Hello,

With the bank gone, will I still have a chance to gain loompoints at the end of the round if I have a lot of cash on hand then or is saving up money worthless now?

Thanks.
Title: Re: Strategus Changes
Post by: Grumpy_Nic on October 24, 2012, 05:07:22 pm
Hello,

With the bank gone, will I still have a chance to gain loompoints at the end of the round if I have a lot of cash on hand then or is saving up money worthless now?

Thanks.

Exactly what I wanted to ask
Title: Re: Strategus Changes
Post by: Mwahahaha on October 25, 2012, 09:33:31 am
how horses in your inventory do affect for travelling speed?
Title: Re: Strategus Changes
Post by: Haboe on October 25, 2012, 11:56:55 pm
working as intended
or actually not, the speed difference doesn't seem to be high enough.

So if i were to have 9 * 450 goods (so 450 A, 450 B, 450 C etc) and 451 troops, with 452 horses, what would be my speed bonus?