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Messages - Tuonela

Pages: 1 [2] 3 4 ... 9
16
cRPG Technical problems / Re: Problem with Bannerpack
« on: October 03, 2012, 08:47:43 pm »
Both of those are outdated. If you have the latest launcher (0.7.7) run "repair" and it will automatically download the banners.

17
Nations Cup / Re: Team Finland
« on: September 30, 2012, 10:28:07 pm »
Mukana ollaan yhä.

18
Suggestions Corner / Show history off all strategus battles
« on: September 25, 2012, 01:30:09 pm »
Right now you can only see the battles you have participated in and if you want to know about other battles you have to start changing the address which is tedious. You could create a new page which had filters such as clan, server, type and whether you have participated the battle or not.

19
Strategus General Discussion / Re: First Week of Strat 4 - Feedback?
« on: September 23, 2012, 06:56:47 pm »
So far I have done more things in this Strategus than I have done in the two previous ones so the trading system is a lot better. The fact that you see all good prices makes the trading system more fun and less work. The slower movement speed damages big alliances since they can't reinforce each other immediately so it is good too.

The bank is bad since it encourages to remove money from the system. It should be like in DayZ; you get more stuff to survive and the surviving is the fun part. Surviving means lots of battles and fun. When you are defeated, it hurts but you can start again.

The planned AI caravans and bandits are something that is worrying me. It reduces the player involvement and at worst the AI could be abused again like during the last Strategus. Also, winning against the AI is a bit boring to be honest.

22
Strategus Issues / Re: 1/3rd rule on attacking larger armies is not working
« on: September 19, 2012, 09:00:24 pm »
The rule requires you to have 1/3 of the defender's army, population isn't counted as army.

23
DayZ / Re: Day Z mod for ARMA II
« on: August 18, 2012, 06:29:09 pm »
Since the latest ARMA 2 beta patch server-side logging/blocking of scripts has been implemented, from which the most important part is the final line "As a final note, these features cannot be circumvented with a client-side hack". Some people in the DayZ community has also started a global ban list against those who use scripts, which includes the most commonly used cheats such godmode, teleportation and weapon spawning. So maybe there will be hack-free servers someday.

24
General Discussion / Re: 5% tax on money transfers between clan mates
« on: July 30, 2012, 11:50:20 am »
If it wouldn't be between clan mates also you could simply accept the person you are trading with to your clan and give him the money and pay no tax.

25
General Discussion / Re: Topic of major speculation
« on: July 29, 2012, 09:10:50 pm »
Another odd thing I noticed, is the flag beneath everyone's avatar, saying that this forum user is a cRPG player. Somewhat of a strange thing as this entire forum is dedicated to cRPG and everyone on this forum has atleast played cRPG for some time. Seems kinda obsolete no? Unless this forum is intended to harbor two games soon.

chadz isn't a cRPG player, though that just proves the fact devs don't play this game.  :)

26
General Discussion / Re: People who have taught/inspired you.
« on: July 24, 2012, 06:31:37 pm »
Cris, the only HA I remember from the old cRPG.

28
General Discussion / Re: Do you play with DX7?
« on: July 22, 2012, 07:23:27 pm »
DirectX 7 crashes for me.  :) Oherwise I'd use it because it is much clearer than DirectX 9.

29
General Discussion / Re: Beta Testers Needed
« on: July 22, 2012, 02:34:02 pm »
My application:

Windows 7 64-bit
i7 2600
12 GB RAM
GeForce GTX 550ti
Warband and OS are run from an SSD drive

I usually play with my horse archer. I am lvl 34 and have over 600k gold so I don't start raging even if I had to play with x1 during the entire test. :) I have still about a month of my summer vacation which allows me to play 24/7. I also have the patience to do long repetitive tests. (e.g. benchmarking).

30
If you build 20 levels of walls in a fief you should expect pretty heavy maintenance. For instance if we had stone as resource you would need it and population to maintain the health of the walls. If either of these resources is missing the walls should be one hit. So you would need to build houses and if possible quarries to maintain the walls. You would need food for the people who works in the quarry and maintain the walls so you would have to build farms which also need population to be run. So you would practically have a fief that produces food to maintain the population to maintain the walls to protect the farms and houses.

Another suggestion is that allow attackers to choose the side from which they will attack and don't show it to defenders until the attackers spawn making it impossible to create massive walls. It should also be impossible to build anything near 15-20 metres to the invisible wall.

Spawn flags could be replaced with guard houses which can be destroyed from outside if the defenders choose to camp it or to disabled if there is nobody inside.

No admin supervision is needed.

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