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kodabear View Drop Down
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Player Council - Astronomer

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Direct Link To This Post Posted: 04 Sep 2013 at 05:34
anyone know how long the  faction armies will stay at one spot 
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Rill View Drop Down
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Direct Link To This Post Posted: 04 Sep 2013 at 05:02
No faction armies anywhere near any of my cities either.
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Salararius View Drop Down
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Direct Link To This Post Posted: 03 Sep 2013 at 15:29
Originally posted by GM Stormcrow GM Stormcrow wrote:

Over the next few days and weeks we'll also be turning on many different parts of the Faction AI as we become more confident that they're doing what they're supposed to - running smoothly and within parameters...

It's been a couple weeks, have any additional parts of the Faction AI been turned on?

Are all the factions active or just some factions?  Although I'm sure I could find some activity if I searched the entire map I haven't seen any faction activity in the region of my cities.  It's been a wee bit anticlimactic.

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Direct Link To This Post Posted: 31 Aug 2013 at 20:57
FW: Scout Mission to Square [68|200] in Norweld Completely Successful!
Sent By:     Brandmeister [eCrow]
Received By:     Angrim [eCrow]
Date:     27 Aug 2013 02:43


From: System
Subject: FW: Scout Mission to Square [68|200] in Norweld Completely Successful!
Received: 26 Aug 2013 08:12
Original Message:
Operation From:      Alte Brandtburg      Brandmeister [eCrow]
Operation Against:      Square [68|200] in Norweld      
Operation Type:      Scout
Operation Outcome:      Completely Successful!

Mission Report:
Your diplomatic mission was undetected and completed the objective! Your units are on their way home, safe and sound.

Information Gathered:

Troop levels present, foreign reinforcements:
Type:      Unit:      Quantity:
NPC's forces from NPC Location
Army: Council of Illyria            
NPC's forces from NPC Location
Army: Council of Illyria            
Division: A Kingsguard Training Patrol from the Council of Illyria            
Division: A Kingsguard Training Patrol from the Council of Illyria            
Division: A Kingsguard Training Patrol from the Council of Illyria            
Troops:      [Praetorian Guardsmen] Praetorian Guardsmen      1
Troops:      [Praetorian Guardsmen] Praetorian Guardsmen      3
Troops:      [Elite Praetorian Guardsmen] Elite Praetorian Guardsmen      1

Praetorian Guardsmen
Human
SpearunitKing Sigurd's Praetorian Guards are highly trained specialists in the art of discretely but forcefully keeping the Monarch from harm. They are fearsome and fanatical, and will gladly lay down their lives for their charge.
Produce units
Train Military Units
Attack     Defense
Spear     Bow     Sword     Cavalry
40     46     44     48     38
Experience: 0
Movement Speed: 12
Carrying Capacity: 0

Elite Praetorian Guardsmen
Human
SpearunitThe very greatest soldiers in the King's Praetorians are selected for special training - and special duties. Men - and women - of few words, combining their natural talents of speed, agility and tactical analysis with the most rigorous training available, very few succeed to in their quest to become an Elite Praetorian.
Produce units
Train Military Units
Attack     Defense
Spear     Bow     Sword     Cavalry
72     62     64     70     55
Experience: 0
Movement Speed: 14
Carrying Capacity: 0
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Sirius View Drop Down
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Direct Link To This Post Posted: 31 Aug 2013 at 19:15
No report about faction encampments have been posted so far and I've found difficult to get one.
As I have one at least, here it is. It does not give many information, though.

No item was dropped.


Victorious battle against NPC units's forces at [-367|11] in Keppen by Sirius's forces from Cosmodrome

Sent By:System
Received By:Sirius [StA]
Date:31 Aug 2013 17:58
Two opposing forces clash against each other.

Cavalry comes into its own when able to strike hostile forces at will, and from unexpected directions - and nowhere is this more feasible than on open plains. Lightly armoured spear units, however, prefer terrain where there's some cover available.

Fighting defensively on open plains, cavalry draws strength from the ability to form and reform their lines of engagement depending on the direction of battle, and it is here where cavalry excels.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Swiftsteed Swiftsteeds Swiftsteed 1 Damaged for 42, 58 health remains.
Troops: Swiftsteeds Swiftsteeds 2 0 2


Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Cuirassiers Cuirassiers 3 3 0


Your victorious troops retrieved:
108
from the slain foes.




Cuirassiers
Human
Cavalry
The Duchy of Keppen believes that its Cuirassiers, less encumbered and more flexible than traditional human Knights, have rendered their knightly forebears archaic. The rest of Illyria remains unconvinced.

Produce units
AttackDefense
SpearBowSwordCavalry
4715122222

Experience: 3
Movement Speed: 16
Carrying Capacity: 80





Edited by Sirius - 31 Aug 2013 at 19:20
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ickyfritz View Drop Down
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Direct Link To This Post Posted: 29 Aug 2013 at 20:50
Originally posted by Tatharion Tatharion wrote:



7) Will there be "cascading" effects of players/alliance actions? In other words, if faction A hates faction B and you (and/or your alliance) kills some troops of faction B, will it trigger some change in faction A's standing toward you (or alliance)?

Thanks for taking the time in releasing this critical extension! 


According to the interview:
http://www.twitch.tv/massivelytv/b/364392390

The answer is yes.

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Tatharion View Drop Down
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Direct Link To This Post Posted: 29 Aug 2013 at 19:37
Questions:

1)  Is there a "maximum" differential set between an Alliance standing and a Personal for a given faction, i.e. for instance you can't expect to personally reach +50 for instance if your alliance's standing sits at -10 ??

2) Are your own cities locations or your alliance's cities locations or even your alliance capital's location at all impact faction standings?

3) Will some factions have monopolistic or otherwise privileged access to currently unavailable "tradable items" like Night Diamond, the "fruits", future unknown spell components etc...

4) Will faction quests in Elgea have also a timeline like it was suggested they would have on the new continent?

5) Will some kind of peaceful "parley" diplomacy be made available when interacting with factions? Will individual players or alliances be allowed for instance to send gifts to factions?

6) Will there be some kind of documented "War, Peace, Treaty" relationships between players' Alliances and factions?

7) Will there be "cascading" effects of players/alliance actions? In other words, if faction A hates faction B and you (and/or your alliance) kills some troops of faction B, will it trigger some change in faction A's standing toward you (or alliance)?

Thanks for taking the time in releasing this critical extension! 


Edited by Tatharion - 29 Aug 2013 at 20:22
Be without fear in the face of your enemies. Be brave and upright, that God may love thee. Speak the truth always, even if it leads to your death. Safeguard the helpless and do no wrong.
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Direct Link To This Post Posted: 29 Aug 2013 at 02:18
Question: Are we supposed to get experience from attacking and wiping out faction troops?
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Direct Link To This Post Posted: 26 Aug 2013 at 15:54
Originally posted by Smoking GNU Smoking GNU wrote:

Aaaand the devs have gone quiet again.
It is Bank Holiday Monday in England. The Devs may be enjoying Carnival.
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Direct Link To This Post Posted: 26 Aug 2013 at 13:09
Aaaand the devs have gone quiet again.
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