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I am curious about what YOU think.

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Poll Question: Should we be allowed more accounts per player?
Poll Choice Votes Poll Statistics
169 [48.15%]
14 [3.99%]
87 [24.79%]
70 [19.94%]
7 [1.99%]
4 [1.14%]
You can not vote in this poll

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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Topic: I am curious about what YOU think.
    Posted: 04 Apr 2018 at 05:24
Thanks for the info, GM SC.  Your information is consistent with what I learned in my research as player council geographer, but has much more detail.  Iirc, animals appeared after the terrain change so ... was there an ark during the flood?  Or was that unnecessary?
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Thexion View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Thexion Quote  Post ReplyReply Direct Link To This Post Posted: 23 Mar 2018 at 08:37
Norwald has turned to Norweld? Wald being too german?
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Neytiri View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Neytiri Quote  Post ReplyReply Direct Link To This Post Posted: 23 Mar 2018 at 06:08
Two accounts is plenty.  
"It is well that their bodies know the heat and the cold; it will make them strong warriors and mothers." - Absaroke elder (from Edward S. Curtis's book 'The North American Indian')
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GM Stormcrow View Drop Down
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Post Options Post Options   Thanks (3) Thanks(3)   Quote GM Stormcrow Quote  Post ReplyReply Direct Link To This Post Posted: 22 Mar 2018 at 16:09
Originally posted by Rill Rill wrote:

As a point of history, I believe Tenaril was first invented when the map was changed.  (Enlarged? It happened before my time.)  The point of the initial Tenaril spell was if people didn't like their positioning on the new map (such as they were now in the middle of water) they could change it.  Then later Tenaril was limited to just the capital city.

Perhaps someone who was here during that time or one of the developers could comment on the reasoning and application of Tenaril initially.

Hey Rill,

Yes, I can confirm that Tenaril's Spell of Ultimate Teleportation was introduced in 2010, specifically to allow players to relocate their cities because we completely changed the world map.

The world map was originally entirely randomly generated; there were no biomes, forests, mountain ranges, jungles, deserts, water, steppes etc.  Each tile was un-related to the nearby tiles, and you could just as easily have a volcano next to a forest next to grassland next to a hill.

By way of example, here's a nostalgia-inducing screenshot from Illy v1!



And here's the Northern border of elgea, ever so subtly blended into the grasslands below.



What we did to change the map - to actually produce naturalistic-looking terrain - was generate a set of Gaussian and Perlin noise algorithms with varying seeds, to generate topographical height maps, and then assign them terrains.

Here's the topographical height map we originally generated:



Overlaid on top of this noise map were seas...



... Rivers (which were laboriously hand drawn onto the map to follow a basic flow direction from higher grounds to the sea)...



... and the application of biomes (using the WWF classification system running from Polar Ice Sheet through Tundra and Taiga, from Subtropical Dry Broadleaf Forests through to Xeric Shrublands and Desert)...



Finally, hand-drawn regions were overlaid.  

I found a first draft of this, including some regions names that never made it such as Erra (Ursor), Beirwan (Windlost), Parl (Ragallon), misplaced Ragallon (now Kal Tirikan), Qul (Kul Tar) and the wonderfully creative and mysterious "Elven Name" (Lan Larosh), "Orcish Name" (Mal Motsha) and "Dwarven Name" (Tor Carrock)...



Finally, rough faction placements were overlaid:



So anyway... we went from a random hodge-podge map (of the Travian-ilk) to an actual proper map; but felt it critical to allow all the existing players to move their cities to preferred locations - hence the Tenaril spell; allowing players to keep their underlying terrain.  We didn't have sovereignty at this time, so moving the city resource allocation only worked fine.

Once all the moves were done, we left a single-use Tenaril in place for each account's Capital City, simply because we felt players might wish to change their mind about a chosen location (this was pre-exodus!)

Terraforming was an unanticipated side-effect.

Hope that sheds some light!

Best,

SC

EDIT: Typo


Edited by GM Stormcrow - 22 Mar 2018 at 17:03
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Bill Cipher View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Bill Cipher Quote  Post ReplyReply Direct Link To This Post Posted: 21 Mar 2018 at 18:46
Originally posted by eowan the short eowan the short wrote:

Originally posted by kodabear kodabear wrote:

i love how somehow 142 people votes in this poll

 
Multiaccounters!


Actually,

not multi accounters well i guess it would be a way but not efficient, you see the poll doesn't limit you to just one vote.
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OssianII View Drop Down
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Post Options Post Options   Thanks (1) Thanks(1)   Quote OssianII Quote  Post ReplyReply Direct Link To This Post Posted: 21 Mar 2018 at 11:01



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DeliciousJosh View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeliciousJosh Quote  Post ReplyReply Direct Link To This Post Posted: 20 Mar 2018 at 18:10
I am satisfied with the replies you have all contributed to this poll and discussion and I have personally become wiser in my concerns.

The conclusion is not an easy one to find and the opinions, reasonings and arguments are many... When it comes to a change in this regard, the server we currently play on will, according to the majority, not benefit from allowing one player to own 4 or more than 4. I was surprised by some of the opinions of a few people but nevertheless, I see the points you make and understand the thoughts behind them.


Some other subjects came up along the way, terraforming being one of them. I think Ruarc paints the picture nicely, even though I do see some of the other comments here as good points, the map-terrain such as mountains should provide other benefits to be worthwhile. Terraforming might also have been introduced to start with, because of all these areas on the map not being very inviting without the possibility of altering them.
The more you work, the more you are rewarded is also a way to look at terraforming; as the more food you have around your cities, the bigger your city can get and the more towns you can have.


When I had created the poll, I discovered that it's possible to vote more than once and therefore making a poll is pretty pointless. The debate is what I find important here. So please ignore the Poll, although I did find it interesting how some people continued to vote for their prefered option (myself included).



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white willow View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote white willow Quote  Post ReplyReply Direct Link To This Post Posted: 19 Mar 2018 at 12:18
Two accounts is more than enough the issues in my mind are how people fudge with the sitter accounts.
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Blankit View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Blankit Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 21:16
First, you never mentioned this new res plot redistribution should be temporary in your original post. This makes sense now, as opposed to before.

Second, like Ruarc above mentions, terraforming makes more locations playable. Look at his poisoned isles.
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Ten Kulch View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ten Kulch Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 18:35
Blankit, somewhere in your rant, I think you completely missed my point about the $5. I don't envision it as a one-time thing for a single city. If someone wants to slowly transform all their city tiles into 7 food plots (or whatever typical 25 point distribution they desire), then $5 per city should cover it. If the city is removed via exodus or razed, the magical terraforming spell should be dispersed.

Illyriad isn't pay-to-win. That's just a clueless thing to say.
Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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