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GM ThunderCat View Drop Down
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Direct Link To This Post Topic: 03Nov2012 - Tweaks and clarity
    Posted: 03 Nov 2012 at 20:58
Mail
System mail and player mail now have separate counts on the notification bar. The green number is player emails, the blue system emails and the yellow notifications. This should help you determine if you have any unread messages from players more quickly.

Sovereignty 
The sovereignty page has its performance tweaked and be significantly speeded up.

Exodus (bug fixes)
  • A siege can no longer be landed on a moving city.
  • Diplomatic attacks no longer land when a city is moving.
  • Military attacks no longer land when a city is moving.
  • Some reinforcements would sometimes not be considered when trying to move a city. Now any reinforcements in the city will prevent its ability to exodus.
Herbs and Minerals
For several hours herbs and minerals ceased growing (but did not disappear). This has been resolved. Any herbs that were depleted, by players, automatically re-spawned at new locations. As we do not keep to the minute historic archives of the 100k+ herb locations and levels through time and they have already re-spawned to new locations we cannot restore them to their previous locations.

Siege Clarifications
  • Limited siege is a military attack using siege engines in the army against a city, if the army wins its attack, the siege engines get one strike at base accuracy, then the army returns as per an attack.
  • Full siege takes 12 hours to set up in an occupying camp in a square adjacent to the target city. Once the camp is set up, the siege engines fire every hour and over time their accuracy improves from the base value to 100%.
  • Only one blockade or siege camp can exist on a square at anyone time; however they can be reinforced. 
  • Only the sieging army's engines will fire in a bombardment. If other armies on the square have siege engines, these will not participate in the bombardment.
  • Full siege and limited siege can only have 30 city damaging siege engines firing at any one time, but more can be in the army. The extras will replace any destroyed during the occupation in the next bombardment (up to a maximum of 30 firing).
  • Full siege and limited siege can only have 30 wall damaging siege engines firing at any one time, but more can be in the army. The extras will replace any destroyed during the occupation in the next bombardment (up to a maximum of 30 firing).
  • As well as being attacked normally, if they have the technology, the defending town can "sally-forth" against a square that holds a siege. This acts as a raid and is an attack for combat purposes, and can only be done against a square every 6 hours. Only those armies will living commanders will join the sally-forth. If the defenders win the battle, the bombardments from the sieging army will be stunned for 4 hours from the attack time, and will not bombard until that 4 hours have passed. Unlike a raid, the commanders from both sides only take 1/3 damage (as per the rest of the army); whereas in raid the commanders take full damage.
  • If a sieging army has had all of its siege engines destroyed but the army survives it will still be shown as a siege encampment. Equally a siege can be sent with no engines. The lack of siege engines will mean the army will not bombard, but will still act as a siege for display, player alert and square exclusivity.
  • Once a target city's population has been reduced to the 25% of the start level, the sieging army will be given the option to storm and raze, or storm and capture (if they player has a large enough population to support another city)
  • To storm a city the sieging army, and only the sieging army, must win a final battle against the city and its defenses.
The two bugs that have recently been fixed are the 30 engine limit was not always enforced and the final battle did not always occur. Otherwise the siege dynamics have not changed, this is just a clarification for players who have asked how it works. 
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Direct Link To This Post Posted: 03 Nov 2012 at 21:09
Originally posted by GM ThunderCat GM ThunderCat wrote:

***
Exodus (bug fixes)
  • A siege can no longer be landed on a moving city.
  • Diplomatic attacks no longer land when a city is moving.
  • Military attacks no longer land when a city is moving.
  • ***
Please further clarify.  What happens to the inbound units when the target moves?  Do they immediately stop marching to the target sq and return home?  If not, what do they do exactly when the target moves?

Thank you in advance for your response.
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Direct Link To This Post Posted: 03 Nov 2012 at 21:38
First of all, thank you for all these updates and especially for the clarifications on Siege.

Originally posted by GM ThunderCat GM ThunderCat wrote:

Sovereignty 
The sovereignty page has its performance tweaked and be significantly speeded up.

It seems that "SOV List" order has been changed. It was according to Y coordinate previously and now it is not. It is not X and Distance as well. So, how is the SOV List ordered?


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Direct Link To This Post Posted: 04 Nov 2012 at 00:05
Originally posted by The_Dude The_Dude wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:

***
Exodus (bug fixes)
  • A siege can no longer be landed on a moving city.
  • Diplomatic attacks no longer land when a city is moving.
  • Military attacks no longer land when a city is moving.
  • ***
Please further clarify.  What happens to the inbound units when the target moves?  Do they immediately stop marching to the target sq and return home?  If not, what do they do exactly when the target moves?

Thank you in advance for your response.
They will attack whatever is there (but not the city as it is not there) then return. Previously they would attack the city which was not at that location.

As a reminder of exodus, the town cannot re-exodus, sally forth or send out any troops/diplomats for 5 days after arrival and is locked by a siege or blockade.


Edited by GM ThunderCat - 04 Nov 2012 at 00:29
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Direct Link To This Post Posted: 04 Nov 2012 at 00:08
Originally posted by Arakamis Arakamis wrote:

First of all, thank you for all these updates and especially for the clarifications on Siege.

Originally posted by GM ThunderCat GM ThunderCat wrote:

Sovereignty 
The sovereignty page has its performance tweaked and be significantly speeded up.

It seems that "SOV List" order has been changed. It was according to Y coordinate previously and now it is not. It is not X and Distance as well. So, how is the SOV List ordered?
Should be Y,X ordered again
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Direct Link To This Post Posted: 04 Nov 2012 at 00:39
Will all armies in a city defend against a raze/capture attempt?
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Direct Link To This Post Posted: 04 Nov 2012 at 00:44
yes
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Direct Link To This Post Posted: 04 Nov 2012 at 00:45
I have a question, why such a low amount of siege engines? for an attack with siege engines and only one launch why the limit, say if i wanted to use 90 siege engines and am willing to pay for it we should be able to for attacks, i understand for sieges but don't understand why the limits of attacks.

Edited by demdigs - 04 Nov 2012 at 00:46
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Direct Link To This Post Posted: 04 Nov 2012 at 02:00
Thank you, GM TC.
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Direct Link To This Post Posted: 04 Nov 2012 at 09:13
Personally I like the change to System mail and Notifications.  I've heard a few people complain about the color of the Notifications tab, but I don't mind.  Mostly I just wish the "System" filter in the IGMailbox worked so it was easier to clear out unwanted/spammy System mails.
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