Print Page | Close Window

The Newness - 18AUG10

Printed From: Illyriad
Category: News & Announcements
Forum Name: News & Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=929
Printed Date: 20 Apr 2024 at 03:50
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: The Newness - 18AUG10
Posted By: GM Stormcrow
Subject: The Newness - 18AUG10
Date Posted: 18 Aug 2010 at 15:39
THE NEWNESS
We had a 3-day internal workshop recently, where many of us sat down and thrashed out - in a few, fleeting periods of lucidity inbetween frankly unfeasable levels of drunkenness - some sort of 6-month plan for Illyriad and our development prioritisation.

There are so many things changing that it's almost hard to know where to begin.

So I'll start at some of the major items, and then give some prioritisation indication.

1. GEOGRAPHY, TOPOGRAPHY & BIOMES
Most players in Illyriad define their geographic location in terms of quadrant "I'm in the Northwest" and distance from the center of the map "I'm 300 squares out from the center".

We always wanted Illyriad to have a serious, proper geography - with each server essentially as a Continent; and with geographical features that make sense in terms of a real, living world.

However, we ran out of time before launch Embarrassed and so we got the homogenised, random-seed square world that we currently have, surrounded by highly unsatisfying streams of endless volcanos.

But no longer.

The World of Illyriad will shortly receive a complete makeover

We have written fractal algorithms to regenerate the whole map into a work of naturalistic beauty - complete with seas, rivers & lakes, mountain ranges and sprawling forests, deserts, jungles, archipelagos, islands, glaciers, volcanic regions - basically all the works that one would expect to find on a real continent.

These geographic zones are called biomes.

The biomes we are adding are:
  • Ice Sheet
  • Polar Desert
  • Tundra
  • Boreal Forest
  • Temperate Broadleaf Forest
  • Temperate Steppe
  • Subtropical Rainforest
  • Temperate Forests, Woodlands, and Scrub
  • Monsoon Forest
  • Arid Desert
  • Xeric Shrubland
  • Dry Steppe
  • Semiarid Desert
  • Grass Savanna
  • Tree Savanna
  • Subtropical Dry Forest
  • Tropical Rainforest
  • Fresh Water
  • Tidal Waters
  • Shallow Salt Water
  • Ocean
On top of this naturalistic world we will be adding some hard-crafted features around the place.

Further on top of this fractal biome, we've added topographical height / weighting, so you will get (eg) mountain ranges appearing on the map.

We're treating the current "top" of the map as the Arctic, and the current "bottom" of the map as the Equator.

Don't worry - your cities won't be moving anywhere, and the terrain that you have built your cities on won't be changing either. 

New players will still be seeded into "temperate" zones (ie they won't start on a desert tile). 

We've even written the algorithm so that it won't touch the 5 squares around any currently settled square, so you won't suddenly find yourself beset by threatening glaciers or volcanic lava flows - and will have room to expand in your neck of the woods.

There are a few players who have settled out in the back of beyond - as far from the center as possible - and we're making sure that they will be attached to the mainland rather than floating out on an Island in the middle of the sea.

For the moment, this new geography won't mean very much - except that there will be a visible geography to the world and we know everyone likes pretty, shiny things.

You will also be able to point and giggle for a while as your horses walk on water.

This will, however, change over time, in the following quite dramatic ways:
  • We're going to name the geographic features and regions of the World, and

  • The distribution of the New Factions (more about them later) will be geographic, as will the critters (eg Scorpions in the Desert, Krakens in the sea etc)

  • We currently have bonuses and penalties applied to unit type performance by topography (ie Cavalry are poor on mountains and great on plains) - but we will also be introducing combat and movement speed racial bonuses by biome and topography

  • We will introduce pathfinding - so if you want to go from point A to point B, you will have to go around Volcano C and Swampland D (unless you *really* have to go through them).  Unit speed will fluctuate on a journey - by both biome & topography

    Pathfinding also enables ambushes, unit interception (whilst travelling) and waypointing

  • This then enables roadbuilding, and even the charging of tolls for players who use your roads.

  • Larger rivers, and all seas, lakes and oceans will (ultimately) only be crossable by boat, and this enables everything from shipbuilding and piracy, to naval warfare - and the transport of goods by water (including river barges) as a possible profession

  • Biome and geographically specific map icons.  For example, instead of a "Ruined Tower" NPC square, in a Desert this might be a tomb or ziggurat.
When? Soon (tm)...

... actually, very soon for the first part.


We need to - at the very minimum - generate the biomes and major topographic features before there are so many players in the game that we can't easily make a wholesale change like this; which is why this change is happening with high priority.

We hope you will agree that this is a very exciting enhancement to the game.



Replies:
Posted By: GM Stormcrow
Date Posted: 18 Aug 2010 at 17:13
2. FACTION ENHANCEMENTS
With the new world geography, and in preparation for Trade v2, we're changing NPC Factions in many key ways.
  • We want lots of NPC Factions, distributed around the new world map of Illyria

  • We want NPC Factions and player/alliance relationships with Factions to be important to the gameworld

  • We want players to have to choose between Factions; they won't be able to be friendly with everyone.

    But equally, players who do not wish to take part in Factions can choose to ignore them, and be - broadly - safe from being pulled into Factions, depending on where they are in the world and what they're doing (ie sending an unguarded caravan train through a faction run by Bandits might result in your caravans being lost, regardless of your wish to be involved in Factions or not)

  • We want Factions to be living, breathing things - not monolithic "just there" entities, and we want their footprint on the gameworld to be organic, and to influence (and be influenced by) external events

  • We want Factions and inter-Faction relationships to be able to be directly and indirectly influenced by player actions

  • We want some/many factions to tie into the religions/deities concept when we introduce this

  • We want each Faction to be detailed enough (including military units etc) so that it could, in time, become a player racial option

    Although don't expect "Dragon" to be an available player racial choice anytime soon Wink

Let's illustrate how this might work with an example of a New Faction called "The Gnomes".
THE GNOMES

Gnomes are natural enemies with the Goblin Faction, and they're naturally friendly with the Halfling Faction and the Dwarf Mercenary Faction (Treggar's Crows), plus a few others. 

The Gnomes live generally in hilly areas, downs and fens, in the Temperate parts of the North West of Illyria.

Their general preference is dealing with Dwarven players - they often offer discounts when trading, and they dislike dealing with Orc players, often hiking up their prices for Orc customers.

The Gnomes are very dextrous with their hands, and are quick-thinking, expert engineers.

The Gnomes have a few trade hubs which they run, and these hubs are the only place where players/alliances with suitable standings can - once we have introduced crafting to the game - use the Gnomes' workshops and blueprints (located in these hubs) to craft special machinery that improves production in their towns (eg, a more efficient gearing mechanism that improves the Flourmill by +1% in a town); or an expertly constructed Siege Engine that has a higher to-hit chance.

The Gnomes have a few cities of their own, and - whilst not naturally warlike - they can certainly defend themselves admirably, especially with the use of cunning traps and mechanisms to foil an attacker's aims.  The few times they do decide to attack an especially dangerous enemy, they often hire Dwarven mercenaries to bulk up their armies.

So, that's the (brief) backstory.

But we want the Gnomes to actually respond to and be influenced by the world in which they live.
  • The Gnome cities will grow in population, and occasionally put down new cities around their Hubs

  • The Gnomes will periodically send out armies to smite their worst enemies - sometimes this will be another Faction (such as the Goblins) and othertimes it might be another player or alliance who has been particularly evil to the Gnomes in the past.

  • The Gnomes - if they have excess troops - might respond to another (friendly) Faction's call for help, and possibly even a player or alliance's call for help if they are sufficiently friendly

  • The Gnomes will grow faster if players supply them with the goods they need to grow - base resources as well as advanced resources; and crafting components that they want. 

  • The Gnomes will produce more items for sale (and demand more supplies) in their hubs as they grow larger as a Faction,  the Gnomes will produce less items for sale in their hubs when they get smited (by other Factions, or by Players/Alliances).

  • The Gnomes (and all factions) will fall in and out of love/hate with other NPC Factions depending on player actions - for example, if a massive player Dwarven army smites the Gnomes back to the dark ages, then the Gnomes might dislike Dwarves and Treggar's Crows for a bit; but over time the likes and dislikes will adjust back to their default natural balance

  • Players who are friendly with the Gnomes will be able to reinforce the Gnome cities and fight alongside them vs other Factions, as well as vs other Players, possibly for reward.

  • Player A might buy up all the Gnomes' blueprints and unique crafting materials - and then pay Player B to smite them mercilessly (or blockade their cities, and intercept their caravans) - thereby stifling the source of the Blueprints, and making their blueprints highly valuable, whilst not personally losing "Good Standing" with the Gnomes.

  • Player Alliance A (who is at war with Player Alliance B, and also friendly with the Goblins) might smite the Gnomes, because Player Alliance B trades with the Gnomes for most of their Siege Engines, and this will cut off Player Alliance B's source of weaponry.

  • We are also considering introducing Faction Quests, but this is further down the line.
I hope this gives you some indication of the depth that we're introducing with the Faction updates.


Posted By: GM Stormcrow
Date Posted: 18 Aug 2010 at 18:59
3. TRADE v2

Trade v2 is, really, the cumulative focus of all of the above.

Trade v2 rocks.  I mean, really rocks.

There are 4 main steps in the path to Trade v2.
  1. Caravan changes

    We are, essentially, introducing a whole slew of different caravan types, with different capacities, movement speeds, and to some extent "goods types" (ie there will be specific caravans for carrying living things, such as livestock and horses).

    This also means that we will be introducing "Volume" as an attribute for all trade goods.  Things that you carry will take up space in the caravans, and the bigger the thing, the more space it takes up in your caravan.

    Caravans will cost upkeep.

    Large caravans capable of carrying big heavy things like Cattle and Siege Blocks will be a lot slower than fast caravans that carry small things like Gold.

    When we introduce pathfinding (and ambush / interception) we will allow military units to be attached to caravans to provide protection.

  2. Monetisation of the Economy

    We're moving Illyriad away from a Barter Economy (which it currently is) to a fully monetised economy.

    Everything will be bought and sold for in Gold.

    The King will take taxes, damn him to hell.

  3. Trade Hubs

    Trade Hubs are siege-invulnerable, Faction-run cities positioned all over the map where Factions and players can buy and sell goods from each other.

    We're bringing in a slew of new abilities to allow players to set prices, offer discounts (or price hikes!) by player, alliance or Faction.

    Hubs are, however, even cooler than that, if such a thing is possible. 

    For example, you will be able to rent space from the Faction who owns the hub - for warehousing your own goods - and also to pay other players to transport your goods around the Kingdom.  

    As another example, you will also not have to transport Gold to a hub if you have a Trader unit present at the hub (and the requisite skills); you can buy directly from the Hub on the basis of a promissary note, and the King will remove the Gold directly and automatically from your town's coffer.

    Cumatively this will enable trading (and hauling) as two much more viable professions than they currently are.

    You will only be able to see the prices on offer in hubs where you have a "Trader" unit positioned, so asymmetric pricing across the world will be very prevalent, and the prices that Factions buy and sell goods at will be dictated by their current demand as well as scarcity and some "regional averaging".

    We may, in the fullness of time, allow alliances to set up and run their own (vulnerable/siegable) Trade Hubs in strategically important places (and collect the taxes as well).

    You can still trade directly from your own city, but we are removing the whole "pre-reservation of caravans".

    If a player wishes to buy goods from you at your city, he will need to send a caravan over to your city bearing sufficient Gold to buy the things you are selling, and he will bring back the goods that he bought.  The King's Excisemen will ensure the goods are there in the players' city and that they get loaded into the buying players' caravans when they're paid for, but they'll tax the seller for this service.

    Directly sending goods to another city (eg barter) will still also be possible, but the "trade" will not be "protected" by the King, as he's not getting any tax revenue from it.

  4. Trade Units, Skills, Faction Standings & "Tradable Things"

    There will be new units - traders - who you can dispatch to hubs to conduct business on your behalf, or report back prices.

    All players will be able to see the prices at the single nearest hub to their city.

    There will be a whole slew of new trade skills which will affect your ability to sell and move your items, as well as skills to do things such as reducing your tax burden. 

    Faction standing will also serve to reduce (or increase) your taxation at a particular hub.  If your Faction standing is really poor, you will not be allowed to trade at that particular hub.

    We're allowing all current ingame items to be traded in Faction hubs - as well as units (trade, military and diplomatic).

    Crafted items and blueprints/recipes (when crafting is released) will also be traded in hubs, as will "Spell Scrolls".  The release of crafting will provide a *huge* opportunity for trade, especially given that many crafting components will only be found in specific geographical regions and biomes.
In addition to this, we will be adding many very cool new graphs and data feeds related to your trade activities.

We've also got some ideas in our heads about the possibilities inherent in player-to-player Contracts, banking, entrepreneurial ventures and mercantile Guilds.



Posted By: GM Stormcrow
Date Posted: 18 Aug 2010 at 19:49
4. EVERYTHING ELSE, AND PRIORITISATION

Well, we can't do everything at once, but we can do things in parallel.

There are some things we're doing now because they get more difficult to do the longer we leave them (such as the Geographic changes).

However, we're acutely aware that we have promised some things (new spell schools, anyone?) for quite a long time, and these items were kept forefront in our minds when drawing up the prioritisation list.

So, here's the Priority List (headline items).



I realise this is a peculiar way of presenting it, but it was the best we could come up with when we were sitting in a garden without our laptops.

The wind rearranged the priority list a couple of times, but this was the latest version; if you can't read it, it's actually a larger image if you right-click on it and open it separately.

We're split into teams, so the items in the three main columns are being done simultaneously, and we're working down the list from the top.

Please be aware that this is not a complete list, it's simply the headline items we're willing to share and/or that you might be interested in.

We understand that these "headlines" may not mean much, so here's a recap of what each one (broadly) means:


Posted By: GM Stormcrow
Date Posted: 18 Aug 2010 at 19:50
LEFT COLUMN

WORLD MAP 1
 - Issuing out the new world biomes and geographic features
 - Sovereignty graphics
 - New Town graphics

TUTORIAL - Hero Commander, retinue, troops, quests
 - Speed Up the relevant techs with tutorial rewrite

INCIDENTAL ICON GFX
 - Concept icons for Mailsystem revamp - Sovereignty & Quest + Compose New, Sent, Inbox
 - Saddle, new Leather Armour icons

(HUMAN) TOWN UPGRADE GFX
 - Graphics for the town buildings (and underlay) that upgrade as the city grows

RIVER GFX

OTHER RACES TOWN GFX

MORE AVATARS

HERALDRY GFX


Posted By: GM Stormcrow
Date Posted: 18 Aug 2010 at 19:55
MIDDLE COLUMN

BUGS / QUICK WINS

WORLD MAP EDITOR (internal tool)

CLICKFEST 1
(Clickfests are essentially our efforts to reduce the number of clicks people have to make to do things ingame, which becomes more arduous the more cities you have)
- Multi town building and production summary
- Army / Diplomatic Multi-town Summary
- Click between towns to retain "page"
- Sending out armies at specific time or to arrive at specific time (up to 48hrs in advance)
 (Possibility of overview at alliance level), requires active prestige account

CHAT 1
 - Links to:
  Player profile,
  Ranking,
  Send Msg,
  Private Chat,
  Report Abuse
 - Block and Unblock

NEW GENERIC WEBSITE

FORUMS 1
 - Maximum Characters
 - Edit & Delete Threads and Posts
 - Full HTML editing

UI V2
 - Research Tree
 - Player, Town, Alliance popups and link standardisation
 - Mail System revamp
 - All pages with new standardised templates

RIVERS

WORLD MAP 2
 - More Zoom Levels
  - Alliances, by relationship type
  - Colour coded by King's Favour
  - Colour coded by Personal Relationship
  - Coloured by Alliance Relationship
  - Population Density
  - Trade Volumes
  - Casualties in the last X hrs

FACEBOOK

FORUMS 2
 - Look and Feel
 - Smilies :)

DIPLO 2
 - Allow diplomatic units to have a reinforce & occupy timer
 - Diplomatic units alertness. Alertness to raise by type of attack/severity (when attack is successful)
 - Alertness doesn't rise if attack is detected and put in casualty resolution.
 - Alertness to decrease over time, and
  - New spy unit
  - New T3 spy unit can report on a town's current alertness and last X diplomatic actions based on number of spies sent
  - Sleeper unit checkbox and Census technology
 - Fanaticism which would kill all units if any one is detected, thus preventing interrogation and casualties, but also preventing success

CHAT 2
 - Private chat, invitable for other people, popup when people come in
 - Chat channels (player run and moderated), password-protected and/or invite only
 - MOTD
 - Players in the room list
 - All non-global chat channels to be blank until joined
 - Options for showing ticker and race
 - Internal URLs allowed
 - Windowing/tabs, docking/undocking, minimising chat windows
 - Moderator version 2
  - Access to all global, public channels
 - New Player Chat
  - Not for the moment
 - Chat when room set up it's public or private, default language is set, and a category chosen
  - Roleplay
  - Trade
  - Geographic
  - Race
  - (Guild)
 - Abuse Reports can only be made on Global chat

WORLD MAP 3
 - Draggable
 - Zoom in, zoom out mousewheel
 - Army Size Icons

WORLD MAP 4
 - Visibility / FoW
  - Watchtowers
  - Forts
  - Visibility Mechanism
  - Scrying spell schools

 - Pathfinding
  - Road building & variable movement speed
  - Waypointing
  - Interceptions and ambushes
  - Tolls
  - Defensive structures on world map (walled areas)

 - Vanity towns & Monuments

HERALDRY


Posted By: GM Stormcrow
Date Posted: 18 Aug 2010 at 19:58
RIGHT HAND COLUMN

BUGS

SIEGE
 - Siege Arrival doesn't bounce if other armies are on the square
 - Sally Forth allowed against multiple squares with individual 6 hour timer
 - Sally Forth if outright win then pauses sieging army for 4 hours
 - 30 Siege Engines max per bombardment (can send more, but only 30 will participate)
  - To hit ratio of anti-building siege engines redux
 - To hit ratio of anti-wall siege engines *drastically* reduced

PRESTIGE 1
 - Insta-complete Sovereign Structures (solo)
 - Naming of Squares
 - Prestige Descriptions, simplicity, cleanup
 - Reset Commander Skillpoint assignment
 - Unlearn spell schools
 - Allow sitters to spend their own prestige on sittee's towns

COMBAT MAGIC
  - Blessings & Curses
  - Include mana spend to increase range of spells (generic)

DIPLO 1
- Scouts & Spies don't trigger generic runes (no ill intentions)
 - Spies to report on the amount of resources on harvestable squares
  - Advanced Scout ability to find out composition and destination/action of their armies abroad
 - Advanced Scout ability to find out troop number, arrival time & source of armies inbound, to include siege camps and blockades
 - Stealth (Covert Ops) for Diplo units
 - Both Stealth and Covert to reduce army/unit movement speed by 50%
 - Advanced thieves should prioritise advanced resources

ALLIANCE RECRUITMENT
- Making it easy for a new player to find a local alliance that matches their goals and objectives, and is recruiting

DATA SHARING
- Multi-town overview of unit movements (inbound and outbound)
- Alliance-level Troop Movement Summaries (inbound and outbound troops, non-Covert, permission/role based)

TRADE V2
 - FACTION
  - Faction Content + Faction Hub
  (- New Faction AI - moved to further down)
  - Faction map assignment
 - TRADE V2 SYSTEM

-RANKINGS
 - Historic data for atk and def
 - check combat res SP for correct assignment of points
 - Add points to bombardment
 - Reset Trade and new for v2. Add Trade score increases for trade quests completed.
  - No trade score for direct trades or non-hub trades
  - Reset Diplomacy. (Diplomatic casualties to each side, and a bonus for success with Diplo 2 above)
 - Diplomacy score increases for diplomatic quests completed
 - Population needs to change to sum of towns
 - Magic points. Base cost of succesfully casting a spell.
 - Standing (non-total score)

NEW ARMY ATTACHMENTS
  - Allow armies to be attached to caravan convoys as military escort

MEDALS, TROPHIES
 - Achievements suggestions thread
 - Achievements in ranking
 - Retrospective Achievements
 - Combat
  - Offense
  - Defense

STANDINGS AND KING's FAVOUR
 - A system for protecting new players, limiting siege attacks.

NEW INTER-ALLIANCE DIPLOMATIC OPTIONS
- Mutual Defense and
- Joint Military Maneuvres
- NAP/Confed/MDP/JMM cooldown before War

CLICKFEST 2
- Multi-town trade summary
 - all caravans in motion inbound and outbound
 - stockpiles in each city
 - trade to a single point
- Quicklist
 - Friends (online, offline - reciprocal vs one-way)
 - Ingame Notepad
 - Locations
- Ability to auto-assign produced units to divisions

PRESTIGE 2
 - Move Town Buildings
 - Customise colour (?)

CRAFTING

NEW SPELL SCHOOLS



Posted By: sityviper
Date Posted: 19 Aug 2010 at 01:00
sounds like you guys are going all out;  SWEET!!!


-------------
§.i.†.¥.V.‡.¶.€.® 3


Posted By: GM ThunderCat
Date Posted: 19 Aug 2010 at 01:28
Originally posted by sityviper sityviper wrote:

sounds like you guys are going all out;  SWEET!!!
With a few tricks up our sleeves along the way Wink


Posted By: Aelfric
Date Posted: 19 Aug 2010 at 01:42
Words cannot express how excited I am. Smile


Posted By: iluvpie3
Date Posted: 19 Aug 2010 at 02:00
Beautiful


Posted By: Dogbert
Date Posted: 19 Aug 2010 at 03:27
i think i've just ovulated.



-------------
(.)


Posted By: lokifeyson
Date Posted: 19 Aug 2010 at 05:47
sounds awesome, can't wait to see it Cool

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


Posted By: Akita
Date Posted: 19 Aug 2010 at 07:09

Obviously, the feature I am personally most excited about is "Trade v2"...

Cool



Posted By: bartimeus
Date Posted: 19 Aug 2010 at 09:55
Where is your temple, so I can sacrifice 100 slaves for your eternal glory?

-------------
Bartimeus, your very best friend.


Posted By: xifris
Date Posted: 19 Aug 2010 at 13:16
I'm really impressed, with all you want to do. If you succeed will be the best game of its kind!!


Posted By: Ryuuku
Date Posted: 19 Aug 2010 at 19:01
I'm gonna weigh in with a bit of nay-saying. I think the trade changes with caravans and upkeep are going overboard, and don't make sense in some cases. I don't see the benefit of different types of caravans. Weight is weight. The caravan that can carry 1000 lbs. can carry one siege block, or many sacks of grain, but it should move at the same speed. The animals would normally be walking along with the beasts pulling the caravans, unless our caravans have the combustion engine already.

Gold is already a huge constraint on city size and troop strength. Diverting this to upkeep of trading equipment will tend to make me not participate in trading at all, as I see trade and gold as means to an end, not as a goal in themselves. I want gameplay, not endless hours spent reaching the goal of gameplay. I think way more efforts need to go into making combat much more fun and challenging.

Other than that - WATER!!!, SHIPS!!!!!

We Goonies are Pirates, and we are raring to get our ship out to sea!!!


Posted By: informant
Date Posted: 19 Aug 2010 at 19:31
i feel so excited about i just wanna poke it


Posted By: Zangi
Date Posted: 19 Aug 2010 at 20:10
How decent is the auto-pathfinding going to be for the safest and/or fastest route?

Will there be dangerous terrain that players can pass through faster, but with risk?


Posted By: Shrapnel
Date Posted: 19 Aug 2010 at 20:26
Zangi brings up a good point.  Maybe we want to go slower to be safer?  Maybe we want to risk going faster by taking a more dangerous route?  Will this be available?


Posted By: GM ThunderCat
Date Posted: 19 Aug 2010 at 20:40
Originally posted by Zangi Zangi wrote:

How decent is the auto-pathfinding going to be for the safest and/or fastest route?

Will there be dangerous terrain that players can pass through faster, but with risk?
and
Originally posted by Shrapnel Shrapnel wrote:

Zangi brings up a good point.  Maybe we want to go slower to be safer?  Maybe we want to risk going faster by taking a more dangerous route?  Will this be available?
Pathfinding is after fog of war etc. so there may be hidden dangers along the way.

Generally the auto-route will be the fastest route; however there are other considerations; e.g. toll roads which may be faster (but at cost) - also ambushes may be along the most likely route so you may want to divert.




Posted By: GM Stormcrow
Date Posted: 19 Aug 2010 at 20:48
What TC is hinting at is that some elements will be player settable (globally, as well as journey by journey), with broad brush rules "Don't cross into terrain where my Faction (or alliance) standing is less than X", or "Avoid Tolls".

There may even be skills and spells that allow you to set rules such as "Stay at least X squares away from hostiles", as you uncover the map / FoW and things become visible that you'd want your units to try to move around.

We will also be allowing players to set their own waypoints if there are specific routes they wish to follow.

However, as TC says, this is a *way* down the road, so nothing here is Gospel!





Posted By: Shrapnel
Date Posted: 19 Aug 2010 at 21:08
When ambusing and interception come into play, will there be skills to avoid these things?  Will large armies move slower than smaller units allowing the smaller units to outmaneuver the larger armies?


Posted By: Kumomoto
Date Posted: 19 Aug 2010 at 21:21

Super excited! These factions are going to add a whole new dimension to Illyriad... V. fun!



Posted By: iluvpie3
Date Posted: 20 Aug 2010 at 00:12
Originally posted by Shrapnel Shrapnel wrote:

When ambusing and interception come into play, will there be skills to avoid these things?  Will large armies move slower than smaller units allowing the smaller units to outmaneuver the larger armies?
 
 
good point.And say you lay down 50 spearmen next to a convoy with 200 knights guarding it.Will the spearmen automatically attack,or will you have to take a gamble and do it yourself?Or will they just use good judgement and not attack?


Posted By: Raritor
Date Posted: 20 Aug 2010 at 00:21
Will be possible to slow the speed of some units so attacks can be coordinated easier?

Wonderful job, pity we can't use prestige points to speed it :)

Congratulations to all the team



Posted By: xifris
Date Posted: 20 Aug 2010 at 07:45
The changes are great but  is the team sure that can implement?

PD:
I'm not saying this to offend, but I am an informatic and I know the difficulty of implementing this.




Posted By: bartimeus
Date Posted: 20 Aug 2010 at 12:21
Originally posted by iluvpie3 iluvpie3 wrote:

Originally posted by Shrapnel Shrapnel wrote:

When ambusing and interception come into play, will there be skills to avoid these things?  Will large armies move slower than smaller units allowing the smaller units to outmaneuver the larger armies?
 
 
good point.And say you lay down 50 spearmen next to a convoy with 200 knights guarding it.Will the spearmen automatically attack,or will you have to take a gamble and do it yourself?Or will they just use good judgement and not attack?

I think it would make sense if small attacking force wouldn't attack larger convoy, unless of course if they get a surprise advantage, or if they are discovered by the moving convoy, or if they underestimated the amount of defending troops which hide inside the caravans (at the cost of its capacity to transport other thing)


-------------
Bartimeus, your very best friend.


Posted By: bartimeus
Date Posted: 20 Aug 2010 at 12:50
And also, when you say everything will be sellable for gold, do you also include prestige, troops, "one-use-only-spell-scroll" ?

-------------
Bartimeus, your very best friend.


Posted By: Zangi
Date Posted: 20 Aug 2010 at 17:03
Originally posted by bartimeus bartimeus wrote:

Originally posted by iluvpie3 iluvpie3 wrote:

Originally posted by Shrapnel Shrapnel wrote:

When ambusing and interception come into play, will there be skills to avoid these things?  Will large armies move slower than smaller units allowing the smaller units to outmaneuver the larger armies?
 
 
good point.And say you lay down 50 spearmen next to a convoy with 200 knights guarding it.Will the spearmen automatically attack,or will you have to take a gamble and do it yourself?Or will they just use good judgement and not attack?

I think it would make sense if small attacking force wouldn't attack larger convoy, unless of course if they get a surprise advantage, or if they are discovered by the moving convoy, or if they underestimated the amount of defending troops which hide inside the caravans (at the cost of its capacity to transport other thing)


It would make sense if smaller ambushers works as a raid and not a normal 'fight to the last man' affair.
The smaller number of ambushers, the more effective it is at surprising a larger force... in a ratio kind of way.
Then run off with whatever they manage to grab from the caravan convoy...

(Should be settings to only go after caravans... or only diplos or only military or whatever combo...)


Posted By: wizzla
Date Posted: 21 Aug 2010 at 11:02
.any plans for a new server???


Posted By: bartimeus
Date Posted: 21 Aug 2010 at 17:24
+1 for wizzla, that way we could start on a cool perfect map.

"We've even written the algorithm so that it won't touch the 5 squares around any currently settled square, so you won't suddenly find yourself beset by threatening glaciers or volcanic lava flows - and will have room to expand in your neck of the woods."GM Stormcrow
by the way, when you say that 5 tiles around us are untouched, do you mean a 5 by 5 square centered on each city or a 10 by 10 square (5 in each direction)...? (whichever it is, I think it is too large and that it will stop the map from looking really good.)

"There are a few players who have settled out in the back of beyond - as far from the center as possible - and we're making sure that they will be attached to the mainland rather than floating out on an Island in the middle of the sea."GM Stormcrow
also, Why connect far away people to the main continent?
why not just make them on the coast line of their Island? they would get the first developed harbour once those get implemented.
or why not just leave them on their island? they would be safer once we cann't travel throught water without boat...


-------------
Bartimeus, your very best friend.


Posted By: zebazga
Date Posted: 22 Aug 2010 at 06:33

by the way, when you say that 5 tiles around us are untouched, do you mean a 5 by 5 square centered on each city or a 10 by 10 square...? 


I interpreted that as the square my city is on, and the four in each cardinal direction (north, east...)



Posted By: Zangi
Date Posted: 22 Aug 2010 at 06:43
Originally posted by wizzla wizzla wrote:

.any plans for a new server???


I'm of the opinion that at the current state of life Illyriad is in... a new server would pretty much be a gigantic birdie to everyone who played more then 1 month...  The time and prestige spent already.. while the majority of new players flock to the new server. 
Stagnating the 1st server's infusion of new blood...


Posted By: dafe
Date Posted: 22 Aug 2010 at 15:32
Sorryguys,I'd just like to know where I can find server launch dates.. are there some news about it? Thanks and have fun!Smile


Posted By: wizzla
Date Posted: 23 Aug 2010 at 02:51
Originally posted by Zangi Zangi wrote:

Originally posted by wizzla wizzla wrote:

.any plans for a new server???


I'm of the opinion that at the current state of life Illyriad is in... a new server would pretty much be a gigantic birdie to everyone who played more then 1 month...  The time and prestige spent already.. while the majority of new players flock to the new server. 
Stagnating the 1st server's infusion of new blood...


yep but this game is vary slow and i know myself i would still play the first server...


Posted By: liberty6
Date Posted: 23 Aug 2010 at 04:13
hope i can still play without confusion lol. but i would have liked to see transport mana in there lol. but all in all i think i will get lost


Posted By: Shrapnel
Date Posted: 24 Aug 2010 at 16:30
I was thinking about all the cool possibilites that could come with NPC factions when I thought of one of the things I hate most about AI in games like civilization:  simply the inability to reason to an AI.  For example, say an AI opponent is half your size and next to no army.  You and the opponent get into a war, but out of the kindness of your heart, you want to make peace (maybe you'd rather trade with the opponent or your just RPing a benevolent leader) with the AI opponent.  Regardless of the fact that they are clearly outmatched and will be destroyed, they refuse to make peace.  Another annoying thing is way an AI opponent is harassing you in some manner or doing something that just annoys you and you want to tell them to stop or you will attack them.  Usually there is no way to do this and even if there was (like stop spying in MOO2), the AI is just too stupid to listen.  Anyway to get to my point, when creating NPC factions for Illyriad, I ask the developers to please consider this sort of thing and do their best to create factions that react in a more reasonable manner.


Posted By: GM Stormcrow
Date Posted: 25 Aug 2010 at 09:42
Hi all,

No plans for a new server atm; still lots to do with this one!  Our objective is for each server to be a  persistant world rather than one with resets.

On the Faction AI, we're going to take it slow and in baby steps.  NPC Factions will, initially, be reactive and trade-based rather than proactive and aggressively militarised.  This will change over time as they bed in, but initially there won't be rampaging hordes of evil NPCs destroying everything in their wake (more's the pity Wink !)

Best,

SC


Posted By: Steve44
Date Posted: 25 Aug 2010 at 18:23
At last the game seems to be finally becoming what it promised,great work guys:)))Thumbs Up 


Posted By: Kumomoto
Date Posted: 25 Aug 2010 at 22:05
Originally posted by Shrapnel Shrapnel wrote:

I was thinking about all the cool possibilites that could come with NPC factions when I thought of one of the things I hate most about AI in games like civilization:  simply the inability to reason to an AI.  For example, say an AI opponent is half your size and next to no army.  You and the opponent get into a war, but out of the kindness of your heart, you want to make peace (maybe you'd rather trade with the opponent or your just RPing a benevolent leader) with the AI opponent.  Regardless of the fact that they are clearly outmatched and will be destroyed, they refuse to make peace.  Another annoying thing is way an AI opponent is harassing you in some manner or doing something that just annoys you and you want to tell them to stop or you will attack them.  Usually there is no way to do this and even if there was (like stop spying in MOO2), the AI is just too stupid to listen.  Anyway to get to my point, when creating NPC factions for Illyriad, I ask the developers to please consider this sort of thing and do their best to create factions that react in a more reasonable manner.
 
That's a good point, Shrap. It has always annoyed me with strategy games as well...


Posted By: Zangi
Date Posted: 25 Aug 2010 at 22:18
Originally posted by GM Stormcrow GM Stormcrow wrote:

Hi all,

No plans for a new server atm; still lots to do with this one!  Our objective is for each server to be a  persistant world rather than one with resets.

On the Faction AI, we're going to take it slow and in baby steps.  NPC Factions will, initially, be reactive and trade-based rather than proactive and aggressively militarised.  This will change over time as they bed in, but initially there won't be rampaging hordes of evil NPCs destroying everything in their wake (more's the pity Wink !)

Best,

SC


So what happens when a player pisses them off and want to smooth relations?  How do you go about doing that?  Just send stuff? 
And that'll somehow register as +relation?  Is giving equipment more influential then resources/food/gold?
Is gold worth more then resources/food in their eyes?

What if the player attacks or whatever again after relations are smoothed?  And tries to game the system by doing that again and again?  (Maybe they gain more then they lose?  Maybe NPC are great EXP farms?)


Posted By: iluvpie3
Date Posted: 25 Aug 2010 at 23:03
Originally posted by Zangi Zangi wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

Hi all,

No plans for a new server atm; still lots to do with this one!  Our objective is for each server to be a  persistant world rather than one with resets.

On the Faction AI, we're going to take it slow and in baby steps.  NPC Factions will, initially, be reactive and trade-based rather than proactive and aggressively militarised.  This will change over time as they bed in, but initially there won't be rampaging hordes of evil NPCs destroying everything in their wake (more's the pity Wink !)

Best,

SC


So what happens when a player pisses them off and want to smooth relations?  How do you go about doing that?  Just send stuff? 
And that'll somehow register as +relation?  Is giving equipment more influential then resources/food/gold?
Is gold worth more then resources/food in their eyes?

What if the player attacks or whatever again after relations are smoothed?  And tries to game the system by doing that again and again?  (Maybe they gain more then they lose?  Maybe NPC are great EXP farms?)
 
 
you have to take it from a real-life perspective.In the middle ages,gold was everything.
 
and as for your last question about exp farms,they might have to put in more gold or whatever to make the relation the same,each time you attack they become less forgiving,maybe putting up more defence or hoarding resources more,thats an easy balance


Posted By: Zangi
Date Posted: 25 Aug 2010 at 23:31
Originally posted by iluvpie3 iluvpie3 wrote:

 
 
you have to take it from a real-life perspective.In the middle ages,gold was everything.
 
and as for your last question about exp farms,they might have to put in more gold or whatever to make the relation the same,each time you attack they become less forgiving,maybe putting up more defence or hoarding resources more,thats an easy balance


I'm taking it from a Illyriad perspective.  Which can be up in the air due to game mechanics and balance decisions.

Heres the thing about getting 'more defense', if their mechanics work the same as players, which the GMs have said is likely...
Players can and will keep hitting the same faction/town/player to make sure that the NPC never ever recovers a big enough army to counter-attack.
I'm sure some of your alliance can tell you why and how that is a super effective tactic.

And hoarding more resources makes it easier for the player to take them...

As for the relation thing, rather hoping the Devs account for that sort of abuse...


Posted By: Shrapnel
Date Posted: 26 Aug 2010 at 01:34
Maybe there will be some kind of incentive for players to protect some NPC factions?  Maybe the NPC faction will ask friendly players for help and if the player helps, they will get a reward?


Posted By: Vytek
Date Posted: 29 Aug 2010 at 15:39
With the development of an actual contiguous world map, you could then introduce regions upon it. Each region would only be able to hold X amount of cities within it and only 1 of any players cities could be in a region. Players would start in a non space. The Alliance leader would then choose his starting position on the real map. As players are then invited into the alliance they are then placed upon the map and in a region either within the existing region or regions already chosen or an adjacent region that already has an existing alliance city. You then begin the establishment of kingdoms, region and, area control.

There is much that can be expanded within the simple above outline. But this will suffice for now I believe.

Thanks
Vytek


Posted By: bartimeus
Date Posted: 01 Sep 2010 at 10:45
It seems like quite a few players a concerned with the AI of npc players.

Why don't we make them actual people? Real players who would play as the npc.
They would be selected on their role playing talent and story telling ability. 
They would not be allowed to settle, trade or send millitary action of any kind anywhere near the faction's terrain.

The way I see it, it could be very simmilar to the account sitting option, but on a npc account.

Players would be rewarded for their time with either prestige or just having a better insight of how fatcions work.

Maybe we could even have more than one player sitting each faction (better 24h coverage) but that would mean having some sort of block note fonction so both sitters act in a coherent way.

Faction's sitter would have their own private part of the forum where the dev would inform them of the general direction each faction shoold aim for.

edit; sorry forgot to mention that of course the sitters would have to stay annonymous to avoid threatening from the other players.


-------------
Bartimeus, your very best friend.


Posted By: Shrapnel
Date Posted: 01 Sep 2010 at 16:00
I'm not comfortable with that idea.  Real players may become too invested in those "npc" accounts.  Real people become too emotional.  Many people get really mad when they feel unjustly targeted by another player (myself included).  The nice thing about a NPC faction is you can bully them and not feel guilty that you are ruining the play of another player like yourself.  A computer doesn't have any feelings to hurt.


Posted By: romanski
Date Posted: 07 Sep 2010 at 20:30
Clap Excellent news, bring it on


Posted By: CranK
Date Posted: 16 Sep 2010 at 00:42
Originally posted by Shrapnel Shrapnel wrote:

I'm not comfortable with that idea.  Real players may become too invested in those "npc" accounts.  Real people become too emotional.  Many people get really mad when they feel unjustly targeted by another player (myself included).  The nice thing about a NPC faction is you can bully them and not feel guilty that you are ruining the play of another player like yourself.  A computer doesn't have any feelings to hurt.


Thats the best thing about MMO's. Every action has a reaction. And whats the fun in a game where your emotions are not part of it Wink Why else do you think some people are addicted to gambling.. And Illyriad is just that, you can win... or lose Ouch  And here Its all about contacts and who you have to back you up in battle Wink



Posted By: Shrapnel
Date Posted: 17 Sep 2010 at 14:55
The only emotion I'm interested in when playing a game is joy from having fun.  I'm not interested in making people mad or driving them from the game.  When I play Civilization, I'm a ruthless tyrant and I destroy all in my path.  If I did that here with live players that would be no fun for them or if they do the same to me, no fun for me.


Posted By: DemonKing
Date Posted: 02 Oct 2010 at 19:07
oww.. my head asplode


Posted By: G0DsDestroyer
Date Posted: 03 Oct 2010 at 04:12
Have fun without losing an agressive edge, without going on a massive killing spree. Not to easy to do.


Posted By: raggidman
Date Posted: 12 Oct 2010 at 21:35
Thumbs Up

Weelll I have the odd serious question

will they be proper gnomes and have beards and a love of fishing? Smile

also do you intend to make that world view map accessible in-game?  - well,  I assume you do but ...

it looks like it is becoming a might interesting

once you get past the massive workload that these changes will create ...

... somewhere down the line it would be great to have it updated with some general info on major or newsworthy events in the different 'kingdoms' and including player-related events in some way - like having a broadsheet that players can access - perhaps published by those gnomes? Beer


Posted By: John Doe
Date Posted: 01 Dec 2010 at 19:16
Sirs and Ladies,
   I have had a wish since I began my campaign to rule the world, I mean to enjoy the company of others in this fine land.  That wish is to place my own picture of 'me' in my profile.  Perhaps this could be done along with a link to display any personal information I may wish to divulge.  Of course, spammers would be given to the nearest Orc city to be eaten.
   I suppose one of you have already thought of this, and I think you had a great idea.
     Yours,
Sir John Doe
ps: should the King ever wish to retire, I am prepared for the position.


-------------
Sir John Doe


Posted By: kicking5251
Date Posted: 02 Dec 2010 at 23:28
this will be awesome !!!!!!!!
Big smile


Posted By: The_Dude
Date Posted: 03 Dec 2010 at 00:08
Hey guys, I see a lot of in-game player profiles with images imported into them. 
 
Check out Cuzdeath's profile.  :)
 
I see on the profile editor a Image button...2nd line, #7 icon from right.


Posted By: Sister Nikki
Date Posted: 30 Dec 2010 at 07:04
Hi all I have seen all these changes in paper projects to come up in the future and really gives a great boost in the game.
I still wondering if a change can be done in military matter of battles. In all browser games you just put numbers for battles e.x Attacker send 1000 troops  Defender has 980 troops plus the percentages for better armour or land bonuses e.t.c.
So I am wondering how would this be possible to be viewed and be part of it be really involved in the battle as getting in a mini game. I don't know if its possible but in my mind comes an old game in which you could make small battles in early graphics. Talking about the ancient art of war as an example mini game for the battles.

So perhaps all you designers in illyriad  if you find it interesting you could make a mini game if that is possible and we could find a battle waiting in our messages Smile



Posted By: Tordenkaffen
Date Posted: 30 Jul 2011 at 18:38
Heya.

Im bumping this thread for two reasons:

A) Im sure there are many players out there who have yet not read this thread - and I kinda have the feeling that many of them would like to know whats on the drawing board in general.

B) While I know its not nice to pester the devs constantly, I do feel that Illyriad has been kinda - whats the word - aimless and introvert for a period of time now. I was thinking that if the Devs were in a position where they could tell us more of the imminent milestones in the near future and perhaps the projects which they have decided to cancel or postpone.

C) I know the staff are working hard and I know Im asking for alot here. I simply recall a widepread enthusiasm back when players were in a greater extent looking forward to new implementations, and I was hoping to get a little of that creative energy back in the community.

Anyway - Mission A has been accomplished.
Have a nice day y'all. 


Posted By: Rill
Date Posted: 30 Jul 2011 at 19:05
Thanks for bumping this! It's great to see a more detailed list of the things that will happen soon(tm).  And I don't really care when soon(tm) comes, I'm glad to be playing Illy!


Posted By: JohnChance
Date Posted: 31 Jul 2011 at 07:11
Thank you. This is a sandbox game and for too long it seems like everything I try to do only has one goal, Military dominance. I'm constantly building troops, building things to make troops, or gaining experience for commanders to lead troops.  In the process I use up a lot of troops getting "experience" without a lot of concrete monetary rewards. And what do I need these troops for? To defend my investment in towns that ONLY build troops. Yup it's just that circular. Some sandbox, lots of choices. . .

Now we have some serious choices coming within every alliance. We need craftsmen to make goods and learn formula', we have traders invested in caravans to most efficiently sell those goods, and we have soldiers to protect the caravans and attack our enemies, we even have thieves ready to ambush those caravans in the desolate waste and bring all the booty back to my towns.

Some accounts will have different cities devoted to different goals, while others will have dedicated specialists with tons of towns devoted to the goals that an individual player finds to be the most fun.


Posted By: tallica
Date Posted: 05 Aug 2011 at 23:26
Originally posted by GM Stormcrow GM Stormcrow wrote:

LEFT COLUMN

WORLD MAP 1
 - Issuing out the new world biomes and geographic features
 - Sovereignty graphics
 - New Town graphics

TUTORIAL - Hero Commander, retinue, troops, quests
 - Speed Up the relevant techs with tutorial rewrite

INCIDENTAL ICON GFX
 - Concept icons for Mailsystem revamp - Sovereignty & Quest + Compose New, Sent, Inbox
 - Saddle, new Leather Armour icons

(HUMAN) TOWN UPGRADE GFX
 - Graphics for the town buildings (and underlay) that upgrade as the city grows

RIVER GFX

OTHER RACES TOWN GFX

MORE AVATARS

HERALDRY GFX


How much of this (and the other columns) have been finished, how much left?
Is there an update to the list of stuffs Illy has on it's plate?

Just would like to see what's coming down the pipes at us in general.


Posted By: The_Dude
Date Posted: 06 Aug 2011 at 05:50
Are you kidding me?

This thread is awakened after 7 months?!

Sheez.


Posted By: Ander
Date Posted: 06 Aug 2011 at 07:47
Originally posted by tallica tallica wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

LEFT COLUMN

WORLD MAP 1
 - Issuing out the new world biomes and geographic features
 - Sovereignty graphics
 - New Town graphics

TUTORIAL - Hero Commander, retinue, troops, quests
 - Speed Up the relevant techs with tutorial rewrite

INCIDENTAL ICON GFX
 - Concept icons for Mailsystem revamp - Sovereignty & Quest + Compose New, Sent, Inbox
 - Saddle, new Leather Armour icons

(HUMAN) TOWN UPGRADE GFX
 - Graphics for the town buildings (and underlay) that upgrade as the city grows

RIVER GFX

OTHER RACES TOWN GFX

MORE AVATARS

HERALDRY GFX


How much of this (and the other columns) have been finished, how much left?
Is there an update to the list of stuffs Illy has on it's plate?

Just would like to see what's coming down the pipes at us in general.

I dont know how the game looked like 7 months back, i started in last April. 

Reading through this makes me think that quite a few were implemented. we do have many world biomes and geographic features. Plus other terrains that were not mentioned - like the heart of corruption and the misted lands.

Icons for Sovereignty & Quest + Compose New, Sent, Inbox are already there now. There are also icons for Saddle and Leather Armour. (And icons for military/diplo units too, which were not there when i joined). 

There were a few updates to Herald (diplomacy supplement). Tournaments and elementals, steamtastic brewery and temple of reason and other mysteries. Some factions have started expanding. GM Thundercat said the other day he was working on something very exciting! Hold on Tallica, the times they are a-changin'! Big smile




Posted By: kicking5251
Date Posted: 08 Aug 2011 at 01:14
I really just want AI to come out :(


Posted By: JohnChance
Date Posted: 09 Aug 2011 at 18:32
AI for factions is probably the LAST thing that will come out in the current rush. The drawing up of histories and abilities for factions is a ripe ground for new game concepts that need to be implemented to make those histories make sense. Also faction hubs acting like trade hubs needs to come out to make a lot of AI stuff make sense, so does faction settlement of new terrain, etc . . .

Before factions start attacking towns I'd also expect the devs to go through a period where wild animals attack towns of different sizes, just to get the basis for a working random attack AI going. After which they can easily add features to it like "faction territory" and "Level of hostility towards player/alliance X" for more powerful sentient forces.


Posted By: tje524
Date Posted: 15 Sep 2011 at 16:56
WOOHOO!!! ships and ship buildingClap Clap Clap Big smileApproveThumbs Up the people that thought of this and the people that are doing the graphics deserve a Beer  but try not to look like him Wacko (unless that's how they thought of it) and i think that u know that I LHeartVE this.


Posted By: Honeyrose
Date Posted: 14 Nov 2011 at 05:59
Excellent yall keep up the good work! Game is great!

Shellarose



Posted By: Olek
Date Posted: 14 Nov 2011 at 23:15
Sounds Awesome, A bit of PvE for players or Alliances will go a long way to making this game greater.
 
The only negative, in my opinion, is the selling of Troops, hiring out your troops maybe, but selling off troops who are in actual fact your citizens, who probably have family and such living in your city, who became soldiers to defend their homes, just does seem right.
I think a better substitute would be "Mercenary" unit's, make them less effective than regulars, but more expensive to maintain.


Posted By: Darkwords
Date Posted: 15 Nov 2011 at 13:16
Originally posted by Olek Olek wrote:

Sounds Awesome, A bit of PvE for players or Alliances will go a long way to making this game greater.
 
The only negative, in my opinion, is the selling of Troops, hiring out your troops maybe, but selling off troops who are in actual fact your citizens, who probably have family and such living in your city, who became soldiers to defend their homes, just does seem right.
I think a better substitute would be "Mercenary" unit's, make them less effective than regulars, but more expensive to maintain.


Have you ever heard of the Gurkhas ???

Or how about the British ex-marines fighting in Somalia, there are many reasons good soldiers will sell themselves to a higher paying foreign empire.


Posted By: Kilotov of DokGthung
Date Posted: 15 Nov 2011 at 13:37
to be more medieval, the swiss hallabardier  mercenaries where know trough whole Europe as fierce and savage fighters that fought for the highest bidder.


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

my words on this forum are from me alone.
DLords official words only come from HighKing Belargyle


Posted By: Darkwords
Date Posted: 15 Nov 2011 at 13:42
Or the Scots Berzerkers, who even sold themselves to the Dutch, when the Dutch were raiding the Scotish coasts.

Anyway,  more on subject I am hoping Crafting is next on the release list.

Apparantly it is wanting for the completion of Trade V2, so it should come before the AI faction release.


Posted By: Celebcalen
Date Posted: 15 Nov 2011 at 15:54
Originally posted by Kilotov of DokGthung Kilotov of DokGthung wrote:

tobe more medieval, the swiss hallabardier  mercenaries where know trough whole Europe as fierce and savage fighters that fought for the highest bidder.


They were named Reislaufer meaning "one who goes to war". Warriors of the Swiss cantons who earned their reputation against the Austrian Hapsburg empire of the late 13th century. They were fearsome and disciplined pikeman who were capable of defeating units including Armoured Knights at impossible odds.

So great was their reputation in attack and defence that by the 15th century the The Valous Kings of France considered it impossible to take the field of battle without these Swiss pikeman.

uhmm yes Olek's idea of hiring out units is interesting. Just one thing though , since we have four races it will take some mechanic to ensure that different race units, serving under the same commander, fight at the same unit level. I imagine this has alreay been done with the NPC's Bayne's Irrgulars.


Posted By: Kilotov of DokGthung
Date Posted: 15 Nov 2011 at 16:42
Originally posted by Celebcalen Celebcalen wrote:

Originally posted by Kilotov of DokGthung Kilotov of DokGthung wrote:

tobe more medieval, the swiss hallabardierĂ‚  mercenaries where know trough whole Europe as fierce and savage fighters that fought for the highest bidder.


They were named Reislaufer meaning "one who goes to war". Warriors of the Swiss cantons who earned their reputation against the Austrian Hapsburg empire of the late 13th century. They were fearsome and disciplined pikeman who were capable of defeating units including Armoured Knights at impossible odds.

So great was their reputation in attack and defence that by the 15th century the The Valous Kings of France considered it impossible to take the field of battle without these Swiss pikeman.

uhmm yes Olek's idea of hiring out units is interesting. Just one thing though , since we have four races it will take some mechanic to ensure that different race units, serving under the same commander, fight at the same unit level. I imagine this has alreay been done with the NPC's Bayne's Irrgulars.

how acculturated!
my respects.


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

my words on this forum are from me alone.
DLords official words only come from HighKing Belargyle


Posted By: Olek
Date Posted: 16 Nov 2011 at 01:10
Originally posted by Darkwords Darkwords wrote:

Originally posted by Olek Olek wrote:

Sounds Awesome, A bit of PvE for players or Alliances will go a long way to making this game greater.
 
The only negative, in my opinion, is the selling of Troops, hiring out your troops maybe, but selling off troops who are in actual fact your citizens, who probably have family and such living in your city, who became soldiers to defend their homes, just does seem right.
I think a better substitute would be "Mercenary" unit's, make them less effective than regulars, but more expensive to maintain.


Have you ever heard of the Gurkhas ???

Or how about the British ex-marines fighting in Somalia, there are many reasons good soldiers will sell themselves to a higher paying foreign empire.
 
Yeah, I've read plenty about the Gurkhas, are you refering to modern day?, where they are free to seek employment in the british army, or 200 years ago when they "were" mercenaries?
Ex-British marines?, once again mercenaries, or if they are fighting for free, it's by their own choice.
Tell me in any of your examples where the rulers of these soldiers have sold them permanently to another nation?


Posted By: Gossip Boy
Date Posted: 30 Jan 2012 at 14:16
nothing new has arrived since the T2 buildings......i am desperately waiting for the factions to go live and introduction of the remaining T2 bildings


Posted By: Rill
Date Posted: 31 Jan 2012 at 01:00
Right, the whole incident at the rift, moving NPCs attacking player cities and player armies, the most recent tournament, deployment of combat magic.  That was nothing.

Can I have my armies back?

Wink

P.S.  oh, and migration to another server.  Also nothing.


Posted By: Quackers
Date Posted: 31 Jan 2012 at 02:56
Originally posted by Rill Rill wrote:

Right, the whole incident at the rift, moving NPCs attacking player cities and player armies, the most recent tournament, deployment of combat magic.  That was nothing.

Can I have my armies back?

Wink

P.S.  oh, and migration to another server.  Also nothing.


Do not forget all the unseen work that they were/are doing to the servers to make them more stable. They have done alot, and are working almost everyday if not everyday. You got to remember that to most, this is their full time job.

It sounds like they have come along way on magic but are waiting for the defense magic to get done before they release it. What is the point of releasing attack magic if there is no way to defend yourself from it?

One thing I forget as well, there is alot of..don't want to say pressure, but pressure to get things done. When you say you are working on something, there are people out there that expect it to get done in a heart beat. While on some things that is easy, its hard to know because one small thing they change could break something else or cause something they didn't expect to happen. Not to mention having to test out everything to see if it is well balanced and make sure that it runs as smooth as possible.

And the last thing they released was: http://forum.illyriad.co.uk/09dec11-release-notes-apopalypse-now_topic2924.html

I do believe that took alot of planning and testing..along with alot of headaches. XD




Posted By: scaramouche
Date Posted: 18 Feb 2012 at 17:51
wow...too much info and changes to take all in at once...gonna have to save this post!



Print Page | Close Window

Forum Software by Web Wiz Forums® version 12.03 - http://www.webwizforums.com
Copyright ©2001-2019 Web Wiz Ltd. - https://www.webwiz.net