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dspn23 View Drop Down
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Direct Link To This Post Posted: 28 Apr 2013 at 17:30
i'm ALMOST certain devs have sayd quite some times all mysteries are discoverable.
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Brandmeister View Drop Down
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Direct Link To This Post Posted: 22 Apr 2013 at 04:46
Rill, you make a well considered point.

Some of the discoveries do reflect the activities that cause them. For example, Gnome Brew comes from the Steamtastic Brewery quest. I had wondered if the Dwarven Fortifications discovery might be related to Duraz Karag, or perhaps the new Broken Lands faction of super-suspicious dwarves.
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Direct Link To This Post Posted: 22 Apr 2013 at 04:40
I see your point there rill, either way you have to actually do something in order to obtain these discoveries. Normally it is through questing, the ones you mentioned, a lot of people have obtained yet this one and others are proving elusive. If hard core questing is not the solution, creating massive armies or high production rates is not either. What other means are available to obtain these discoveries. Either that or they are not active. Could a dev answer if they are active so that i can keep searching for a solution to this and the others.

I really want that one just to see what it can do for my towns. Is it for orcs only would be another thing to find out as well. 
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Direct Link To This Post Posted: 22 Apr 2013 at 04:00
The names of the discovery usually reflect the EFFECTS of the discoveries, rather than what is required to discover them.  For example, Famine Management gives extra food in the capital, Inquisitive Populace expands your diplo visibility (by making your citizens more alert), Block and Tackle increases the speed of caravan loading.

It seems likely that the Amassing the Horde discovery would have the result of allowing one to increase troop production or support more troops by decreasing upkeep or whatever.  How the discovery is made is not necessarily directly associated with the name of the discovery.
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Malek View Drop Down
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Direct Link To This Post Posted: 22 Apr 2013 at 03:53
Thanks duke,
I have also done that as well, not many people in this game make troops as fast as I do there. As for the sov it is very very high, have to love those desert squares. 
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Direct Link To This Post Posted: 22 Apr 2013 at 03:51
Originally posted by Malek Malek wrote:

Nice thread Brand.
This particular discovery is of particular interest to me, especially with my orc alt. 

Amassing the horde as it appears to me is to have a lot of troops.
Things I have done.
Attacked and occupied with 150k from one town.
Occupied with 150k from one town 
Have over 500k troops
Occupy a square with 400k troops

Either I am missing something or I dont have enough troops.... yet.
Any idea's on other tactics to try to get this discovery? With the new training times amassing a horde does not take anywhere near as long as it used to. 
edit:poster didnt work

Maybe it isnt about the Mass itself. 
It says  Amassing the horde- So maybe its the speed in which you amassed the horde
I would try making all 20 or so sov structures for troop training
Maybe once you produce at a certain speed it triggers the discovery
"Our generation has had no Great Depression, no Great War. Our war is spiritual. Our depression is our lives."
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Malek View Drop Down
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Direct Link To This Post Posted: 22 Apr 2013 at 03:25
Nice thread Brand.
This particular discovery is of particular interest to me, especially with my orc alt. 

Amassing the horde as it appears to me is to have a lot of troops.
Things I have done.
Attacked and occupied with 150k from one town.
Occupied with 150k from one town 
Have over 500k troops
Occupy a square with 400k troops

Either I am missing something or I dont have enough troops.... yet.
Any idea's on other tactics to try to get this discovery? With the new training times amassing a horde does not take anywhere near as long as it used to. 
edit:poster didnt work



Edited by Malek - 22 Apr 2013 at 03:27
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Direct Link To This Post Posted: 21 Apr 2013 at 23:05
Originally posted by Brandmeister Brandmeister wrote:

Failed Experiment #2: Fame and Fortune!

Executive Summary: Send thieves to the Fortune Teller, and then to the desert to recover untold wealth.

The gypsy fortune-teller tells your Thieves: "Beware what lurks beneath the desert sands, for though there is treasure there it is also well guarded."

What could she mean? And did she say treasure? Nothing excites a cartopgrapher quite like the prospect of secret wealth hidden behind vague riddles. Indeed, I had long nursed a theory about the desert trade hubs. Jarru is owned by the Jannu; both Khafkar and Nessim are owned by the Sultanate of Kazim.

Jarru in Kumala [-906|-277]
Khafkar in Zanpur [755|-498]
Nessim in Kul Tar [838|-352]


Now why would the desert caravanserai attract my attention? As you will see, this trio of trade centers share a triad of unusual traits! Of all the hubs, you can only dispatch diplomats and armies to Jarru, Khafkar and Nessim. Of all the hubs, these are the only ones which are not surrounded by an indestructible barrier of tiles. In fact, the tiles under the trade hubs themselves have resources, implying that they can potentially be annexed as sovereign squares. Finally, these are the only three desert trade hubs, meaning that all desert trade hubs share the first two unusual traits, and that no other hubs have that structure. Strange, no?

I spent a while sending armies, thieves, spies and scouts to the desert hubs in the hopes of uncovering some secret mystery. Alas, it was to no avail. Then I remembered that the Human Statues Mystery must be completed in order. For statues with broken inscriptions and clues, you must first visit the statue, and then the final mystery location. You can't just skip to the second part, even if you already know the answer. Obviously the mysteries in Illyriad can have triggers... but what possible trigger could there be to unlock the secrets of the desert trade hubs?

I know, right? THE FORTUNE TELLER.

So I posted a 1000 beer bounty for reported fortune teller sightings, and 10000 beer if I was able to reach her with my diplomats. After weeks of trying, I finally succeeded in receiving fortunes for my scouts, spies, saboteurs, assassins and thieves.

Unfortunately, this did absolutely nothing to change the behavior of the desert trade hubs. My thieves, scouts and spies still return empty handed. Maybe the treasure is really out there beneath the desert sands. Perhaps it refers to the temples in the Kumala deserts where Elven Tears are harvested. Most likely it's just a bogus fortune meant to drive you nuts digging up the desert with footpads and halflings.

There might be some kind of mystery with the desert trade hubs. If there is, I no longer have any idea what that might be. All I know is that my halflings have tracked sand all over the tavern, and I've got 150 sunburned Keepers of Secrets glowering over tankards of ale, whispering dangerously that their next expedition had better be an encore at the Steamtastic Brewery.


No other diplomats sent to these cities gave a message either.  I also sent to all the surrounding tombs and obelisks within 25 squares.  

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Direct Link To This Post Posted: 21 Apr 2013 at 22:58
Failed Experiment #5: Crazy as a Crow.

Executive Summary: Explore the Glinntre area, searching for the darkness uncovered by Treggar's Crows.

Treggar was a first cousin to the Dwarven chief of Clan Bealagh, Baelon Graythorn, so he enjoyed a certain amount of respect among the Dwarves. However, after an expedition deep into the very heart of the mountains that surround the Dwarven city of Glinntre, Treggar came back a changed dwarf. Something had happened to Treggar and his expedition party down in the long forgotten underground tunnels…they all came back alive, but somehow…different. The story goes that Treggar and his party members started behaving strangely, keeping to their own company and rebuffing any attempt made by the other Dwarfs to learn of what had happened during their foray into the ancient mountain tunnels.

I used scouts and spies on all the mountains immediately around Glinntre. Then I widened the search area to include all unusual NPC squares like Barrows and Ancient Lairs. This search was conducted all at once, but it wasn't very systematic. It's entirely possible that I missed the critical square, but I kind of doubt that. My diplomats never had the opportunity to get driven nuts in the same special way as Treggar and his Crows.

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Direct Link To This Post Posted: 21 Apr 2013 at 22:50
Failed Experiment #4: The Shortest Tall Dark Man.

Executive Summary: Visit the fortune teller with T1 and T2 assassins, then re-try the Fortress of Shadows.

The gypsy fortune-teller tells your Assassins: "I often tell my clients that they will meet a tall dark stranger. I hope that isn’t you. I wouldn’t want them to have to meet you in a dark alleyway. In any case… I see that a long journey might beckon you, but you should not expect it to succeed; there is much to be learned from the servants of an old man, but I foresee that his followers will not yet teach you their secrets."

Your diplomatic mission is heading home, alternately pondering and dismissing these words of wisdom.


It turns out the Fortune teller was correct. The Hashashin, servants of Ten Kulch, offered up nothing new to my dwarven assassins once they had visited the gypsy mystic.

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