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Update 14OCT10 - Faction Info

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=1171
Printed Date: 17 Apr 2022 at 22:03
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Topic: Update 14OCT10 - Faction Info
Posted By: GM Stormcrow
Subject: Update 14OCT10 - Faction Info
Date Posted: 14 Oct 2010 at 20:07
FACTION INFO

Has now been released onto live.

You can read this Faction information either by clicking on a faction hub and choosing "View Faction", or by clicking on the options menu and selecting "Faction Info".

http://uk1.illyriad.co.uk/view_faction_list.asp - A direct link is here .

This page lists all the Factions, as well as each city, and who it belongs to (Region and Faction).

Clicking on a particular Faction will show you some information about the Faction.

Please note that many of the Faction "flavour" descriptions are currently incomplete, but will be filled over the next few days.

The most important thing on a Faction's information page is the standing graph, which tells you what the Faction currently thinks about your race.

The numbers run from -100 (Utter Hatred) through 0 (Neutral) up to +100 (Undying love).

Mousing over the line representing your race will give you a precise number.

There is a legend at the bottom left of the page that explains what the various thresholds are that will directly affect your gameplay in Illyriad.

Please be aware that your relationship with each faction will change over time, depending on how you (and your alliance) interact with that faction, and how you (and your alliance) interact with that faction's friends and enemies.  This is, of course, only going to occur after the release of Trade v2 and Faction AI.

For example, if you are currently +20 to Council of Illyria - and then substantially trade with and assist Undying Flame (who Council of Illyria hate), your standing with Council of Illyria will decline, as your standing with Undying Flame rises.

We strongly recommend that players stay away from factions that have strongly negative (-50 and above) feelings towards them.  Even if these factions don't have hubs marked, they are visible on uploads/16/region_faction_map.gif - the map , and we recommend you stay clear of (ie) Dragonkin or Melders.  Whilst nothing will happen to you right now, once Faction AI has been introduced, your cities might be lost.

OTHER CHANGES
As of today, inactive accounts more than 4 weeks since the player logged in will NOT generate any new resources (of any kind) for players to farm.

Also, we have decided that - if you use Tenaril's spell to move your city (when it becomes available) you will take your resource plots and resource distribution with you, but NOT your underlying terrain.  So, for the purposes of both map display and combat bonuses and penalties, you will use the terrain of the location you teleport to, not the terrain you were on.

We have also decided that - for the purposes of the moving spell - confederated alliances will count as "your alliance", and so you may teleport within 10 squares of their locations if you wish.

I will post a complete summary of all the (final) moving considerations tomorrow.

Best wishes,

GM Stormcrow



Replies:
Posted By: Torn Sky
Date Posted: 14 Oct 2010 at 20:14
sounds great cant wait till i get off work and can look at it 

thank you for all the great updates


Posted By: Noryasha Grunk
Date Posted: 14 Oct 2010 at 20:54
Will we be able to work with these "monstrous" groups like the Melders if we persistently target their enemies for persecution to get on their good sides? Or are interactions with enemies only capable of lowering standing, not raising it? (a friend of my enemy is an enemy, but an enemy of my enemy could still well be an enemy) Also, if we raise our standing with factions a given hostile faction is friendly with, will our standing with that faction rise? Also, if we attack that third faction.

Basically, do factions have concepts of "alliances", and do they care about them?

Are relations in regards to the alliance, or the individual? If your whole alliance is friendly with some group and you are bitter enemies, how will that work?


Posted By: Zangi
Date Posted: 14 Oct 2010 at 21:02
What with the warning about Melders and Dragonkin....  are their troops going to be...  much stronger then normal troops? 
Or are the Factions typically going to have overwhelming numbers akin to H? or more?

Or both... ?



EDIT: Also, is the terrain going to change anymore?


Posted By: hanoth
Date Posted: 14 Oct 2010 at 21:08
I want a manticore :(


Posted By: Raritor
Date Posted: 14 Oct 2010 at 22:00
So if you move to a terrain with different resources distribution, you keep the old, or you have the new. If the new distribution is the one you have, i suppose you will loose the buildings related to that kind of resource.

Is this correct, or you only talk about the kind of terrain (plains, mountains...)

Thanks again.


Posted By: GM Stormcrow
Date Posted: 14 Oct 2010 at 22:04
Originally posted by Noryasha Grunk Noryasha Grunk wrote:

Will we be able to work with these "monstrous" groups like the Melders if we persistently target their enemies for persecution to get on their good sides? Or are interactions with enemies only capable of lowering standing, not raising it? (a friend of my enemy is an enemy, but an enemy of my enemy could still well be an enemy) Also, if we raise our standing with factions a given hostile faction is friendly with, will our standing with that faction rise? Also, if we attack that third faction.

Basically, do factions have concepts of "alliances", and do they care about them?

Yes, it will work in both directions Noryasha.

Originally posted by Noryasha Grunk Noryasha Grunk wrote:


Are relations in regards to the alliance, or the individual? If your whole alliance is friendly with some group and you are bitter enemies, how will that work?


Faction relations for players are always with regard to the individual.  However, whilst you are in an alliance, individual actions by members of the alliance will have effects on your own personal standing.

So if you have a very poor standing with a particular faction, and join an alliance with a very good standing with that faction - this makes little to no difference to you.  However, your actions (since joining the alliance) and the rest of the alliances actions (since you joined) will repair or damage your standings with the Faction.




Posted By: GM Stormcrow
Date Posted: 14 Oct 2010 at 22:10
Originally posted by Raritor Raritor wrote:

So if you move to a terrain with different resources distribution, you keep the old, or you have the new. If the new distribution is the one you have, i suppose you will loose the buildings related to that kind of resource.

Is this correct, or you only talk about the kind of terrain (plains, mountains...)

Thanks again.


I thought this was clear enough, apologies if not.

You keep your current resource distribution, but take on the new terrain for the purposes of combat (and other) works.

If you are currently on (say) a Large Mountain with resources 5|3|7|5|5 and you move to a Desert plains square with 2|2|3|2|5, you will keep your 5|3|7|5|5 resource distributions, but will *fight* for combat purposes as if if you were on a plains square in a desert.

Best,

SC


Posted By: hanoth
Date Posted: 14 Oct 2010 at 22:12
Will ALL races offer faction quests if you can get relations up enough in the long term - even Melders and Dragons who dont seem to have hubs and hate everyone? :)


Posted By: Torn Sky
Date Posted: 14 Oct 2010 at 22:18
The races that dont have Hubs listed like the Dragonkin,Eaglesbrood, do they have cities that we have to find? or have yall found a way to make them more fiendish to play with?


Posted By: Noryasha Grunk
Date Posted: 14 Oct 2010 at 22:33
Are faction relations between themselves static? And will we find out more about these factions if we interact with them?


Posted By: Fateful Ending
Date Posted: 15 Oct 2010 at 00:10
Also i'd like to know when are we going to be able to trade with them.
do we have to wait until Trade V2 comes out?


Posted By: col0005
Date Posted: 15 Oct 2010 at 00:25
I may get an outcry against this but can you please delay the release of the teleportation spell. All we know so far are the disadvantages of an area and how much a faction like us. You've already told us that gnomes will be important when crafting is released but we don't know if we should go out of our way to trade with the fey for magical components or if we can by spider webbing for fishing nets, snake venom for poisoned weapons etc.

Basically I'd much prefer it if we could re-settle when we know what we want as well as what we don't want


Posted By: KillerPoodle
Date Posted: 15 Oct 2010 at 02:40
and please consider allowing us to use the resource plots on the square we move our city to rather than bringing them with the city.


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 09:59
Originally posted by hanoth hanoth wrote:

Will ALL races offer faction quests if you can get relations up enough in the long term - even Melders and Dragons who dont seem to have hubs and hate everyone? :)


Not all Factions will offer Faction quests, though you may get quests from other Factions that ask you to interact with these factions.

Originally posted by Torn Sky Torn Sky wrote:

The races that dont have Hubs listed like the Dragonkin,Eaglesbrood, do they have cities that we have to find? or have yall found a way to make them more fiendish to play with?


Some of these Factions may or may not have cities.  It might be, for example, that the only way of finding (eg) the Dragonkin city is via a very high level Faction quest (for another Faction).

But, looking at the default hatred many of these factions have for everyone, I'd be surprised if people were actively attempting to seek out these factions' cities at the moment.

Originally posted by Noryasha Grunk Noryasha Grunk wrote:

Are faction relations between themselves static? And will we find out more about these factions if we interact with them?


Relationships between Factions are not static, and will be able to be influenced and manipulated by player actions.  However, if left "alone" these factions will gravitate back towards their default faction relationship with each other.

Regarding your second question, yes - in time, when we have Faction quests in play certain "storyarcs" will become apparent.  The Lore and backstory will continue to develop throughout the course of the game.

Originally posted by Fateful Ending Fateful Ending wrote:

Also i'd like to know when are we going to be able to trade with them.
do we have to wait until Trade V2 comes out?

Yes.

Originally posted by col0005 col0005 wrote:

I may get an outcry against this but can you please delay the release of the teleportation spell. All we know so far are the disadvantages of an area and how much a faction like us. You've already told us that gnomes will be important when crafting is released but we don't know if we should go out of our way to trade with the fey for magical components or if we can by spider webbing for fishing nets, snake venom for poisoned weapons etc.

Basically I'd much prefer it if we could re-settle when we know what we want as well as what we don't want


Not a chance, I'm afraid, col0005. 

When we finish crafting, would you ask us to delay moving cities again, until maritime and navy movements were finished - because these, too, might have an impact on your choice of where to settle?  And when we finish maritime and navy movements, would you ask for a further delay until we completed religion, because this too might have an impact on your choice of where to settle?

What you're essentially asking is that we postpone vast chunks of the game until particular aspects are "complete".  The game will never, however, be "complete" - it's a continuous cycle of development.

You have to make your decisions with the information that's available now.

We will be allowing players to move cities in the future - even after the expiration of the Tenaril's spell - however this will have substantial penalties associated with it.

Originally posted by KillerPoodle KillerPoodle wrote:

and please consider allowing us to use the resource plots on the square we move our city to rather than bringing them with the city.


It's something we have considered in some detail, KP, but have rejected for a wide variety of reasons. Sorry.

Best,

SC


Posted By: col0005
Date Posted: 15 Oct 2010 at 12:03
Originally posted by GM Stormcrow GM Stormcrow wrote:

Not a chance, I'm afraid, col0005. 

What you're essentially asking is that we postpone vast chunks of the game until particular aspects are "complete".  The game will never, however, be "complete" - it's a continuous cycle of development.

You have to make your decisions with the information that's available now.

Yeah fair enough, I wasn't really asking to delay it untill these things are released, I was more kind of hoping that you could give us a general guideline before we have to make decisions. Eg Im sure eventually the Fey will have unique magical components / items available. Given that elves are magical would they be better served befriending these races or would a less magical race be better served. Will large orc players want to attempt to be friends with ogres. etc
 
 
 


Posted By: Kumomoto
Date Posted: 15 Oct 2010 at 15:01
Originally posted by Zangi Zangi wrote:


Or are the Factions typically going to have overwhelming numbers akin to H? or more?
 
I am SO looking forward to 26 page threads titled "What to Do with The Melders?" whining about how they are too large and are picking on the poor member who attacked them in the past... ;)


Posted By: Noryasha Grunk
Date Posted: 15 Oct 2010 at 15:52
"But, looking at the default hatred many of these factions have for everyone, I'd be surprised if people were actively attempting to seek out these factions' cities at the moment."

Wow, you really don't know us very well, do you? :P


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 18:20
Originally posted by Noryasha Grunk Noryasha Grunk wrote:

"But, looking at the default hatred many of these factions have for everyone, I'd be surprised if people were actively attempting to seek out these factions' cities at the moment."

Wow, you really don't know us very well, do you? :P


Heh.

Well, read the description of the Melders, and then tell me if that sounds like fun.

We're seriously considering either making these (very few) super-dangerous zones unsettlable, or putting in a warning that says "If you settle here, you *will* lose your city, press OK to confirm and I'll just delete the city now" button.


Posted By: Zangi
Date Posted: 15 Oct 2010 at 18:36
So... Melders are something players can't fight against or something?

From what I read of it, it is a plant thing, that kills by some sort of infection, 'no battle' or any of the sort...  Is that supposed to be how Melders work? 

Are you implying that Melders 'play by different rules'?  If so, will you tell us of these different rules they will play by?

Or are they just abstracted to have godly military stats?


Posted By: bartimeus
Date Posted: 15 Oct 2010 at 18:45
Originally posted by Zangi Zangi wrote:

So... Melders are something players can't fight against or something?

From what I read of it, it is a plant thing, that kills by some sort of infection, 'no battle' or any of the sort...  Is that supposed to be how Melders work? 

Are you implying that Melders 'play by different rules'?  If so, will you tell us of these different rules they will play by?

Or are they just abstracted to have godly military stats?
Same question.

Can you post here every time you update the description of some faction. I dont really want to have to check everyday every faction that haven't got a descrition to see if you added one.


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


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 20:01
Originally posted by bartimeus bartimeus wrote:

Originally posted by Zangi Zangi wrote:

So... Melders are something players can't fight against or something?

From what I read of it, it is a plant thing, that kills by some sort of infection, 'no battle' or any of the sort...  Is that supposed to be how Melders work? 

Are you implying that Melders 'play by different rules'?  If so, will you tell us of these different rules they will play by?

Or are they just abstracted to have godly military stats?
Same question.

Can you post here every time you update the description of some faction. I dont really want to have to check everyday every faction that haven't got a descrition to see if you added one.


Um, the Melders' description was ingame when we released factions.

At the moment Factions don't interact with their surroundings - and you can't interact with them either.  At some point this will change.

Put it this way:

You, as a player (or as an alliance) can be destroyed ingame - either by other players or alliance - or by factions. 

Factions cannot be killed. 

They are there to stay, and will regenerate, respawn and come back at you again and again.

So if you choose to settle next to the Melders, or the Dragonkin, or the Giants, or the Sirens, or anyone else who is in the category of "I will kill you" on the standings table it almost doesn't matter how strong you are at surviving waves of attack - because you will never be able to defeat that Faction

Does it matter if these "I will kill you" factions rely on purely military strength, or whether they have special powers?  No.

This is why it is, ultimately, very counter-productive for you to settle there.

I'm not sure what else I can say about this!

Best,

SC




Posted By: Zangi
Date Posted: 15 Oct 2010 at 20:12
Assuming NPC operate under the same rules as players...  needing advanced resources and dealing with troop training time... 
Would not a coordinated and prepared alliance be able to wear them down to a manageable level?  If they could withstand the initial onslaught? 
Albeit, easier the farther away you are...

Also will factions 'cheat' and not need to acquire spy/scout information?


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 21:23
Originally posted by Zangi Zangi wrote:

Assuming NPC operate under the same rules as players...  needing advanced resources and dealing with troop training time... 
Would not a coordinated and prepared alliance be able to wear them down to a manageable level?  If they could withstand the initial onslaught? 
Albeit, easier the farther away you are...


With many factions, absolutely. 

But the really dangerous ones on the edges of the map - can I reiterate this again? - no, you won't wear them down to a managable level.  If any player thinks for one nanosecond that he will "rule the Dragons", please let me disabuse him of this idea right here.

All these questions have only settled it *very* firmly in my mind that we need to make these few super-dangerous parts of the world unsettlable, and I will update the map over the weekend accordingly.


Posted By: waylander69
Date Posted: 15 Oct 2010 at 22:04
Now the factions are out can we confirm what day and time we will have access to the spell allowing us to move our cites. 
The reason im asking is that due to the different timezones and the rule on distance everyone will want to ensure they get to their new plots asap if indeed they do decide to move or they may miss out on carefully laid plans.


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 22:29
Originally posted by waylander69 waylander69 wrote:

Now the factions are out can we confirm what day and time we will have access to the spell allowing us to move our cites. 
The reason im asking is that due to the different timezones and the rule on distance everyone will want to ensure they get to their new plots asap if indeed they do decide to move or they may miss out on carefully laid plans.


We will give 24hrs notice of the exact release time, but (as of this moment) it's still Wednesday 20OCT10.

Best,

SC


Posted By: Zangi
Date Posted: 15 Oct 2010 at 22:31
Originally posted by GM Stormcrow GM Stormcrow wrote:

All these questions have only settled it *very* firmly in my mind that we need to make these few super-dangerous parts of the world unsettlable, and I will update the map over the weekend accordingly.


Glad to be of help. 
Honestly, it is very hard to believe that they are absolutely unmanagable, even if you say it again and again.... 
Considering that nothing is known about the difference between these 'super-dangerous' factions compared to the other normal factions out there...

Is the Council of Illyria also 'super-dangerous'?  >.>


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 22:33
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by waylander69 waylander69 wrote:

Now the factions are out can we confirm what day and time we will have access to the spell allowing us to move our cites. 
The reason im asking is that due to the different timezones and the rule on distance everyone will want to ensure they get to their new plots asap if indeed they do decide to move or they may miss out on carefully laid plans.


We will give 24hrs notice of the exact release time, but (as of this moment) it's still Wednesday 20OCT10.

Best,

SC


Also, I would assume that any alliance really serious about taking a piece of territory would already have settled some placeholders in that particular part of the world to stop anyone else teleporting in.

If not, well... it would make sense... Just a thought.

SC


Posted By: GM Stormcrow
Date Posted: 15 Oct 2010 at 22:41
Originally posted by Zangi Zangi wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

All these questions have only settled it *very* firmly in my mind that we need to make these few super-dangerous parts of the world unsettlable, and I will update the map over the weekend accordingly.


Glad to be of help. 
Honestly, it is very hard to believe that they are absolutely unmanagable, even if you say it again and again.... 
Considering that nothing is known about the difference between these 'super-dangerous' factions compared to the other normal factions out there...

Is the Council of Illyria also 'super-dangerous'?  >.>


As for the Council of Illyria; well...

It's not, by default, threatening.

If you look at the faction standings page, the Council likes all the player races.

However, if you fall foul of the Council repeatedly over a very extended period of time - and you're spending lots of time (or are settled) in the Council's area - the Council will punish you. 

The thing is that - over time - it will like you again.  It wants to like you.  Like a wronged puppy, it will gravitate towards its default position of liking you.

Factions like Dragonkin and Melders, well... by default, they hate you.  They will continue to hate you. 

Even if you manage to make them not hate you so much (through quests, making friends with their friends etc) so you can get that one trade in or that couple of visits into their areas when they don't stake you to an anthill, they will still - over time - gravitate towards hating you.

SC


Posted By: waylander69
Date Posted: 15 Oct 2010 at 22:53
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by waylander69 waylander69 wrote:

Now the factions are out can we confirm what day and time we will have access to the spell allowing us to move our cites. 
The reason im asking is that due to the different timezones and the rule on distance everyone will want to ensure they get to their new plots asap if indeed they do decide to move or they may miss out on carefully laid plans.


We will give 24hrs notice of the exact release time, but (as of this moment) it's still Wednesday 20OCT10.

Best,

SC


Also, I would assume that any alliance really serious about taking a piece of territory would already have settled some placeholders in that particular part of the world to stop anyone else teleporting in.

If not, well... it would make sense... Just a thought.

SC

Ah but not all alliances are big enough to have players with settlers ready to go, also a player who is not in an alliance may wish to move away from a hostile alliance on his doorstep. Cheers and will keep an eye out for the release time Smile


Posted By: Zangi
Date Posted: 15 Oct 2010 at 23:00
@waylander: What if a more hostile alliance moves to the same place as the non-aligned person?  Probably safer to wait a bit for the more aggro folk to take their piece of land in that case.  Lotta options out there anyways.


Posted By: waylander69
Date Posted: 15 Oct 2010 at 23:06
Originally posted by Zangi Zangi wrote:

@waylander: What if a more hostile alliance moves to the same place as the non-aligned person?  Probably safer to wait a bit for the more aggro folk to take their piece of land in that case.  Lotta options out there anyways.

Why should someone wait for the 'leftovers' as there is a 4 week waiting point from the start of the spell, when should they move after all the alliances have picked the choice ground ?
Im only trying to find out a time so people can get ready for it, if you look at the numbers of people playing there are not that many who ask question but just lurk just as they do in chat.


Posted By: Zangi
Date Posted: 15 Oct 2010 at 23:12
Eh, I suppose.  Fight for what you want, even if you are doing it alone.

Originally posted by GM Stormcrow GM Stormcrow wrote:


Even if you manage to make them not hate you so much (through quests, making friends with their friends etc) so you can get that one trade in or that couple of visits into their areas when they don't stake you to an anthill, they will still - over time - gravitate towards hating you.

SC


Ok, seeing as their default is -80 relation, you are strongly implying that their relation drops faster then a faction default that is -40?


Posted By: Noryasha Grunk
Date Posted: 16 Oct 2010 at 00:13
Stormcrow, please DO NOT make these areas unsettleable!

LET the players dash themselves against them! Let huge alliances build up that want to try to reduce the dragons to a manageable level. Let them try! Warn, yes, sure, but if you make it so we can't even try your taking a lot of the fun out of the game. :(

"Does it matter if these "I will kill you" factions rely on purely military strength, or whether they have special powers?  No."
YES. It matters. In the first case, they can believe that if they try hard enough, get enough friends and get strong enough, they may not be able to beat them but they can hold even with them. And that can be incredibly fun.

If you make them practically impossible to beat, but still allow people to try, you give them some ultimate challenge. Something to which they can aspire. Believe it or not, there are people who would actually enjoy struggling to fight off the neverending attacks of a powerful hostile faction until they are ground into the dust. There can be victory even in saying "Ha! Look how long I held out against these guys!" or "I befriended these impossible to befriend guys and even though I need to dedicate all my resources to maintaining that relationship or they will utterly destroy me, I AM DOING IT! WOOH!"

If nothing else, there's joys to be had by exploring, testing just how powerful these groups are and trying to mentally find a way to beat them even if you can't.

So, please please please don't make these areas unsettleable. Please don't introduce artifical constraints on your players "for their own good".  This means your forcing them to play the game YOU want them to play instead of the game THEY want to play, and I don't think thats a good thing.


Posted By: Torn Sky
Date Posted: 16 Oct 2010 at 00:31
you can still settle just outside the region and fight them if you want to that bad 


Posted By: Zangi
Date Posted: 16 Oct 2010 at 00:34
Or at least open them up for settlement... after the AI and Trade V2 goes live. 

Monster Hunters can establish a new settlement as a 'beachhead', sending armies and gold to that settlement straight from the start.

Then the fight for Normandy begins!  Once the beachhead is secure... after countless casualties....  push in! 

For glory and loot!


Posted By: Noryasha Grunk
Date Posted: 16 Oct 2010 at 00:43
I'd be fine with the above.


Posted By: Jerec Cross
Date Posted: 16 Oct 2010 at 01:52
Originally posted by GM Stormcrow GM Stormcrow wrote:


Also, I would assume that any alliance really serious about taking a piece of territory would already have settled some placeholders in that particular part of the world to stop anyone else teleporting in.

If not, well... it would make sense... Just a thought.

SC


In regards to this, can we completely demolish our towns, so we can settle them elsewhere?  In case it happens that two people send placeholders close enough to prevent their other town from teleporting.  This would probably only have a chance of happening close to the hubs, but it would be terrible if you settled a city then could not teleport next to it!


Posted By: TGE
Date Posted: 16 Oct 2010 at 14:09
Will enemy size be based on player size? For example, will I, having a pop of 3000, be attacked by the same number of troops as someone with 50000 pop? I am going to try to stay away from the haters, but if the occasional attack slips in, can i take it?

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

Comic Sans started global warming


Posted By: GM Stormcrow
Date Posted: 16 Oct 2010 at 14:21
Originally posted by Jerec Cross Jerec Cross wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:


Also, I would assume that any alliance really serious about taking a piece of territory would already have settled some placeholders in that particular part of the world to stop anyone else teleporting in.

If not, well... it would make sense... Just a thought.

SC


In regards to this, can we completely demolish our towns, so we can settle them elsewhere?  In case it happens that two people send placeholders close enough to prevent their other town from teleporting.  This would probably only have a chance of happening close to the hubs, but it would be terrible if you settled a city then could not teleport next to it!


Yes indeed. There's a built-in game mechanism called "Siege" that allows you to demolish towns in order to clear them out of "your" territory Wink

I fully expect some players to try to "spoil" other players' settlement plans by careful use of the mechanisms.  This is why the teleportation spell has a 4-week lifespan in which it can be used.

Best,

SC


Posted By: GM Stormcrow
Date Posted: 16 Oct 2010 at 14:24
Originally posted by Zangi Zangi wrote:

Or at least open them up for settlement... after the AI and Trade V2 goes live. 

Monster Hunters can establish a new settlement as a 'beachhead', sending armies and gold to that settlement straight from the start.

Then the fight for Normandy begins!  Once the beachhead is secure... after countless casualties....  push in! 

For glory and loot!


Yes, these are the lines along which we're thinking.


Posted By: Beengalas
Date Posted: 16 Oct 2010 at 17:06
How will diplomatic attacks like theft work vs faction?

I assume stealing from their capital would be, at best, hardly worth it, but how about smaller cities they control? If its possible to steal, and one get 'completely success' will then the rating with that faction lower? Even if they don't know it was me?


Posted By: CranK
Date Posted: 16 Oct 2010 at 17:16
Originally posted by Beengalas Beengalas wrote:

How will diplomatic attacks like theft work vs faction?

I assume stealing from their capital would be, at best, hardly worth it, but how about smaller cities they control? If its possible to steal, and one get 'completely success' will then the rating with that faction lower? Even if they don't know it was me?


Good question.Clap I didn't think about that but its really good to know if theft lowers relations with that faction.


Posted By: col0005
Date Posted: 17 Oct 2010 at 01:13

Also what about any diplomatic attacks that are discovered. Scouts don't do any damage and you may want to know how many troops the faction you have a +100 rating with could send to you aid This shouldn't be frowned upon because you can't simply ask an NPC as you can with a real player.



Posted By: Noryasha Grunk
Date Posted: 17 Oct 2010 at 03:00
Actually, I was wondering about what was said earlier about demolishing your own cities. There have been a few situations already where I've REALLY wanted to do this. Will it end up being possible?


Posted By: Jerec Cross
Date Posted: 17 Oct 2010 at 04:37
Yes, is the Demolition skill able to completely remove your city, if you wish?  Or if it isn't yet could it be possible to make it so?


Posted By: col0005
Date Posted: 17 Oct 2010 at 07:52

I suppose if you wanted different resource plots this could be useful, but remember that demolishing a city is probbabbly going to be utterly pointless. There is going to be the option to MOVE your cities. If you can simply move your city at the cost of some of your buildings then there is really no point in destroying them. An ingame mechanic whereby you can re-settle with new plots is all thats needed.

P.s. we will be able to re-settle without the spell, for the cost of some of the buildings in that city.


Posted By: Noryasha Grunk
Date Posted: 17 Oct 2010 at 14:04
"demolishing a city is probbabbly going to be utterly pointless."

Yeah. No. This isn't the case. It won't be the case. With city progression working the way it does, there are plenty of good reasons to demolish cities, and there always will be. The biggest one is simply this - The city you would have the option of conquering has more pop in it than one of your cities does.


Posted By: Noryasha Grunk
Date Posted: 19 Oct 2010 at 00:54
Noticed an inconsistency for one of the factions. The text for the http://uk1.illyriad.co.uk/view_faction.asp?FactionID=38 - Drangu Mundas (Ogres) implies they should be friendly with the http://uk1.illyriad.co.uk/view_faction.asp?FactionID=78 - Foshnu Ob Wulpor (Wulpor) but this is not the case.


Posted By: Brids17
Date Posted: 19 Oct 2010 at 06:52
Out of curiosity, why do inactive no long produce resources? This makes thieves a lot less useful as the only time you'll use them now is during war. I also used to know someone who used to support thousands of thieves by stealing resources and gold in order to support them, this update makes that impossible now, which is kind of unfortunate as it was a really cool idea. 


Posted By: Beengalas
Date Posted: 19 Oct 2010 at 10:53
Originally posted by Brids17 Brids17 wrote:

Out of curiosity, why do inactive no long produce resources? This makes thieves a lot less useful as the only time you'll use them now is during war. I also used to know someone who used to support thousands of thieves by stealing resources and gold in order to support them, this update makes that impossible now, which is kind of unfortunate as it was a really cool idea. 

This resulted in me stealing from active people instead. So far, I suspect at least 2 players have become inactive due to me. Some have runes to protect them, but most have just the 75 and it makes little difference to me or none. I suggest removal of runes but a spell that has a chance of revealing the target doing ops. against you.


Posted By: Brids17
Date Posted: 19 Oct 2010 at 17:26
Originally posted by Beengalas Beengalas wrote:

This resulted in me stealing from active people instead. So far, I suspect at least 2 players have become inactive due to me. Some have runes to protect them, but most have just the 75 and it makes little difference to me or none. I suggest removal of runes but a spell that has a chance of revealing the target doing ops. against you.


Isn't attacking (diplo included) active players against the alliance rules? Either way though, I suspect someone is going to track them and it'll cause a war.


Posted By: lep
Date Posted: 19 Oct 2010 at 18:16
I've started attacking active noobs with advanced thieves too; I suspect a few will decide game is unplayable due to them losing everything as soon as they make it.

Still not getting enough gold to support my thousands of thieves but I am able to go a few weeks longer before having to disband them all.


Posted By: Ethelion
Date Posted: 19 Oct 2010 at 18:22
Quote I've started attacking active noobs with advanced thieves too; I suspect a few will decide game is unplayable due to them losing everything as soon as they make it.
 
Wow!  I cannot imagine the pride that must swell in your chest each evening before you fall asleep.


Posted By: lep
Date Posted: 19 Oct 2010 at 18:29
Before I had a choice of targets and I never attacked non idle players, I had a nice long txt file of players and their population and date I recorded it and never attacked anything idle less than a month.

Now its either disband useless units or try to use them to pay for their upkeep by starting to attack active players; blame whoever decided such a drastic change in game mechanics without warning was a good idea... we were informed of the change about 8 hours after it happened when I already had over 700 Advance Thieves queued in training. Had we been given more notice of this complete change of game play would have been easier.


Posted By: iluvpie3
Date Posted: 19 Oct 2010 at 23:45
 I cannot imagine the pride that must swell in your chest each evening before you fall asleep
 
 
Hey,they can do something about it,call in Toothless or FDU.If we wanted this game to be a simmer fest there wouldnt be all these other alternative paths to take.
 
 
On topic:About the factions,I have only one complaint;The description of many are quite irrelevant.I had expected the descriptions of the Factions to be like the Atagek.You learn they're isolated,like to trade for swords and iron(not armour),and will fight if the enemy is small in number or too close to their city.All this in 2 paragraphs
 
But others,like the description of the Forbidden Empire are rather worthless,I cannot learn what they like to trade,how they fight, or any other basic informative traits of their faction.I just think it would be better to put less role-play and more practical things in the Factions descriptions.


Posted By: GM ThunderCat
Date Posted: 20 Oct 2010 at 00:38
Originally posted by iluvpie3 iluvpie3 wrote:

On topic:About the factions,I have only one complaint;The description of many are quite irrelevant.I had expected the descriptions of the Factions to be like the Atagek.You learn they're isolated,like to trade for swords and iron(not armour),and will fight if the enemy is small in number or too close to their city.All this in 2 paragraphs
 
But others,like the description of the Forbidden Empire are rather worthless,I cannot learn what they like to trade,how they fight, or any other basic informative traits of their faction.I just think it would be better to put less role-play and more practical things in the Factions descriptions.
A lot of the trading information will be provided with Trade v2; but the main reason it is not in the faction description as it will be dynamic information driven by interactions with players

As a very simplistic example:
  • If someone keeps dumping wood on a faction expect the price of wood with that faction to fall
  • If on the other hand all their wood supplies are intercepted expect it to become in great demand
  • If a faction's armour was in great demand - expect the price of the armour to rise; but equally they will start demanding the raw materials for the armour at a higher price and in higher volumes


Posted By: Noryasha Grunk
Date Posted: 20 Oct 2010 at 00:39
Or hef a basic description and THEN da roleplay stuff.


Posted By: liberty6
Date Posted: 20 Oct 2010 at 03:57
thats my cue to to pop the popcornWink .oh boy this is going to be ciaos and if to many do it at once well i predict server crashOuch. fun fun fun


Posted By: Brids17
Date Posted: 20 Oct 2010 at 06:18
Originally posted by lep lep wrote:

Before I had a choice of targets and I never attacked non idle players, I had a nice long txt file of players and their population and date I recorded it and never attacked anything idle less than a month.

Now its either disband useless units or try to use them to pay for their upkeep by starting to attack active players; blame whoever decided such a drastic change in game mechanics without warning was a good idea... we were informed of the change about 8 hours after it happened when I already had over 700 Advance Thieves queued in training. Had we been given more notice of this complete change of game play would have been easier.


700 advanced thieves in que? Ouch...I'm glad I decided to wait and make my 4th city dedicated to producing as many thieves as possible (I'm still 400 pop away from my fourth city) or else I'd have been even more annoyed with this update.

I just don't see how inactive farming was hurting anything. I can kind of see where they might have been coming from because it could allow people to gain large amounts of resources without building up their own resources but at the same time, it takes thieves or armies to do that, which I'd think would balance it.

Unless the update was made to stop people from having more thieves than they technically should be able to have...


Posted By: Zangi
Date Posted: 20 Oct 2010 at 12:45
I think it has a gain with no loss whatsoever factor in your equation.


Posted By: Mr Andersson
Date Posted: 14 Nov 2010 at 12:44
I know factions are not active yet but I have some questions that I don't think I've read the answer to anywhere (my apologies if that is the case).

I'm interested to know more details about the interaction radius of factions based on the different standing levels. 

We know that different kind of benefits or hostile actions comes with the standing towards the faction. Above +50 and bellow -50 military interaction is a possibility. But for the +/- 50,75 and 90 levels - does the interaction radius change? And, approximately what is the interaction radius per standing level (20,100,200... sqrs)?



-------------
MrA


Posted By: HonoredMule
Date Posted: 14 Nov 2010 at 19:33
It appears that the most extreme attitudes have no limit to radius of interaction.  I'd wager that -100 relation means that faction will cross the globe to obliterate you if it can.


Posted By: Zangi
Date Posted: 14 Nov 2010 at 19:58
Originally posted by HonoredMule HonoredMule wrote:

It appears that the most extreme attitudes have no limit to radius of interaction.  I'd wager that -100 relation means that faction will cross the globe to obliterate you if it can.


At least you'll have days if not weeks to prepare if you are on the other side of the world.


Posted By: Mr Andersson
Date Posted: 14 Nov 2010 at 19:58
Yes, that is how I would interpret the information given as well. But how close/far a way/ would one have to be to reap the benefits of military support or suffer the consequences of being above/bellow 50 and 75 ? The descriptions for those levels implies a limited range of action.

An approximate indication would be helpful. But, I guess we will find out the hard way sooner or later.



-------------
MrA


Posted By: Torn Sky
Date Posted: 14 Nov 2010 at 21:10
I was under the impression that as long a your 100-200squs(not sure on distance) and you do not bother them you should be ok but if you attack they will and stir them up they will retaliate


Posted By: HonoredMule
Date Posted: 15 Nov 2010 at 03:20
I would surmise that any range-limited behavior uses range defined by the same (unpublished) area of territory within which they operate under any other context as well.  Even this unknown value, however, is just speculation.


Posted By: Mr Andersson
Date Posted: 15 Nov 2010 at 14:36
From the global chat today (Mon Nov 15 2010)

<Mr Andersson>GM Stormcrow: Regarding the standings towards a faction. Will we have to find out the hard way or will you at some point provide us with pointers on how close/far a way/ would one have to be to reap the benefits of military support or suffer the consequences of being above/bellow 50 and 75 ?

<GM Stormcrow>sry, was afk. Mr A - we'll give pointers on this when we closer to the release of Faction AI. However, it's not going to be a static set of numbers and will depend on many factors. eg - if a Faction has managed to build lots of offensive troops it might decide to smight its foes. It will consider who it hates the most (other factions, or alliances/players), their distance, the "threat level"...
<GM Stormcrow>... and a bunch of other things, and then decide how far it might want to send its troops out for some smitage.




-------------
MrA


Posted By: lanka
Date Posted: 04 Jul 2011 at 21:27
Originally posted by GM Stormcrow GM Stormcrow wrote:

FACTION INFO

...

http://uk1.illyriad.co.uk/view_faction_list.asp" rel="nofollow - A direct link is here .

...


Is there any new link? The one mentioned in the first post of this thread seems not to work anymore.
Thx


Posted By: GM Stormcrow
Date Posted: 04 Jul 2011 at 22:14
Yes indeed.

http://uk1.illyriad.co.uk/#/Alliance/Faction" rel="nofollow - http://uk1.illyriad.co.uk/#/Alliance/Faction 

Ingame, it's the "upraised fist" icon available underneath the main Alliance Navigation button.

Regards,

SC


Posted By: Brids17
Date Posted: 05 Jul 2011 at 02:28
Originally posted by GM Stormcrow GM Stormcrow wrote:

Yes indeed.

http://uk1.illyriad.co.uk/#/Alliance/Faction" rel="nofollow - http://uk1.illyriad.co.uk/#/Alliance/Faction 

Ingame, it's the "upraised fist" icon available underneath the main Alliance Navigation button.

Regards,

SC


Unable to complete request
/Alliance/Faction ?_=1309829282295

Still doesn't work.


Posted By: fluffy
Date Posted: 05 Jul 2011 at 03:40
take out the Ã and it does :P


Posted By: GM Stormcrow
Date Posted: 05 Jul 2011 at 03:43
Originally posted by fluffy fluffy wrote:

take out the Ã and it does :P
Curse me and my kacky-fingered linkage.

Here's http://uk1.illyriad.co.uk/#/Alliance/Faction" rel="nofollow - a direct one that should work (and I've edited the other ones).

SC





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