Failed Expeditions (Map Experiment Graveyard)
Printed From: Illyriad
Category: The World
Forum Name: Elgea
Forum Description: For everything related to the Elgea Continent
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=5028
Printed Date: 17 Apr 2022 at 08:44 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Failed Expeditions (Map Experiment Graveyard)
Posted By: Brandmeister
Subject: Failed Expeditions (Map Experiment Graveyard)
Date Posted: 21 Apr 2013 at 19:15
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It occurred to me that many other mystery seekers may have tried the same map experiments. Elgea offers well known features like the Rift, Duraz Karag and the Fortress of Shadows for expeditions. However, people will occasionally explore rather obscure theories. This is intended to be the graveyard for failed Illy map experiments. Fellow explorers, come commiserate over a liter of fine dwarven wheat beer!
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Replies:
Posted By: Brandmeister
Date Posted: 21 Apr 2013 at 19:34
Failed Experiment #1: Center of the Circle
Executive Summary: Explore the center point of the Circle of Five.
It seems like a great idea, right? The legendary Circle of Five has their towers arranged in a circle, but it isn't centered on Centrum. As a matter of fact, it isn't centered on anything obvious. Could it be... A MYSTERY? I decided to calculate the center point of Aqua, Ignis, Aeris, Terra and Tempus. The points, starting from top center and going clockwise, are:
Aqua [160|-199] Ignis [242|-251] Tempus [222|-340] Aeris [109|-340] Terra [82|-251]
After applying basic geometry for two hours, I found that I couldn't make the radius the same length to each tower. I assumed that this was because I hadn't done any meaningful geometry in 20 years. So, I used my Google Fu to remember how to use simultaneous equations to calculate the center of a circle using only three points around its circumference. I used the top three points (Terra, Aqua, Ignis) for the equations. Long story short, that gave a center point that didn't match Aeris or Tempus.
Calculated Center: [162|-286.5]
The matrix did, however, give a zone approximately 10 squares in diameter near the center of the circle, and that's good enough for scouts and spies. I scouted all the stone circles, ancient forests, abandoned mines and other structures within 10 squares of [162|-285] to no avail.
I really hoped there would be some kind of awesome magic discovery, but there wasn't. It seemed like a good theory, though. Why would the Circle of Five create a precise circle around a random map location?
Maybe I'll try the experiment again during a full moon, just to see if there's some kind of special magical effect. But it looks like this theory was a total bust.
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Posted By: Brandmeister
Date Posted: 21 Apr 2013 at 20:37
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.
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Posted By: Brandmeister
Date Posted: 21 Apr 2013 at 22:40
Failed Experiment #3: Barking up the wrong Tree.
Executive Summary: Search for the Source of Life discovery at every river's head.
The Illyriad store at CafePress.com has several interesting posters for unknown discoveries. One such mystery is the http://www.cafepress.com/illyriad.619823741" rel="nofollow - Source of Life , depicted as a tree with water flowing from its trunk.
http://www.cafepress.com/illyriad.619823741" rel="nofollow">
If you're a map crawler, it stands to reason that the Source of Life might be a stand of trees at the head of one of Elgea's many rivers. Using the mini-map set to water, I located the start of every river on the continent. Scouts were dispatched to any locations that had a forest nearby. A few locations were quite exciting, with ancient forests or blessed oaks at the start of the river.
Alas, nothing. Whatever the Source of Life might be, it apparently is not a literal tree spewing forth an endless flow of water.

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Posted By: Brandmeister
Date 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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Posted By: Brandmeister
Date 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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Posted By: Anjire
Date Posted: 21 Apr 2013 at 23:05
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.
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No other diplomats sent to these cities gave a message either. I also sent to all the surrounding tombs and obelisks within 25 squares.
------------- http://elgea.illyriad.co.uk/a/p/26125" rel="nofollow">
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Posted By: Malek
Date Posted: 22 Apr 2013 at 03:25
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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
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Posted By: The Duke
Date Posted: 22 Apr 2013 at 03:51
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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Posted By: Malek
Date Posted: 22 Apr 2013 at 03:53
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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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Posted By: Rill
Date Posted: 22 Apr 2013 at 04:00
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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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Posted By: Malek
Date 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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Posted By: Brandmeister
Date 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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Posted By: dspn23
Date Posted: 28 Apr 2013 at 17:30
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i'm ALMOST certain devs have sayd quite some times all mysteries are discoverable.
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Posted By: dspn23
Date Posted: 28 Apr 2013 at 17:45
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tenaril wizard? tenaril's faction http://elgea.illyriad.co.uk/#/Alliance/Faction/47 surounded canyon all over but East. where the famous tenaril lives. who's name is given to 2 spells: "tenaril's pungent" and "Tenaril's Spell of Teleportation" coincidence that there are also 2 discoveries with his name:  http://i1.cpcache.com/product_zoom/619823755/illyriad_discoveries_tenarils_wards_poster.jpg?height=225&width=225&padToSquare=true" rel="nofollow - http://i1.cpcache.com/product_zoom/619823755/illyriad_discoveries_tenarils_wards_poster.jpg?height=225&width=225&padToSquare=true http://i1.cpcache.com/product_zoom/619823754/illyriad_discoveries_tenarils_torment_poster.jpg?height=225&width=225&padToSquare=true" rel="nofollow - http://i1.cpcache.com/product_zoom/619823754/illyriad_discoveries_tenarils_torment_poster.jpg?height=225&width=225&padToSquare=true
this are the 2 pictures above. unfortunatly i don't know how to place them here corectly... one of which called "tenaril's torment" that curiously can be associated to a blight (the same way tenaril's wards can be associated to tenaril's faction protected by casting a canyon all over) my guess was: can i cast a so destructive blight that will be a "torment" to the other player? yes i can. i give my alt 100k swords and cast the blight on that city causing a 10k swords loss unfortunatly those swords didn't turn to be a good investment...
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Posted By: Epidemic
Date Posted: 28 Apr 2013 at 20:29
I've been told, by a dev, that not all of the discoveries in the Illyriad store are discoverable. They would not give any other info on which are/aren't discoverable.
The 3rd crafting discovery is definitely out there waiting to be discovered, according to the devs.
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Posted By: Brandmeister
Date Posted: 28 Apr 2013 at 21:14
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It's not too surprising that not all of those discoveries are live.
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Posted By: dspn23
Date Posted: 28 Apr 2013 at 22:25
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i am surprised all of them should only be released if could be solved. imagine how would i feel knowing that the only reason i didn't get that discovery was simply because it wasn't live? and now i'll have to spend another 10k swords. and still that's not the worst. I mean, will any of u try to blight himself knowing i did and got nothing? if that was the way to discover it nobody would ever get it unless didn't look at other people's failures and ended up kiling another 10k swords because he didn't knew it had been tryed before
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Posted By: Rill
Date Posted: 29 Apr 2013 at 05:02
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I blighted myself twice in the same day strictly for educational purposes. I'm not doing it again though. Nope, no matter how much the newbs ask to see it.
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Posted By: Brandmeister
Date Posted: 29 Apr 2013 at 06:52
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I once cast 100 simultaneous geomancy spells in the newb ring, just to see if that unlocked anything. It didn't, of course.
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Posted By: dspn23
Date Posted: 04 May 2013 at 17:56
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lol we all have done very crazy stuff... let's hope some day to get a refund of that ;)
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Posted By: BaoBao
Date Posted: 06 May 2013 at 18:32
" 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. "
Riddle? Desert? My first instinct would be look for a sphynx. Is there one in this game?
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Posted By: The Duke
Date Posted: 06 May 2013 at 18:36
BaoBao wrote:
" 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. "
Riddle? Desert? My first instinct would be look for a sphynx. Is there one in this game?
| There are and I personally have combed over the deserts looking for anything out of the ordinary. Couldnt find anything strange
------------- "Our generation has had no Great Depression, no Great War. Our war is spiritual. Our depression is our lives."
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Posted By: BaoBao
Date Posted: 06 May 2013 at 18:38
What coords does sphynx have? And how do I get that "Executive Summary"?
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Posted By: Brandmeister
Date Posted: 06 May 2013 at 19:09
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There are dozens, perhaps hundreds, of sphinxes in the deserts.
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Posted By: BaoBao
Date Posted: 06 May 2013 at 19:40
Yeah, there are exactly 150 sphinxes in the Elgea continent. Way too many.
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Posted By: dspn23
Date Posted: 07 May 2013 at 09:59
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exactly 150 ? did u count them? well... if just 150 i guess it's worth a try :P could u send 1 advanced thief at each of them brandmeister?
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Posted By: Mayflower
Date Posted: 24 May 2013 at 17:30
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 trainingtimes amassing a horde does not take anywhere near as long as it used to. edit:poster didnt work
| Perhaps you could try putting as many armies as you can on one square?
------------- http://elgea.illyriad.co.uk/a/p/105635" rel="nofollow">
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Posted By: dspn23
Date Posted: 24 May 2013 at 18:47
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not shure if that would work... this is, once discoveries are "per city" which city would actualy get this reward?
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Posted By: Aral
Date Posted: 25 May 2013 at 00:11
150 sphinxes? And we can claim 150 squares of sovereignty.... How interesting. The devs must like the number 150.
------------- Aral Llc is not responsible for any grievous bodily harm sustained while reading this signature. No rights reserved.
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Posted By: swarm
Date Posted: 25 May 2013 at 09:08
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Am interested in the computor cities and forum discussions on them,unfortunately cannot locate any,would appreciate help here as am new to the forums.
I apologise in advance for the digression on this thread,but it is mildly connected to what im seeking,in particular,attempted scoutings,thefts,sieges,raids or attacks.
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Posted By: Rill
Date Posted: 25 May 2013 at 14:55
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Anything in particular you are looking to find out, swarm? If you are the same as the Swarm in-game, you have 8 cities and have been playing for more than a year, so I assume you know the basics?
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Posted By: Sirius
Date Posted: 27 Nov 2013 at 19:39
Sent a water salt to the Altar of Water http://elgea.illyriad.co.uk/#/World/Map/500/0" rel="nofollow - (0,500) . It did nothing. Oh well...
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Posted By: Nikon
Date Posted: 29 Nov 2013 at 04:28
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.
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perhaps you were to litteral, or only worked half of the riddle? has anyone seen any unusual NPC activity anywhere in the deserts? maybe something that hasnt moved?
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