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Topic ClosedUpdates, downtime notification, siege - 17AUG10

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GM Stormcrow View Drop Down
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Direct Link To This Post Topic: Updates, downtime notification, siege - 17AUG10
    Posted: 17 Aug 2010 at 22:20
Notification of live changes, siege changes & downtime - 17AUG10
DOWNTIME NOTIFICATION - THURS 19 AUG 12:00 SERVER TIME
Yes, my friends, it's true.

Our first scheduled downtime.   We don't anticipate it being down for more than an hour - and hopefully a lot less.

It's time to install a few Operating System & Database patches to the servers, and so we're taking them down for the upgrade process.

The server will come back up when it's completed the patch/reboot cycle, plus a bit of testing along the way.

Nothing, hopefully, to worry about. Players with caravans out harvesting might see a few extra resources come their way - but apart from that, everything that was due to complete during the downtime (building orders, production orders, military orders etc) should just complete as normal.
Changes to Siege coming into effect on THURSDAY 19th AUGUST at 12:00 server time
Any sieges in effect at this time will be subject to the following rule changes:

  • Siege/blockade Bouncing
    Armies will no longer "bounce" if there is another army on the square.

    The order in which armies under orders to Siege or Occupy (reinforce siege army) arrive will no longer be relevant - Occupying armies can arrive first if they wish.

    However, the rule that only one army can siege from the same square at any one time remains in force.

  • Sallying forth multiple times
    Defending armies will be able to Sally Forth once every six hours to each sieging square.

  • "Stunning" sieges
    If a Defending Sally Forth army wins the engagement outright (ie if it had been a regular attack, the defending siege army would have lost), then the Siege Engines for the army are "stunned" for a period of 4 hours, during which they will not fire.

  • Siege Engine Maximum Bombardment
    Sieging Armies will be able to strike using a maximum of 30 Siege Engines in any one Bombardment.

    Sieging players may, of course, send more - but there is only sufficient room and organisation for 30 of them to strike in any single bombardment. The others remain as "backup" in case they are needed, and automatically join the siege when required.

  • Siege vs Building To-Hit Chance
    ... is being reduced somewhat, globally, across all races.

    However, the to-hit chance will continue to grow by one percent with every passing hour after the siege has begun.
  • Siege Engine vs Walls To-Hit Chance
    Is being reduced, very substantially.

    5% to 8% per engine will be the norm, from here on in.

These changes will take effect at midday server time on the 17th of August.
Changes that are live now:
  • Alliance player history now shows more than 6-days idle time - player inactivity periods are now broken down into larger periods

  • Sovereign Structure producture speeds weren't reflected in the time to produce a military or diplomatic unit on the display, although the bonus was being applied to the actual production.

    The display in the Barracks/Consulate now reflects the correct time-to-produce value, although we will be breaking this down further - soon(tm) - to reflect Base time, plus sov = new time, like the item production menu does.

  • Chat now allows hyperlinks - so long as it's to an address within the illyriad domain - so you can hyperlink locations etc and have them be clickable.


Edited by GM Stormcrow - 17 Aug 2010 at 22:29
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Zangi View Drop Down
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Direct Link To This Post Posted: 17 Aug 2010 at 22:42
So, does this apply to bringing siege equipment along with normal attacks too?  (sad face)
At least make the accuracy worse, the more you bring instead of just being bad to begin with in that scenario.

And what if someone brought 30 rams and 30 catapults to a siege?  What takes precedent? Rams or Catapult?
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Direct Link To This Post Posted: 18 Aug 2010 at 00:15
.... The change so that army's can arrive in any order is fantastic, however it does limit defensive stratergies. I'd still like to see some form of penalty applied if an occupying army arives before the siege encampment, but MUCH less punishing. Such as rather than occupying, re-inforcing army's now select a new skill "re-inforce siege camp" which recieves a -20% defence penalty untill the siege engines arrive due to inadequate supplies. Or even something small like the defending city gets one free sally forth if the siege engines don't arrive first. (by free I mean that the defender can salley forth twice in a 6 hr period one time)
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Direct Link To This Post Posted: 18 Aug 2010 at 04:19
Originally posted by col0005 col0005 wrote:

.... The change so that army's can arrive in any order is fantastic, however it does limit defensive stratergies. I'd still like to see some form of penalty applied if an occupying army arives before the siege encampment, but MUCH less punishing. Such as rather than occupying, re-inforcing army's now select a new skill "re-inforce siege camp" which recieves a -20% defence penalty untill the siege engines arrive due to inadequate supplies. Or even something small like the defending city gets one free sally forth if the siege engines don't arrive first. (by free I mean that the defender can salley forth twice in a 6 hr period one time)


+1
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Direct Link To This Post Posted: 18 Aug 2010 at 09:47
thanks for share
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Direct Link To This Post Posted: 20 Aug 2010 at 02:20

Since siege warfare was brought into effect, i've always felt the terrain type should take more of an affect.  As it is I believe people just set them up in the most defensivble terrain type.  I figured something along the lines of setting up in a mountain or hill should take something like twice as long to set up, but give them an accuracy bonus since they can see over the city walls, or setting up in a plains square be twice as quick since you don't have to haul them up a mountain.  I've never actually been involved in a siege myself, so I don't really know how it works.  But it just makes sense to me that there should be penalties and bonuses to setting up in different terrain types.

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