Redwall: Warlords

Discussion => Turbo Discussion => Topic started by: Peace Alliance on September 30, 2006, 10:10:04 PM

Title: Turbo Round 38
Post by: Peace Alliance on September 30, 2006, 10:10:04 PM
Redwall: Warlords Turbo
13 of the 33 Warlords in the game are considered active.

17 Warlords have been destroyed, and -4 Warlords have been abandoned.
3 accounts have been disabled by Administration.
There are 0 Warlord protectorates, and 5 active Clans.

1. PotBelly (#15)
$248,559,272 with 84,764 Acres

2. Appa (#13)
$131,595,422 with 2,065 Acres

3. Wolf Snare (#10)
$116,940,867 with 2,418 Acres

4. JARMO (#20)
$48,571,222 with 5,715 Acres

5. riddick (#8)
$13,481,288 with 8,252 Acres

6. Dave (#6)
$13,380,698 with 6,398 Acres

7. 13th Division (#16)
$11,421,247 with 4,296 Acres

8. Phi Psi (#30)
$10,989,009 with 8,656 Acres

9. mark (#31)
$10,089,593 with 10,818 Acres

10. kamnox (#27)
$8,979,334 with 7,885 Acres

11. Lords of Infinity (#18)
$6,761,921 with 5,471 Acres

12. Communist Monkeys (#28)
$5,889,737 with 5,582 Acres

13. Testbot (#32)
$3,223,862 with 5,110 Acres

14. blahtest (#33)
$147,410 with 250 Acres

15. Redan Dash III (#5)
$84,750,924 with 0 Acres

Most Rats
Appa (#13)
6,775,248 Rats

Most Weasels
13th Division (#16)
1,145,041 Weasels

Most Stoats
Wolf Snare (#10)
14,549,857 Stoats

Most Skiffs
Wolf Snare (#10)
8,798,407 Skiffs

Most Food
Appa (#13)
6,117,246,673 Food

Most Cash
PotBelly (#15)
153,416,543,632 Cash

Most Leaders
PotBelly (#15)
8,477,922 Leaders

Most Loyalty
PotBelly (#15)
37,966,091 Loyalty

Most Land
PotBelly (#15)
84,764 Land

Most Total Offenses
Wolf Snare (#10)
671 Total Offenses

Most Total Defenses
riddick (#8)
611 Total Defenses


Next roudn will be set up except for a new super race! Lizard will be a very very strong with making troops and attacking and stuff.Other changes might be made at any point in time during the round.
Enjoy!
Title: Re: Turbo Round 38
Post by: windhound on September 30, 2006, 10:22:48 PM
thanks for a timely reset sticker

2. Appa (#13)
$131,595,422 with 2,065 Acres

Most Rats
Appa (#13)
6,775,248 Rats

Most Food
Appa (#13)
6,117,246,673 Food

yay Appa
congrats Potbelly
Title: Re: Turbo Round 38
Post by: Peace Alliance on October 01, 2006, 11:16:21 AM
Resets will hopefully be a 100% sure thing to be at the end of the month now. I can't promise a certain time of night, but usually on the eve of the last day of the month you can expect a reset on turbo.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 01, 2006, 09:40:22 PM
Info on the lizzard race?
Title: Re: Turbo Round 38
Post by: Peace Alliance on October 01, 2006, 09:51:08 PM
troop production HUGE boost, scouting, HUGE boost, money production, also boosted. Leaders, nerfed.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 01, 2006, 09:53:50 PM
w00t! Also, is it truly no leaders, like the game news says?
Title: Re: Turbo Round 38
Post by: Peace Alliance on October 01, 2006, 10:17:02 PM
[edit]
found where it says that... donno why it says that, lol.

there should definately be leaders.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 01, 2006, 11:31:02 PM
Oh, well. Guess we'll just have to try to out indy the leaderers...
Title: Re: Turbo Round 38
Post by: Peace Alliance on October 02, 2006, 12:37:34 AM
thats the idea
Title: Re: Turbo Round 38
Post by: Wolf Snare on October 02, 2006, 01:36:33 AM
you should definately up the mercs % on lizard so we c an sell our troops for a bit more . try it at +40% and we will be about even with leaders i reckon.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 02, 2006, 09:25:25 PM
Does the lizzard special skill work at all?
Title: Re: Turbo Round 38
Post by: Peace Alliance on October 03, 2006, 11:09:46 AM
I've discouvered something. The code is built so that i have only 1 variable to adjust mercinaries. If i lower it, you can buy troops for less, but they sell for less to.... So for now it's been raised. You'll notice it's super expensive to buy any mercinaries, but you also get a whole lot more for selling them. The indy stratagy i would be using with lizard right now would be selling mercinaries more then it would be buying them.
Title: Re: Turbo Round 38
Post by: White Fang on October 03, 2006, 11:59:54 AM
That strange...when I build camps to lower the buying cost of troops, it also raises the selling cost. I wonder why it's different for races...


Anyways, that also means that mercenary +'s and -'s are double-edged swords...
Title: Re: Turbo Round 38
Post by: windhound on October 03, 2006, 03:28:05 PM
its designed like that sticker, but you could always go change the formula  :wink:

yes.  mercs are different.  check teh uberchart..  which may or maynot be up to date
http://www.redwallwarlords.com/rwl.php?action=help&guide=races
Title: Re: Turbo Round 38
Post by: Peace Alliance on October 03, 2006, 04:11:55 PM
I think that is a silly way of desgning it... what are you trying to show me with the chart?
Title: Re: Turbo Round 38
Post by: White Fang on October 03, 2006, 04:22:20 PM
Definately. When you get a bonus on mercs, it should apply to both purchase and selling (purchase prices should go down and selling prices up), otherwise it's not that much of a bonus (same if it's a drawback, except the other way around).
Title: Re: Turbo Round 38
Post by: Ruddertail on October 03, 2006, 05:06:23 PM
Peace, by definition, indy is troop selling. You very rarely buy troops as an indy... Unless you've got a ton of cash sitting around with no way to store it, and you know it'll get stolen if you leave it.

And white fang, that just means it's strat specific. If you want to go indy, get a race with high Merc prices, since you rarely buy. If you want to go leader, you want low prices - while you'll get less for reselling your troops, it's more important to buy cheap.
Title: Re: Turbo Round 38
Post by: windhound on October 03, 2006, 05:13:17 PM
oh, I was just reminding people asking all the race questions that there is a chart...
and that if you changed the lizard's info you should update the chart as well  = )

if you think its silly just change it..  or ask shael to add it to her to-do list
I'm assuming you're just looking at a list of quick options to change gameplay, but there are inner workings behind that which are fairly easily changed

its called balancing white fang..  yes, you can sell at a nice price, but you'll have to buy at higher prices
this benifits most indiers who only make their troops, and is a slight detriment to leaderers who have to buy their stuff
which is good.  too many people relying too heavily on leaders (myself included, but I was on the boat early)

blah.  rudder snuck in.  while semi-redundant, posting anyways
Title: Re: Turbo Round 38
Post by: White Fang on October 03, 2006, 10:37:13 PM
I realize there should be balance, but if a race has -20% mercs, they're going to have--as an example--+20% costs to balance it out. However, the way the mercs stand, that merc "bonus" balances itself out, so that increase to costs would be unnecessary.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 04, 2006, 12:48:56 AM
Not really. If I'm an indy, + 20% sell helps me tons, and + 20% buy costs doesn't hurt at all.

Therefore, it doesn't balance.

But... if you want to rig things so they favor indy, by my guest. :P
Title: Re: Turbo Round 38
Post by: White Fang on October 04, 2006, 09:23:40 AM
QuoteNot really. If I'm an indy, + 20% sell helps me tons, and + 20% buy costs doesn't hurt at all.

Right, but that's not the point. If I'm leadering, +20% leadership helps me a ton, while -20% troops production doesn't hurt me at all. However, the stats are still in balance.


QuoteBut... if you want to rig things so they favor indy, by my guest.

I've run a strat a couple of times with leaders that--had the merc bonus applied to both buying and selling--it woulda' helped me out a ton.
Title: Re: Turbo Round 38
Post by: windhound on October 04, 2006, 10:39:30 AM
depends on your strat whitefang..  I use a sort of hybrid leader / indy strat
if I lost 20% troop production I'd be hurting (and would have to tweak my strat)

I think this round of turbo is proving that tweaking the game for indiers can help..  too much
need to find a nice balance
Title: Re: Turbo Round 38
Post by: White Fang on October 04, 2006, 11:21:55 AM
All I was saying is that you find the race that has bonuses that help you the most, with drawbacks that hurt you the least. For that reason, each race is balanced so that the bonuses and drawbacks come up to 0; if a merc "bonus" gives a bonus in one area, but a drawback in another, why should it be considered a "bonus?"

And yes, I do agree that the Lizard was pumped up too much.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 04, 2006, 04:23:53 PM
Yeah, it looks like it so far... Still, we'll have to see how things go by the end of the set.

Cash gives a lot less net then troops, so if leader players don't buy troops but just leave the cash sit (assuming indiers won't sack. I know I rarely do, though others might) they might not be as inferior as it looks. Besides, hardly anybody is leader anyhow, and only one is the overpowered marten.



Title: Re: Turbo Round 38
Post by: windhound on October 04, 2006, 04:35:40 PM
meh. 
you also assume the leaderers wont turn on their own as well
get a big enough cash stockpile and somone will notice...

and people sack fairly regularly..  weather I have cash and food or no
Title: Re: Turbo Round 38
Post by: Ruddertail on October 04, 2006, 09:51:39 PM
2     ?    Redan Dash IV (#14)     17,292     $268,467,741     BOW (War)     Wolf     Southsward

Though some of that net might be Snare's. Still, unless Snare gave him the great majority, I wouldn't say leaders are too far out of the picture.

Title: Re: Turbo Round 38
Post by: White Fang on October 04, 2006, 10:07:14 PM
Heheh...Snare and I=own!

(Btw, most of the net is neither mine nor Snare's...we generated it jointly).
Title: Re: Turbo Round 38
Post by: Wolf Snare on October 04, 2006, 10:43:38 PM
 :-D

We were actually about to start warring again, but we decided to join up and put our heads together.
Title: Re: Turbo Round 38
Post by: windhound on October 04, 2006, 11:35:49 PM
unless yall start leaving your defences down, yeah.
leaders are compeltely out of the picture.  I've been doing fairly clean runs and yall have tripple my net

I think I'm going to play supplier this round = D
Title: Re: Turbo Round 38
Post by: White Fang on October 05, 2006, 08:19:50 AM
Actually, it's not just leaders...everything's out of the picture this round.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 06, 2006, 12:39:34 AM
Yes, when you can run a troop loop with 400% profit, pretty much everything else is out of the picture... :P
Title: Re: Turbo Round 38
Post by: Malicious on October 08, 2006, 09:51:31 PM
this server looks pretty close to me
looks like the lizard guys arent going that great and the wolves are closing in
Title: Re: Turbo Round 38
Post by: Ruddertail on October 08, 2006, 10:16:29 PM
Meh... indy's limited by land. Leaders can probably produce just as much, if not more, on the same amount of land. Especially since we lizzards got our sell prices dropped 1/3rd. Something to do with somebody running a bit of a troop loop... perhaps you can ask Snare about that. ;)
Title: Re: Turbo Round 38
Post by: Duskslash Mercenaries on October 09, 2006, 08:50:08 AM
might as well restart the thing... no one's passing up Redan now that the merc thing is gone.
Title: Re: Turbo Round 38
Post by: White Fang on October 09, 2006, 02:19:41 PM
Quotelooks like the lizard guys arent going that great and the wolves are closing in


That's because wolves are the ultimate species![/propoganda]

*Collects 100,000,000 loyalty.*
Title: Re: Turbo Round 38
Post by: Ruddertail on October 09, 2006, 04:06:52 PM
Quote from: Duskslash Mercenaries on October 09, 2006, 08:50:08 AM
might as well restart the thing... no one's passing up Redan now that the merc thing is gone.

No... you just need to take away that net, since it was a result of an admin mistake. Though I'm sure some people could pass it. 300 bil is doable for a wolf, and can be done by the end of the set. And 300 bil should buy enough troops to pass that.
Title: Re: Turbo Round 38
Post by: windhound on October 09, 2006, 05:41:55 PM
end of the set?
on a good run I can make 50 bil easy
and thats running fairly inefficently = P

making 300 bil isnt hard, but keeping it around till you get to spend it can be
Title: Re: Turbo Round 38
Post by: White Fang on October 09, 2006, 06:25:08 PM
QuoteNo... you just need to take away that net, since it was a result of an admin mistake.

*Shakes head emphatically.*

That would be extremely unfair and partial, considering that other people took advantage of said "admin mistake," as well. We might have taken advantage of it the most, but if you're going to do that, you have to take away the net all the other lizards got from selling troops at higher-than-normal prices.
Title: Re: Turbo Round 38
Post by: Ruddertail on October 09, 2006, 08:26:18 PM
No, I'm not talking about the high sell price. That was intentional. I'm talking about you buing troops for X, sending them to snare who could sell them for 4X, and he then sending the cash back to you, allowing you to buy 4x troops.

That was unintentional. Not the high lizzard sell prices, but the ability of lizzard and wolf to run that kind of loop.