Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Orcrist

#1
Reg Discussion / Leader Suicides way out of wack!
March 20, 2009, 01:55:53 PM
OK this is just ridiculous. There is no proportion to leader suicide attacking. I remember this used to be done way back when, but I feel like it needs to be toned down:
You killed 75 Leaders, losing 212951 Leaders in the process.
You killed 282 Leaders, losing 50823 Leaders in the process.
You killed 398 Leaders, losing 1676 Leaders in the process.
You killed 351 Leaders, losing 71633 Leaders in the process.
You killed 299 Leaders, losing 178415 Leaders in the process.
You killed 12 Leaders, losing 230988 Leaders in the process.
You killed 7 Leaders, losing 151928 Leaders in the process.
You killed 25 Leaders, losing 237583 Leaders in the process.
You killed 287 Leaders, losing 40311 Leaders in the process.
You killed 168 Leaders, losing 90979 Leaders in the process.
You killed 117 Leaders, losing 146609 Leaders in the process.
You killed 28 Leaders, losing 115452 Leaders in the process.
You killed 148 Leaders, losing 127692 Leaders in the process.
You killed 146 Leaders, losing 87088 Leaders in the process.
You killed 945 Leaders, losing 108669 Leaders in the process.
You killed 1884 Leaders, losing 173657 Leaders in the process.
You killed 637 Leaders, losing 37931 Leaders in the process.
You killed 63 Leaders, losing 148763 Leaders in the process.
You killed 657 Leaders, losing 36752 Leaders in the process.
You killed 849 Leaders, losing 137097 Leaders in the process.
You killed 2858 Leaders, losing 63526 Leaders in the process.
You killed 200 Leaders, losing 11773 Leaders in the process.
You killed 681 Leaders, losing 22623 Leaders in the process.
You killed 874 Leaders, losing 137185 Leaders in the process.
You killed 1919 Leaders, losing 32858 Leaders in the process.
You killed 43 Leaders, losing 19626 Leaders in the process.
You killed 1873 Leaders, losing 89073 Leaders in the process.
You killed 656 Leaders, losing 55784 Leaders in the process.
You killed 84 Leaders, losing 78061 Leaders in the process.
You killed 568 Leaders, losing 26801 Leaders in the process.
You killed 1331 Leaders, losing 111609 Leaders in the process.
You killed 759 Leaders, losing 53360 Leaders in the process.
You killed 1394 Leaders, losing 45656 Leaders in the process.
You killed 1105 Leaders, losing 108209 Leaders in the process.
You killed 846 Leaders, losing 115750 Leaders in the process.
You killed 841 Leaders, losing 50104 Leaders in the process.
You killed 845 Leaders, losing 13404 Leaders in the process.
You killed 475 Leaders, losing 101228 Leaders in the process.
You killed 598 Leaders, losing 46206 Leaders in the process.
You killed 330 Leaders, losing 10087 Leaders in the process.
You killed 761 Leaders, losing 97259 Leaders in the process.
You killed 32 Leaders, losing 86306 Leaders in the process.
You killed 464 Leaders, losing 28240 Leaders in the process.
You killed 663 Leaders, losing 24919 Leaders in the process.
You killed 291 Leaders, losing 77996 Leaders in the process.
You killed 476 Leaders, losing 39178 Leaders in the process.
You killed 455 Leaders, losing 55039 Leaders in the process.
You killed 202 Leaders, losing 19137 Leaders in the process.
You killed 365 Leaders, losing 45370 Leaders in the process.
You killed 251 Leaders, losing 76702 Leaders in the process.
You killed 149 Leaders, losing 44125 Leaders in the process.
You killed 172 Leaders, losing 3258 Leaders in the process.
You killed 75 Leaders, losing 42899 Leaders in the process.

By my quick calculations, total losses:
attacker- 30,014
defender- 4,242,348

I know that we want people with high net to be able to be taken down, but this is ridiculous. It is just totally out of proportion.

Oh yeah, I'm back by the way.
#2
Strategy / 'Coming out of protection' strategy
November 12, 2007, 08:39:33 AM
First off, I would like to say that I am by no means a grand master or anything like that. I'm pretty good at this game though. So, yesterday I was asked to share my 'coming out of protection strategy', and I decided to share it. It's pretty standard, but quite effective.

SO:

You sign up for the game and start with 200 turns. Change your tax rate to 11%. Scout for 199 turns. This is how you get as much land as possible. DO NOT LEAVE PROTECTION YET!

Now, wait for your 450 turns to load up. Validate your account with that email code. Set your manage army to 100% rats. Survey the ranks above you to find a decent, land fat target.
Take out the biggest loan you can from Cluny's Hut.
Use it to build 50% barracks, 20% foragers, 30% markets, but a few huts as well. Not too many- just like 200 to start filling up your leader base.

You should have a few rats to attack with- do it. Build after every attack, but check how many buildings you can build every turn and make sure it's efficient. It's ok to leave unused land until the next attack. Build only markets, foragers, and huts. I'd say about 25% markets, 25% foragers, 50% huts, unless you are running low on a resource- then just build the one needed.

Once you have enough rats (matter of opinion, but after about 1.5-2 mil, it's good with me), switch to 40 10 40 10, on army management.

With 100-150 turns left, it really depends on how you're doing, stop attacking, and begin to get ready to defend yourself. As a stoat, this is really quite easy. Demolish 1 turn of buildings (barracks, markets, foragers, in that order). Build 1 turn of huts. Use academy to raise leaders over 100 per hut. Once you are about 50-60% huts, academy until you are 175 per hut. Loot and feast to gain resources needed to sustain. Demolish rest of barracks, markets, foragers, and build towers. Buy a few more troops if you want.

I build the towers, because down low it's not worth people's time to try to break you over and over again. They try, fail a few times, and move on. This strategy easily converts to a 100% huts leaders strategy, which is my favorite one.

Hope this helped you all out a little. If anyone else has a different 'leaving protection' strategy, I'd love to hear it.
#3
Role-Play / The Armarda Awakens
November 11, 2007, 11:07:58 PM
Orcrist, the masterful blue-eyed stoat, surveyed his troops. Standing on the pinnacle of his mountaintop fortress, he looked north to the Northern Lights- that famous sight. Looking as far as he could in all directions, he saw no end to his kingdom. He ruled the Northern Lights. His kingdom encompassed every place they could be viewed from.

On the seaside of this mountain (for this fortress was in face a port as well), the lighthouse began to signal. Of course, the Armada of the Armarda clan arrived. They were his true brothers, if not in flesh than in spirit. He spun quickly, pulling up the collar of his cloak against the cool sea breeze. In a flash, he disappeared into the depths of his command center, ready to begin the brave fight of the Armarda.
#4
Reg Discussion / Utter Domination
November 11, 2007, 11:02:16 PM
I stare out at RWL Regular and I see no competition. The League has pretty much won this round. Since we are a loyal bunch, only outside attacks can break us down. Unfortunately for everyone else, it seems that this is just not going to happen. I have read a great deal of complaints and other such nonsense about how we will fail or get taken out. But no action has come out of it.

So now, I dare anyone in the RWL community to come at us with all that you have. I don't think you can do anything. That's right I said it. The League is here to stay, ladies and gentlemen. We are virtually unbreakable and unbeatable.

This has gone so far as for me to consider asking for a reset because this round is pretty much done! I expected better from some of you- but I'll spare your names to keep you from any more embarrassment than you already feel. The League has completed Utter Domination!

I dare you to prove me wrong!

Faithfully,

Orcrist

#5
Turbo Discussion / Too easy
November 11, 2007, 05:50:59 PM
So I just made the top 10 of turbo my first day out of protection! Doubt I'll hold it though. Here's my question- this is my first time actually creating a turbo account and playing it. Do people pass troops or what do they do to keep growing once they've hit a huge upkeep point? Also, what are endgame-endofmonth strategies?
#6
Strategy / A few questions to help with strat efficiency
November 09, 2007, 11:35:39 AM
I was wondering if someone knows/ knows where the answers are posted for the following questions?

How many troops are produced (if troop is at 100% in training settings) per barrack?

How much money every market makes per worker at 10% taxes?

How much loyalty each hut build produces?

How many mercenaries appear per unit of land, and how often this refreshes?

How come League is such an awesome / incredibly talented clan? (optional)

Why loyalty is the one resource that cannot be stolen?

Thanks for your help. I'm trying to figure mathematically how much stronger the leader based strats are then the others (obviously it's much, but my question is how much). We can then figure out a way to balance in other strats against the leader strat.
#7
Help / Bugs / New training settings? What is this?
November 06, 2007, 08:23:41 AM
On the manage army page:

Troop Training
Leaders    %
Guards    %
Police    %
Border Patrol    %


Near the bottom. What is this? A  new feature that is going to be set?
#8
General Discussion / Duels
November 04, 2007, 08:24:20 AM
I remember way back when, we used to have a duel server, with like 2 teams going at it. That was very fun. So, now that we seem to have a good bit of active players, can we make one of those again? Or is one already going on?
#9
Development / Quick Suggestions
November 01, 2007, 12:26:09 PM
An actual economy:
OK, this could be a crazy idea, but why don't we raise the price of mercenaries and lower the amount you can get for selling mercenaries. At the same time, we could lower the cap (not completely, but somewhat) on the public market. This would force people to actually use the public market and create an actual economy. This would definitely hurt the leader looting strategies, but it would at least have the public market actually be a market and not just free storage (-20% loss I mean), and people would be forced to not just go straight huts and leaders. Instead, barracks would be much more important. And, in this way, diversity would arise: there would not be as many leader-powerful hordes, so leader players could succeed somewhat. But leaders would not have the chokehold that they currently do on the game.

Maybe in a future development (this is way down the line), we could even include resources to trade!

Workers:
A side note: I think workers should make a difference in how buildings perform. Such as, Towers only give 500 DP if manned by X soldiers/workers. Barracks and Markets work at 100% efficiency if only manned by X workers. Then we could have efficiency be a part of the game. Also, barrack efficiency could be worse than market efficiency (meaning it would take 3 workers for barracks to operate perfectly but only 2.6 for markets). These are random numbers. Anyway, this would force people to decide if it's worth the extra tents for workers to produce more troops. All in all, I think workers should be far more important in the game.

These are just a few ideas to force usage of more buildings in the game. I wrote a thread called something like 'Suggested New Developments' or something like that a while back. While some of those suggestions are just dumb in hindsight, they could prove interesting to look at for other ideas.
#10
General Discussion / Back again
October 31, 2007, 10:29:11 AM
Hey everyone- for those who remember  me from WAY back when, good to see you again.
#11
Bugs / Kills
May 31, 2006, 05:33:39 PM
I was a member of the team that killed Juska today. Being the final attacker, I brought him down to 1,000 land. I then realized he had a city, so I stole it from him, causing his death. But it didn't give me a kill count...
#12
Reg Discussion / War against DTL
May 20, 2006, 03:45:20 PM
Well I happen to be a leader player, so this clan, espescially Juska, is against all I stand for in RWL. Therefore I declare war on this clan, specifically Juska. I likely will not attack any other player from this clan and will be happy to make DNH pacts with them. On a completely unrelated note, I think Juska- Juskabally (#322)- has 10 billion $ and only 300k leaders to protect that cash. I'd steal it from him if I had the turns, but I guess someone else will have to.

Also, I am still clanless but would be happy to join an active clan (except DTL). Regards.
#13
Help / Bugs / After kills
March 15, 2006, 05:35:05 PM
I just have a basic question about kills- say warlord A killed warlord B, and warlord B had 500$, 200 food, and 100 troops. Would warlord A get ALL of the 500$, 200 food, and 100 troops, or just a percentage? If it's just a percentage, what is the percentage?
#14
General Discussion / Update
March 12, 2006, 10:41:19 AM
Just so everyone knows, I just wrote a HUGE topic on development of the game in the development forum. Since I know not everyone reads that forum, I wanted to let everyone know: please go check it out!
#15
Development / New Suggested Features
March 12, 2006, 10:39:29 AM
Hey everyone- I think we should start brainstorming some new features that would change up the balance of the game a little. Here are some of my suggestions to make the game more balanced:

First and foremost- we need to have a running guide, so people understand how to play the game.

I'm going to go through the races first:
Rat
Luck of the Devil is a great skill (can buy 6 tickets instead of just 3) , but the lottery isn't worth enough. I remember that in the first era, winning the lottery basically guaranteed a top spot because it was worth so much. Make the lottery worth at least 5% (maybe even 10%) of the total money in the game + ticket charges. Have the lottery run once per week (since it's worth so much). It will suddenly be a huge event. Also, make rats have a greater chance to win skiff races.

Weasel
This is truly a broken race now...I would raised the defensive bonus to 20%. Lower the attack penalty to -5%. Have corsair based on workers, but make it very powerful....so powerful, that all skiff lovers will be weasels because it is so easy to get skiffs with corsair (make sure it's a minimum leader ratio of 95 though, so it's not too easy to do).

Wildcat
Wow- this race has gone from nothing to one of the most powerful and back down to one of the broken races. I would suggest giving this race a huge training bonus (+20%) as well as a huge cost reduction (-15%) and a food cost reduction (-10%). Then, give them massive leader penalties (-25% leader growing rate, -25% loyalty growing rate). Have pressgang based on workers. This will be a big indy race.

Fox
This race should be the one of espionage and sneaking. Leave their bonus where they are, except make their leaders powerful. They should have a huge espionage success rate (they should be able to make an espionage mission with 75% of the leaders normally needed by other races). They should be able to do the other offensive missions with only 90% of the leaders that it would take for other races (aka, if all other races could murder Joe with 1,000,000 leaders, the fox could murder Joe with only 900,000 leaders). Also, let the fox's special ability allow them to change how their networth appears to everyone (including espionages) by 10% (so if a fox with 1,000,000 networth successfully cast this spell, s/he could make their networth anywhere from 900,000 to 1,100,000), and here's the kicker- other races take networth attack penalties based on what the fox put his/her networth. So if a fox put his networth at 110,000,000 networth instead of his actual networth, 100,000,000, people would take attack penalties for attacking an empire of 110 million networth instead of just 100 million networth.

Ferret
Honestly, I've never used this race before. I don't even know its special ability. Maybe we could make this race an attacking superpower. The ability could be Commanding Presence, it would give a +10% attacking bonus to the next 5 attacks (it would cost alot of loyalty). I need some help from you all on this one...

Stoat
This race should be the leader attacker. Stoats should be allowed to get leaders up to 180 per hut (instead of 175 per hut), but they can only get it by using stoat academy. Stoat Academy should also give a +5% bonus to all leader attacks in the next 30 turns. They should have an attacking bonus with leaders, but also should lose considerable more leaders than other races, as well as lose 8% health per leader attack. Their defense penalty should drop to -20%. Training penalty should be -10%.

Flitcheye
This race is supposed to be used for the whole "burrowing" and moving locations idea. I'm not really sure what to do with this one...Suggestions are gladly accepted.

Lizard
I think this race should be super sacking and capturing. I'm not sure about this race's current ability, but let's make it Captivity Training. Have lizards get a sack and capture bonus of 15% (so they capture 15% more food/money/leaders than normal IF they break). Give them hefty leader penalties (-10% leader growing and -10% loyalty growing) as well as higher food costs (+10%). Training should be a +10% bonus.

Wolf
This should be another leader race, but I can't decide how to make another strong leader race...I think the race bonuses are strong, but we need a good leader ability. I think a good one would be Defensive Stance: for 48 hours, guards are 1.25 times as effective and defenses are raised. The cost would be alot of loyalty and 5% of total army (except leaders).

Marten
Everyone wants to nuke this race. I disagree- I think it's almost perfect. The only touch I would make would be to give this race a -25% merc cost instead of a -20% merc cost, and make leaders eat less food for this race ((NOTE- BEFORE YOU FLIP OUT AT ME, READ THE REST OF THE POST- YOU'LL SEE WHY I GAVE THEM LESS OF A MERC COST))

Ermine
This is yet another race that I'm not familiar with. I think this should be the food gathering race. The should have a spell called Golden Rain- it is the equivalent of the goldmine- 2x the amount of food for 1.5x the cost. Also, they should have a hefty defensive bonus (+15%), as well as no aid bonus (YOU'LL SEE THIS LATER AS WELL).

Painted One
Hmm. I can't think of any great uses for this race, except one interesting idea. It could be ok. Here goes: Worker's Union- they grow TONS of workers....as in max out workers with 3 casts (and it's not too expensive). Then, give them a massive cost reduction (-20%) and cash growing bonus (+20%). ((ONCE AGAIN, YOU'LL SEE WHY THIS IS SO POWERFUL LATER))

Crow
Ahh...Finally the last race. Instead of making this race a huge challenge, because the other races are getting such big bonuses, let's give some to the crow. The crow will be super powerful at getting loyalty (+35% growing rate). For crows, the special ability should be Incredible Loyalty: every turn is like earning- gain +25% more loyalty than normal- for the next 100 turns. When you earn while incredible loyalty is active, they stack (so you gain +50% loyalty those turns!!!).


Ok...now let's go through other changes that could make the game more interesting...

BUILDINGS:
Markets and Growing Cash
They should now be based MUCH more on workers...so much so that people build more tents than markets.

Barracks and making troops
The more workers, the more troops made- there should definetely be a corollation, but I can't think of it yet.

Camps
Wow, what a useless building right now. Instead, have it only 10% of land need to be camps to get a -10% cost on mercs ((YOU'LL SEE WHY THIS IS IMPORTANT SOON)).

Huts
Perhaps the most perfected building- don't change anything. Just make sure that leaders grow all the way to fill huts up to 100 (small bug that sometimes occurs).

Foragers
Very good- maybe have the make a little more food?

Towers
Very good. This is a topic of debate, but I think we should only make towers effective if they are manned, so you can't get the tower benefits without the troops...

Cities
Not used very much. They could be expanded, where you need to build buildings in cities, and you would have a capital and other such cities, but whether we want to take this game in that direction is once again a topic of debate.


CLANS:
Ok, we should make clans more cooperative and beneficial, so the top players are basically all in clans. There should be only a 10% aid bonus to clan members ((BROUGHT UP LATER)). There should be a clan treasury, clan tax (only money and food, not troops). One more thing, leaders and assistant leaders should be able to see all clan members' empire status pages (taken from valhall).

OTHER:
Only a few things here, and this is it. This is perhaps the most controversial part. First off, mercenary buying prices should be increased by at least 40% and selling prices should be lowered by 50% (by this I mean you pay 40% more for mercs and only get 50% as much as you used to from selling). This way, the martens still can leader loot and get troops, but the public market will be used much more. The game will have an actual economy. People will only used the black market in desperate times. Finally, there should be an aid bonus of 30% of troops sent. This makes it difficult to aid someone to the emperorship.

Conclusion
Whew- I spent 45 minutes typing this, and I'm tired now. I may have made some mistakes and made some races too powerful in your opinion. By all means, tell me. I will constantly edit this, about once or twice a week, to fit the bill. Hopefully, we can eventually use this as a basis for upcoming updates in the code.

Regards to everyone.
#16
Help / Bugs / Stealing...
March 06, 2006, 09:07:41 PM
I was wondering if it was somehow possible to steal loyalty? I've noticed that there are ways to attack/destroy/take every other aspect of a horde's resources except loyalty. This seems to be a major imbalance... Is there some way to take loyalty that I don't know? If not, one should be added... ((eventually))
#17
Reg Discussion / Inactivity
January 30, 2005, 02:16:35 PM
 Yea- i sorta haven't logged on in a week, so I was easily killed- congrats to whoever got it. Anyway, I'll restart some other time, but I don't really have time to play RWL right now. I'll return eventually, maybe ina  few weeks...
#18
Reg Discussion / The Wrath War....
January 04, 2005, 03:53:37 PM
 For those of you who don't know it, I'm Alive and Amplified (#17). If I hit you, it was probably for land, so get over it and take it back if you need it so badly. I just left Wrath because I don't agree with why the clan went to war. I don't believe in supporting a single emperor and not getting any benefit in return. People who do that are simply being used. I expect fully to not be counted as a part of Wrath for those of you who are making attacks on the clan members. I'm simply going to stay neutral during this war, but if someone makes a significant run on me (I only have 15k land so it probably wouldn't be worth it considering the other targets available), I will respond with all of the power I can muster, and I'm fairly sure I have the capability to break everyone in the game...  Besides that, enjoy your war, and best of luck to both sides!

*returns to neutral zone*
#19
Development / Attacking Up
December 14, 2004, 08:53:59 PM
 I understand that there should be a stiff penalty for attacking someone below 1/2 your net worth (I think it's about a 4% army loss), but when attacking up, their should be no percent loss if you are attacking a horde in the top 3 spots, no matter the networth. This way, if a person has 20 mil networth but 6 mil rats, and s/he can break the 2nd rank player who has a net of 65 million, the person who wants to attack can get a fair amount of land. This would work well with the increase tower effectiveness, so that the top doesn't get impossible to break...
#20
General Discussion / Clan Ranking
October 09, 2004, 12:01:42 PM
 Well, I've been playing this game for a while now, but I just realized that when you look at a clan's crier, after the Founder, assistand leader, and diplomats, it says "ranking".  It seems like the stronger clans have a stronger ranking (Ablaze's ranking is 676; SE's ranking is 259), but what is it actually?