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Messages - taekwondokid42

#1
so he goes down to 127k, which improves his ratio by ~2.5

But you have double the land, which improves your ratio by ~2.5. But you can drop your land easier now, because instead of having your ratio divided by your land +300k, it's being divided by your land +127k.

I'm pretty sure it would be easier now, especially if you could get up to a full 30m leaders.
#2
Well, now that there's so much land in the game you could probably leader-break the emp.
#3
I am in the same position as sevz. Grand Fir has prevented us from attacking the emp further.

meh
#4
Turbo Discussion / Re: Slagar the Dead
August 19, 2013, 08:28:42 AM
The problem here is that because the emp has so much land, you actually need more leaders than he has in order to take him down. Let's assume we get up to an impressive 180k land, and the emp has 10m leaders left:

emp raito: 35

our attack ratio: 180,000*100/(300,000+180,000) = 37

After dropping land you are closer, but you need to get the emp to a nearly nothing ratio in order to break him.
#5
Turbo Discussion / Re: Slagar the Dead
August 18, 2013, 01:18:12 PM
I think that pilliaging a static emp (IE is not replenishing troops) is a bad way to go, because rats die so fast.
#6
Turbo Discussion / Re: Slagar the Dead
August 18, 2013, 09:08:18 AM
300 million rats + 25% attack bonus.

That's about all you need to break him. but I ran out of health (aka 84%) and food and money, so I only got 1 successful attack in.

But it's all downhill from here.
#7
Help / Bugs / Re: Bluefish
August 15, 2013, 09:51:27 AM
A quadrillion is a lot.

If 100 massed 1 billion rats 50 runs every round, that's 5 trillion rats per round.

So if, for the entire history of redwall, redwall managed to average 1 billion rats per run with 100 people and 50 runs per round, we might be close to the Bluefish precedent.
#8
Turbo Discussion / Re: Slagar the Dead
August 13, 2013, 08:23:14 PM
very much yes. If you don't, you'll be dumping tons of cash on food. Your health impacts your production, and in Indy your production amounts to something substantial.
#9
Turbo Discussion / Re: Tweaks to the market
August 06, 2013, 12:14:45 PM
Everything seems to be working well for me.

A graph would be nice, but probably very hard to code. The way it works now is good enough. I think much better than the crazy information overload from before.
#10
Turbo Discussion / Re: Slagar the Dead
August 02, 2013, 07:30:05 PM
want to explain your hate more?
#11
Debuffs would be interesting. Something like a 3 hour debuff on an opponent. Leader defense only makes the debuff  weaker, doesn't nullify it.

By protection I meant the new warlord protection sort of protection.

What if you had something that kills 80% troops,consumes all cluny's hut money, 80% of pocket money, consumes 70% food, and 30% loyalty, drops 10% land, and then puts you immediately into protection for 12 hours. Only can be used once per round, and only if you have the right building (resets if you die).

Basically a landlock, but you trade all of your resources. Good for stopping other people from getting land or throwing off teamwork timings.
#12
Turbo Discussion / Re: Slagar the Dead
August 02, 2013, 01:10:07 PM
clan the landfarm?
#13
Quote from: Shadow on August 01, 2013, 05:54:03 PM
+x% to [race stat] is the sort of thing I wanted to avoid, simply because it's boring.

I fully agree with you there. The table I made doesn't acutely demonstrate that, but my creative energies were failing me. Brainstorming:

+ cluny's hut
+ aid credits
+ protection for x hours
+ leaders in towers
+ tax rate shifts (IE workers desert slower at higher tax rates)
+ networth (like a spell that permanently boost NW or something)
+ increased stored turns
+ increased rate of stored turns being released (10 instead of 5 or something)
+ ability to 'earn' and 'loot' and 'forage' (instead of just being default)
+ leader 'storage' (instead of deserting they hang out in storage, and come back once you have room for them)
#14
I'd be interested to see this play out, but I think it'd be one of those things that's easy to screw up.

Would it be something that worked with your race bonuses? So say a magpie could use a food city to offset some of the bad or get a money city to really specialize?

I think any early implementations of this should have a low number of upgrades to the city, maybe 3 different 'primary' things that the city could be, and then 3 different addons/complements/upgrades that a player could choose between to upgrade their city.

Perhaps (pick 1 upgrade each level):

Level 1 Choices: +15% workers, +10 leaders/hut, +15% defence
Level 2 Choices: -10% expenses, +25% cluny's hut, +15% loyalty
Level 3 Choices: +4 aid credits, -25% merc price, +15% offense

Just some thoughts. I'd want there to be few enough choices at each level that you are forced to pick something that isn't perfectly optimal for your play style. And I want enough variety between the levels of choices that you can do weird things.

To me it's more interesting when the levels don't really have a theme. IE when you choose mercs, you lose out on the ability to choose offense. Maybe it could look something like a city with satellite buildings. City has primary choices, and then you can unlock satellite buildings (perhaps in different orders because unlocking them costs different resources), and then you are forced to pick things that cause sacrifice. Example:

City: +15% workers, +10 leaders/hut, -25% expenses. Costs 100 turns, 5bil, 20 leaders/land, 5 million rats, 1 million stoats
(casher/farmer tower) Tower A: +15% income, +100% Cluny's Hut, -35% loss to sacks. Costs 35 billion dollars
(indy tower) Tower B: +10% offense, -2% health lost when attacking, +15% recruitment. Costs 25 million weasels and 15 million skiffs.
(leader tower) Tower C: +15% loyalty, +10% leadership, 'Raiders always prepared'. Costs 35 million loyalty.
(teamwork tower) Tower D: +4 aid credits, (other ideas?)

Something like that. Prices might be too much. I like it because it forces you to pick builds that aren't pure 'indy' or pure 'leader.' With your race, there's still going to be a clear choice, but you also have the option to throw in some quirks. And, because things are expensive, you also have the option to completely ignore towers that might not be worthwhile to you.

This is just what I came up with too. I'm sure we can think of other interesting city perks.
#15
Turbo Discussion / Re: Slagar the Dead
July 31, 2013, 08:33:59 PM
Quote from: taekwondokid42 on July 31, 2013, 08:22:30 AMOnce we're in range, we're going to pillage until he's leaderless.