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Topics - Shadow

#41
Turbo Discussion / Final list of changes
June 28, 2013, 06:59:41 PM
Based on feedback, here are the final set of changes for this round:

workers eat slightly more food
workers and leaders eat more food the higher your cash settings
merc food price 20
pillage buff (kills leaders and destroys towers, leaders are counted as normal troops with 22 DP each)

Themes: (this round has two new themes at the same time)

Reverse desertions: if you break someone more than 1.5x your networth, some of their army deserts them and joins you. Better build a solid defense!

Anonymous market: by default, sellers are anonymous, though you can choose to make yourself known, for a price. Otherwise, it is as discussed here.

Regarding the market: the dynamics should be complete, but the UI is not as pretty as I would like. If people like the dynamics I'll work on making the UI prettier. Also, please keep a careful eye on things to make sure there aren't any bugs. I've tested everything I can think of, but something could have slipped through.

I'll be playing passively this round so I can interact on the market while still adminning. Good luck!
#42
Turbo Discussion / New Market Details
June 28, 2013, 07:03:02 AM
Alright, I thought I'd share the details of the market plan I've been coding. It will go in as a theme for next turbo round, along with reverse desertions, and if things work out I will make it a permanent feature of 3.0 (probably with tweaks based on your feedback). Here's how it works:

When you sell stuff, prices are rounded to the nearest 10. This is to ensure that lots of people will have units priced the same for each type. You can also choose to go anonymous on the market, so that people will not be able to see your name next to your goods. Otherwise, you can still see who sells what, but you can no longer choose to buy from specific people.

Instead, you tell the market how many of a unit you want, and the market will automatically give you the best price available (ie, buy from the cheapest sellers). However, it will do so by spreading your order over as many people as possible, as evenly as possible. So if the market is active, it will no longer be possible to aim where your cash ends up, and it will not be possible to use the market as a storehouse as long as lots of people are selling at that price. Because of price rounding, this should be always.

Because storing should no longer be possible, I have done away with market commissions. Instead, you will pay 10% commission if you choose to be anonymous, and nothing otherwise.

If this still doesn't make the market active and/or fix storing, I may fold mercs into the public market as just another entry under this system. But I'd like to test this out first, because that will be a lot of work.

Thoughts?

#43
Bugs / Reg timing bugs
June 26, 2013, 07:07:56 AM
Putting this here so I don't forget and/or to poke other admins into doing it for me ^_^:

Volkov lost his crown after only about 10 minutes out of first (should be 12 hours). During that time, it said that Sharp was 14 hours away from becoming emp despite only being in first for those 10 minute (should be 10 days).

The clan lock-in timer seems to be messed up as well, saying that volkov has not been clanned for 72 hours already. We aren't quite as certain of this one since we don't have a precise joining time, though.
#44
Spa Room 101 / hey krowdon
June 25, 2013, 09:04:02 PM
#45
Turbo Discussion / Balances for July
June 23, 2013, 12:55:50 PM
Hey guys,

while I was away I got the code bug back so I did some code today aimed at balancing things out after about a year of observation. This was planned prior to TKDs posting frenzy so it may or may not address points in there, which still need argumentation before implementation.

There are two issues this update will address:

First of all, it's clear that cashing is dominant and that farming is terrible. To deal with the first problem, cash output will be reduced 10%. The second one is more subtle, since people are adequately supplied with food, and most people don't run with armies that need food. Increasing demand enough for farmers to find their niche wasn't an easy problem. We decided to combat it by making workers eat more food, and by making it so that the higher your cash settings, the more food both your workers and your leaders will eat. This will mostly affect cashers, who run worker/leader heavy with high cash settings - they will find that they need significantly more food to run. Indies will feel it second-most, since they usually have low worker counts but aren't necessarily making food. Finally, merc prices for food will go up to $20.

My hope is that this will increase demand enough for farmers and agri-indy stategies to become viable. And if the numbers feel a bit off at first, don't worry, it's easy to tweak.

Second, to combat the ease of locking land and by popular demand, murder will be increased to its former glory when done as a standalone mission. 

In addition, there will be a new attack buff available called Pillage. Pillage pits your army against your opponent's army + leaders (valued at 22 DP each). If it succeeds, you destroy (but do not capture) some of their towers, as well as killing some of their leaders. If it fails or if they have no towers, you just kill leaders. The number of leaders you kill depends on how badly you beat them, so it will require a serious troop investment to do damage. The buff does not count toward maxxing, even if it succeeds, since it captures no land. It is essentially a leader suicide that actually requires an investment to pull off, and which has some strategic value for takedowns beyond missions alone. I hope.

This last update is very tentative, and whether or not it stays in the game will depend on a few rounds of observation of the results.

Finally, I am going to try to code the reverse desertions theme for July, and time permitting, take a look at making the market less ridiculous (though don't expect this one for July).

UPDATE: new theme is coded
UPDATE 2: java is hard
UPDATE 3: java can suck it, but this market thing might get done in time anyway
#46
Strategy / Storehouse Strategy Guide
June 23, 2013, 06:12:49 AM
I'm back! And I have a real keyboard. TYPE ALL THE THINGS!

I've noticed a lot of clans seem to not be using this much, and I am wondering if it's because it's not too clear what use it can be put to. So here are a few suggestions:

Offensively:
When you are taking down a big opponent, either standarding away net or just trying to use rats to break for land, the storehouse is an underdog's best friend. This is because when you have a full storehouse, you take effectively 50% less losses, without paying any extra upkeep costs for those troops. When you break a big opponent, losses are often the thing that shuts you down - with a full storehouse, you can keep going much longer, for much less cost per turn. As an underdog, this net is also harder to get at and destroy by the top guy, since it requires them to kill your troops repeatedly in order to drain it out, whereas they otherwise could simply smash you once and be done with it.

This works especially well if you sabotage a few times to reduce health and increase their losses, thus also increasing the speed at which their own storehouse (if they have it) empties out for you to take out.

Defensively:
Turbo is currently a little kill-happy (I'll remedy this), but the storehouse is a great way to guard against kills. The less land you have the faster troops pay out, so a good store of weasels paying out as you get to low land can completely shut down a kill.

Also, when someone is trying to standard away your net, the storehouse will pay out and offset your losses, making them take significantly more losses while they hit you. The extra cost of taking out the stored troops, especially as your land gets lower, can make it so that they attacker takes just as much net damage, if not more than you. Just make sure you protect yourself against sabotage or you can lose your stored net quite fast to standards.

Economically:
The storehouse cash and food stores make it easier to coordinate as a clan, since indies will have 50% of their expenses reduced, without having to coordinate aid times or ever have those resources stored on the vulnerable-to-steal indies. You can get the same performance, with half the aid, and have your resources be safe in between runs.



#47
http://www.reddit.com/r/fossilid/comments/1ge1qe/found_in_the_sahara_desert_near_the/

I found what I think is a fossil, anybody have any idea what it is?
#48
Spa Room 101 / worst thread ever
May 16, 2013, 02:58:07 PM
Submit the worst thread ever on forums. After 5 submissions, there will be a vote. Maybe a quiz. One entry per person.

http://www.redwallwarlords.com/forums/index.php?topic=16911.0
#49
General Discussion / Vacation
May 09, 2013, 09:40:45 AM
I'm off on vacation as of tomorrow, and I'll be back around the end of June with stories and photos. I'll probably have intermittent internet access in that time, but as of now I'm off the clock, anything admin-related has to go through Shael or windy :).
#50
Spa Room 101 / ba-dum tsh
May 07, 2013, 04:02:14 PM
#51
General Discussion / Origin Stories
May 04, 2013, 05:20:07 PM
I stumbled across this courtesy of a guest. TIL where Peace's name comes from.

I got introduced to prom by Mark Duchesne (some of the older members might remember his older brother Joseph, he ran staronesw and had his own little prom called hack infiltration for a while, as well as playing in the original TBV). When I first signed up I spent a good 10 minutes thinking of badass character names before settling on Shadow, so it wasn't particularly inspired in my case.

What's the story behind your name here?
#52
Spa Room 101 / Evolution of boxcars
April 30, 2013, 10:48:53 AM
Re-discovered this little gem while slacking at work:

http://boxcar2d.com/

Genetic algorithms are awesome.
#53
Turbo Discussion / RWL 3.0 Round 15 Immortalization
April 28, 2013, 09:01:45 PM
Redwall: Warlords 3.0 Beta
14 of the 32 Warlords in the game are considered active.

44 Warlords have been destroyed, and -43 Warlords have been abandoned.
2 accounts have been disabled by Administration.
There are 6 active Clans.
528,892,568 rats have been sold on the market for an average price of $401
86,358,052 weasels have been sold on the market for an average price of $729
180,712,622 stoats have been sold on the market for an average price of $1,449
42,886,998 skiffs have been sold on the market for an average price of $2,028
1,151,429,273 food has been sold on the market for an average price of $17

1. Sevz (Shadow hunting) (#22)
$505,861,706 with 21,714 Acres

2. Not playing (#8)
$371,506,226 with 135,787 Acres

3. the white knight (#5)
$169,898,589 with 52,887 Acres

4. Rayleigh-Ritz (#4)
$131,510,996 with 64,217 Acres

5. Snare (#14)
$99,441,129 with 88,508 Acres

6. Project T (#7)
$66,904,555 with 27,570 Acres

7. Blood, Guts and Glory (#31)
$34,216,707 with 23,644 Acres

8. Land Farm (Free Land) (#13)
$15,201,345 with 11,384 Acres

9. blacki face (#28)
$13,433,748 with 13,357 Acres

10. Agtar Boneshatter (#18)
$13,384,236 with 2,453 Acres

11. RedFoax (#17)
$10,283,676 with 6,739 Acres

12. lolwut (#6)
$8,987,285 with 6,539 Acres

13. You Have Been Terminated (#25)
$3,897,860 with 5,055 Acres

14. Badrang (#12)
$3,635,292 with 2,467 Acres

15. FREE FOOD (#11)
$3,073,918 with 2,250 Acres

Most Rats
Sevz (Shadow hunting) (#22)
144,502,461 Rats

Most Weasels
Sevz (Shadow hunting) (#22)
35,119,979 Weasels

Most Stoats
Sevz (Shadow hunting) (#22)
44,931,502 Stoats

Most Skiffs
Not playing (#8)
9,696,328 Skiffs

Most Food
Sevz (Shadow hunting) (#22)
1,176,531,218 Food

Most Cash
Project T (#7)
96,845,030,332 Cash

Most Leaders
Sevz (Shadow hunting) (#22)
5,642,273 Leaders

Most Loyalty
the white knight (#5)
37,304,007 Loyalty

Most Land
Not playing (#8)
135,787 Land

Most Total Offenses
the white knight (#5)
1,503 Total Offenses

Most Total Defenses
the white knight (#5)
1,268 Total Defenses
#54
Reg Discussion / Reset reg?
April 27, 2013, 08:07:03 AM
A while ago this point was raised, but there was still stuff going on at the time (Snare and Sevs still had a lock on the game and the opposition was just starting to gear up, hence the objections). Now that things have equilibrated, resetting might be a good option for taking the crazy land out of the game and starting on a more even footing with the player based that we have now.

I'll let the poll run for a while, so if this does happen it will probably be windy and shael doing it while I am away, but I think it's probably a good idea.
#55
Context: I just took my laptop apart for the first time in 5 years and cleaned out the fan. It looked like the lint trap in the drier.
#56
General Discussion / Finally done!
April 24, 2013, 06:39:55 AM
I just wrote my last exam of undergrad last night! As of a few months from now, I'll have a BSc in physics and mathematics. :)
#57
Turbo Discussion / Potential bug
April 05, 2013, 05:27:50 PM
For those of you not familiar with the half-land theme, it is prone to land discrepancy errors because of the way the code records free land. Today I had a land discrepancy and it led to some odd behaviour, namely, my food income was NaN (Not a Number) and I was taking desertions even though I had plenty of food.

If anyone has something similar occur, please let me know, and try to keep track of what you were doing at the time it occurred. I can't see any reason in the code for NaN to appear there, so it must be caused by a combination of things.

If it happens to you, let me or windy know and we can fix the land discrepancy.
#58
Redwall: Warlords 3.0 Beta
13 of the 23 Warlords in the game are considered active.

39 Warlords have been destroyed, and -39 Warlords have been abandoned.
1 accounts have been disabled by Administration.
There are 4 active Clans.
172,094,593 rats have been sold on the market for an average price of $400
25,638,631 weasels have been sold on the market for an average price of $676
40,714,201 stoats have been sold on the market for an average price of $1,352
14,204,017 skiffs have been sold on the market for an average price of $1,995
127,593,460 food has been sold on the market for an average price of $17

1. Solemn Requiem (#8)
$515,211,945 with 278,373 Acres

2. the white knight (#4)
$76,689,986 with 31,044 Acres

3. Rat sucks (#11)
$54,206,785 with 13,770 Acres

4. jack sprat (#19)
$27,566,093 with 5,672 Acres

5. Sharktooth (#10)
$23,484,465 with 23,125 Acres

6. Saber Truth (#21)
$14,778,229 with 8,858 Acres

7. Land Farm (Free Land) (#16)
$13,498,937 with 9,137 Acres

8. Reindeer Games (#12)
$9,989,642 with 6,770 Acres

9. Lord Epicus Maximus (#17)
$8,900,920 with 8,336 Acres

10. PurplePowerPlant (#6)
$8,805,765 with 5,681 Acres

11. Kaz (#7)
$8,026,714 with 2,635 Acres

12. Mumford&Sonz (#15)
$4,514,410 with 3,056 Acres

13. #9 (#9)
$4,305,312 with 1,861 Acres

14. bzw0006 (#22)
$4,277,920 with 3,321 Acres

15. Lelius Eritho (#13)
$3,762,109 with 5,087 Acres

Most Rats
Solemn Requiem (#8)
118,307,349 Rats

Most Weasels
Solemn Requiem (#8)
16,580,734 Weasels

Most Stoats
Solemn Requiem (#8)
24,371,809 Stoats

Most Skiffs
Solemn Requiem (#8)
11,399,313 Skiffs

Most Food
Solemn Requiem (#8)
553,552,107 Food

Most Cash
PurplePowerPlant (#6)
23,891,091,663 Cash

Most Leaders
Solemn Requiem (#8)
6,841,815 Leaders

Most Loyalty
Lord Epicus Maximus (#17)
8,829,220 Loyalty

Most Land
Solemn Requiem (#8)
278,373 Land

Most Total Offenses
Rat sucks (#11)
1,071 Total Offenses

Most Total Defenses
Rat sucks (#11)
993 Total Defenses


Sorry about the late reset. The new theme will be half-land, just to see how it plays with 3.0 code.
#59
Turbo Discussion / Dream Feature
March 19, 2013, 09:49:49 PM
If I were to code a new feature into the game tomorrow, what would make you most excited to see?
#60
NOTE: there were several bugs this round, with the ladder theme and the discovery of a new PM price exploit. As a result, approximately 17 billion networth spread between the top 3 players should not exist. Except for the top player, the rankings are unaffected.

Redwall: Warlords 3.0 Beta
17 of the 29 Warlords in the game are considered active.
4 Warlords advanced to Mossflower (18.2). 21 Warlords advanced to Northlands (63.6).
39 Warlords have been destroyed, and -38 Warlords have been abandoned.
3 accounts have been disabled by Administration.
There are 2 active Clans.
2,330,188,483 rats have been sold on the market for an average price of $339
454,435,953 weasels have been sold on the market for an average price of $683
554,867,214 stoats have been sold on the market for an average price of $1,387
203,117,905 skiffs have been sold on the market for an average price of $2,069
2,048,488,741 food has been sold on the market for an average price of $10

1. The White Knight (#15)
$9,535,761,771 with 1,493 Acres

2. RICH (#10)
$8,551,278,186 with 8,375 Acres

3. Living to Die (#6)
$2,630,692,617 with 305,713 Acres

4. Longcat is LOOOOONG (#16)
$1,417,540,948 with 47,112 Acres

5. Phoenix (#11)
$160,011,549 with 5,790 Acres

6. Rat doot (#7)
$125,930,358 with 43,248 Acres

7. Revenge (#8)
$63,932,334 with 29,177 Acres

8. FoxHoundWarrior (#5)
$39,431,192 with 25,556 Acres

9. Land Farm (Free Land) (#4)
$17,710,148 with 5,937 Acres

10. The Spartan Marten (#9)
$9,431,191 with 3,197 Acres

11. ggdsshhiamiansfdlgfdg (#26)
$8,692,135 with 9,046 Acres

12. High Priestess Wildmoon (#27)
$7,791,771 with 5,121 Acres

13. Rook (#20)
$7,274,962 with 4,257 Acres

14. Raggon (#12)
$6,470,303 with 3,993 Acres

15. Menno Ruh (#19)
$6,254,322 with 4,128 Acres

Most Rats
Living to Die (#6)
518,346,458 Rats

Most Weasels
Living to Die (#6)
146,235,618 Weasels

Most Stoats
Living to Die (#6)
177,517,283 Stoats

Most Skiffs
Living to Die (#6)
43,760,253 Skiffs

Most Food
Phoenix (#11)
919,841,231 Food

Most Cash
The White Knight (#15)
24,990,656,741,900 Cash

Most Leaders
Living to Die (#6)
6,812,995 Leaders

Most Loyalty
Phoenix (#11)
35,464,879 Loyalty

Most Land
Living to Die (#6)
305,713 Land

Most Total Offenses
Rat doot (#7)
1,483 Total Offenses

Most Total Defenses
The White Knight (#15)
1,510 Total Defenses