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Messages - Disl

#46
Clans / Re: The Redwall Liberation Army
January 29, 2018, 12:49:19 PM
Quote from: windhound on January 27, 2018, 09:12:50 AM
Gotta have some benefits to joining a clan tho, the war status is a pretty big negative. 
Though not so bad without a major rival (I see you 'None' :P)
I failed to mention indy is virtually unplayable without unlimited FA credits due to troop costs imploding the empire sooner or later. Perhaps all non-leader races have unlimited FA but leader races only get 5 credits? Leader(magic) is incredibly overpowered as is. They can still be FA spammed for defense/holding, but they themselves cannot aid everything out with 5 credits, so they take a larger loss if they want to run by using mercenaries to sell (exactly like it was last round). Also indy can FA spam to other non-leader players as usual but without the leader safeguard of being impregnable unless another leader decides to do a takedown. It is not problem this round at this moment, but most locks are achieved in these games with unlimited aid credits. The war slot is a penalty assuming 5 other members step up to fight as the war slot goes both ways. Otherwise they are more like suicide empires throwing away their set by merely slowing down 5 empires with their 550 turns vs 2750 turns every ~2 days in this scenario.


Quote from: Shadow on January 27, 2018, 12:13:02 AM
There is no unlimited aid. Clanmates can only send to people less than 5x their own networth.
Last round clanmates did not have unlimited credits very true, we played with 5 credits (or 6 with :59 minute turnover). During the final week we discovered that clans set to "ally" gave unlimited credits.

QuoteIf we sack you a whole bunch will you try to lock land again?
I will personally treat sacks as a declaration of war.
#47
Clans / Re: The Redwall Liberation Army
January 26, 2018, 07:54:29 PM
I want to say it is commendable that RLA has not tried to lockdown the land influx even though they had many opportunities to do so and for that I am grateful.

But a bit of criticism: Seems silly to have a 5-member clan in a server of 15 active players, one of which is Land Farm. Even more ridiculous this 1/3 of the server has unlimited Foreign Aid to bypass troop costs and reinforce their clanmates with defense at will. Otherwise the clan does not seem belligerent in their play-style which I respect.

I hope to grow my empire without total war and fighting over land monopolies the next 2 months. I cannot speak the same for the other scouters. Good luck you all either way!
#48
Reg Discussion / Re: The new era - 2018 competition
January 26, 2018, 07:39:05 PM
Quote from: Disl on January 26, 2018, 07:11:41 PM
1,260,084 total land in 26 days. I want to thank Sevz, Snare and Shoot for the land dropping contributions.

Compare this to last set which had 550,000 total land after 3 months. This should be an interesting set! Minus the land monopoly of course  :'(
#49
Reg Discussion / Re: The new era - 2018 competition
January 26, 2018, 07:11:41 PM
1,260,084 total land in 26 days. I want to thank Sevz, Snare and Shoot for the land dropping contributions.

#50
Reg Discussion / Re: The new era - 2018 competition
January 13, 2018, 02:27:35 PM
Sevz is a mongy. Big networth numbers trigger his instinct to destroy, making him a loose cannon.  He is an engine of destruction, nobody can force him to play a certain way and his actions speak louder than his words. Certainly not one to trust.

By the by, 700,000 land total after 2 weeks. Seems we are ahead of schedule  ^_^
Losing one scouter changes nothing! Carry on lads!
#51
Reg Discussion / Re: The new era - 2018 competition
January 01, 2018, 07:37:32 PM
Quote from: Sevah on January 01, 2018, 05:19:38 PM
:-X

Way too much land in play with all of us on duty. The idea was because we DESTROY the competition too easily. So we're repaying the playerbase with extreme generosity.
The 4th (tag along) can enjoy the fruits of our labor or I'll crush them.
You vastly overestimate yourself. You were broken plenty of times making the lock nearly unobtainable burning our resources. Also you were completely negligent in coordinating and participating. Not to mention the belligerent comments you made randomly in the chat.  Your ego subverts "we".

The land is for anyone who can obtain it because nobody can own land. They can sure as heck fight for it though, kind of like real life. The mass land opens up a strategy that can surpass even the standard leader strat. It is not a gift but simply a different way to play than normally explored.

Also how can you crush a passive explorer? They have nothing to destroy in the first place  ::)
#52
Reg Discussion / Re: The new era - 2018 competition
January 01, 2018, 04:54:24 PM
Got 4 land droppers now! Also wanted to mention explore cap is 80 acres so any race that can hit 80 acres per turn can do the land drop strategy. So anyone can participate.
#53
Reg Discussion / Re: Dec 31st 2017 Reset Results
January 01, 2018, 02:53:20 AM
Quote from: Sevah on January 01, 2018, 12:07:02 AM
Well played Durza/Redhorse.

Eh durza aka aarak is red horse???
#54
Reg Discussion / Re: Next Round
December 31, 2017, 08:10:45 PM
No public market is fine with me. I just use the public market because sacks hurt :(
#55
Reg Discussion / Re: The new era - 2018 competition
December 29, 2017, 03:37:13 PM
Sevz in the first month made around 150k land scouting/dropping. With fox you can generate 44k land with 550 turns on the correct set up (southsward, fox race, low land, drop land to land farm). Painted one has +5% explore rate vs fox. It would be interesting to calculate if the raw land generated from painted one surpasses the fox's income and merc bonus race advantage.

-land gainer strat: start on 300 acres for maximum explore rate, 15 turns explore until 1200 acres on empire. Drop and repeat. Save 16 turns at the end to attack land farm at the very end to spread land which slows down land lockers.

@ 12 turns per hour, 45 hours and 50 minutes = 550 turns. Or 80 acres per 10 minutes. 14,400 acres per day and 100,800 acres per week. With the 3 of us that is 302,400 weekly. The goal being 1,209,600 for the month.

Basically we will be playing like land farms, except better. The problem is land farm is usually created 1 week or more after the set starts which can slow down progress.

Years ago me and Sevz did a land strat in valhall that allowed us to make hundreds of billions of networth, we were standard attacking each other losing billions of networth in army losses. The strategy is viable due to the absurd land available. I personally won't fight for the land back/land locking as it is sub-optimal for netting purposes. Of course running no defense also means being a huge target. Non-aggression pacts for harmful stuff like steal/poison/sack would be recommended, but not enforced. If that sounds too much like happy pony raising I apologize. I think it would make for an interesting set nonetheless.
#56
General Discussion / Re: Are you people for real????
December 20, 2017, 05:04:28 PM
Quote from: Sevah on December 18, 2017, 09:54:15 AM

See if Volkov can gather up a clan to crush us properly?

As far as I know we'll be giving the server of redwall a very special present next year.

This is not a sentiment I agree with at all. For the first month and half I ran 0 defense solo because it was supplementary to net-gaining. Running defense has and always will be contradictory for high level networth rounds in any of these games due to the insane costs in holding troops. It is completely unnecessary in Redwall as a leader player thanks to the hit limit. At least until you reach a certain threshold which comes in the public market limit.

Eventually the public market holds less and less food stock while my empire becomes an easy target to sack to oblivion. Early on I was losing maybe $5 bil per 22 hitlimit of sacks, but making $80 billion in profit. This is acceptable. Once I had 30 billion food on public market, I started to take $20 billion in damages from sacks and the food could not be stored on public faster than it was being sacked. It made little sense to leave my empire defenseless as each run was being wasted essentially. Locking out the land was not ever the intended goal. The sacks continued to carry on even with massive defensive lines (150 mil rats/50 mil stoats). Sacks take far less land than normal, and when an empire has 90% of the land it is not smart to use your 22 hits with sacks because then you make locking for the opponent much easier. Hitlimits keep the land walled from the rest of the server, it is tactically important to free as much land possible with drives for example. It was clear these players did not have any incentive of just wanting to run their turns and play the game in their own lane, but they maliciously targeted player's food supplies. That is completely fine. Made an agreement to protect the land and pulled all of our resources to adapt.

What is interesting is that once the lockdown became finalized, those aggressors (all 3 of them) disappeared from the grid. Their empires have stopped running turns, while the rest of the server by proxy is locked down due to their actions. Nobody wants to play in a server with no chance of coming back where the advantage is overwhelming. That can be due to current player activity, pooled skill level of possible allies etc.  The point being beating down a server that does not want to fight is not fun. An element of the game is anyone can harass another empire if they can break. Sacks aren't very powerful unless the empire you target has hit a certain threshold of success.

I learned how to mage in Redwall over the past 3 months which is something I did not get to try in the past. For the most part it was very simple and playing with the 22 hitlimit managing ratio/loyalty was a pretty cool experience than the typical promisance maging of stack food>stack mana>cash spells. The sacks began to obliterate my empire so I adapted to meet the challenge. When the main aggressors were utterly eviscerated they dropped off the server. Land locking is not fun when there is no semblance of challenge aka BIG fish SMALL pond.

Next set I hope to play a far more peaceful round with a new strategy to hit absurd levels of networth, like when we destroyed the networth record at valhall, Sevz. I like to build my sandcastles that is the reason I played this set, but I hate when someone kicks them down. I won't cry when it happens. I will fight back. But I found "warring" to be the least desirable aspect of these games nowadays.

tldr: I would hate to have another round of this crap again next year
#57
General Discussion / Re: Are you people for real????
December 08, 2017, 10:34:31 PM
You should use your turns as you wish. As a resource management game, turns are valuable and the most effective way to hurt the opponent is during the time they run turns. The issue with online attacking is that it leads to players camping all day long just to one up their opponent; whether to snipe their enemy's empire mid-run or safely use turns without getting wrecked. Camping isn't skillful, it is more about who has the most free time to increase their chances for that perfect moment.

Granted for every action there is a reaction. Someone over hit you and you responded with online attacking I presume? Nothing wrong with them over hitting you, nothing wrong with you online attacking. Just that there are consequences for each action for both sides. I would suggest messaging the aggressor letting them know the situation, giving them an ultimatum if they ignore/continue on. Diplomacy is a big part of any of these games.

I have played at earthempires, which has over 1000 players at times. Generally a clan will not allow any harm towards their members, likewise they will enforce their members to not attack other clans. These unspoken rules do exist and dictate the very way an empire plays in a server, you are correct. But players are not banned if they decide to mess someone's empire up or go against clan policies set by other players. These unspoken rules only have clout if the individual(s) or clan(s) can enforce their views on the server. This means doing kill runs, online attacking all that good stuff to hand out their judgment to each offender.

I can say "do not sack me! do not hit me below 10k!" but I cannot realistically expect the entire server, let alone any empire to heed my words. Instead I will do something about it. That is how these games have done things. I remember passive empires getting robbed and yeah they get pretty mad, but if they continue to stay passive they are just blowing steam with indignant words. If some super clan dictates a land grab limit of say, 4 hits then that is just them talking. But if you hit them 5 times and if they do a kill run on your empire then you face the choice of either restarting a new empire to fight back or follow their policy to play in peace. Hey, that kind of sounds like the real world right? 

The notion of being the best is silly in these games. Every reset is different. Winning the last set does not affect your  current empire. You play anew and navigate your turns as the challenge comes all over again. Even if you thrash your enemies last round, you have to do it again the next round. and you get no reward for doing so. Nothing carries over. So the stakes are usually the month or so investment and the payoff is what bragging rights for the day? "Hey man I beat you 10 years ago I am the best!" Is really no different from: "Hey I beat you 5 months ago, you are a scrub!". They both sound equally silly to me. After all in the next round you could play as perfectly that is humanly possible only to get your sandcastle kicked by a really sub-par group of players. I have seen it happen many times the years I have played these games. Truly variance is more important for success from my perspective. If some troll randomly chooses someone to mess up it will hurt their final standings but also their targets. some players play to ruin other empires. That is also a valid way to play however annoying. In real life not everyone wishes to see prosperity of their fellow man, humans are not so uniform!
#58
Reg Discussion / Re: Few questions
October 02, 2017, 01:45:49 AM
A follow up to my questions:
The market penalty for pulling troops or food off public market is a 20% loss.  40% camps of total land gives mercs a 20%  price reduction.
Lizards WITH 40% camps merc prices:
Rats: $504
Weasels: $1,056
Stoats: $2,112   
Skiffs: $3,168
With these prices food is worth more in raw networth than troops. My farmer strategy was pretty bad, but at least I learned from it. My main mistake was that the market caps are different from QMT, which is 300/600/1200/1800. Going to try maging this set, hopefully I know what I am doing :P
#59
Reg Discussion / Re: October 1 Immortalization
October 02, 2017, 01:30:11 AM
Dang im bad at netting :(
#60
Reg Discussion / Re: Few questions
September 27, 2017, 06:34:26 PM
Quote from: Shadow on September 27, 2017, 02:44:32 PM
The set ends in 3 days
I signed up quite late then. Thanks for the answers!