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Topics - Uiblis

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General Discussion / Promi design discussion
« on: April 10, 2021, 05:41:16 PM »
All opinions welcome!

Would like to hear the reasons everyone is still playing this game, especially what aspects of it trump what newer games have to offer, as well as it's pros and cons

Strategy aspect of promis are rewarding. Learning and implementing basic strategies are extremely effective and seeing that translate to in game resources, troops, and other successes feels good to a player

Slower pace means you can play for < 5 minutes a day and be done with a run and put it aside

Forced interaction with other players (land) is supposed to result in unpredictable, always changing landscapes

Diplomacy/coordinate aspects extremely rewarding. A turn is a turn, how you use it, especially in conjunction with others, results in interesting and diversified gameplay

Now optimized strategies doesn't lead to emergent gameplay. Leaders are broken, solo indy is impossible, and those are really the only two strats.

Gameplay is repetitive and honestly boring when nothing is happening. Hard to hop into and immediately feel like part of the playerbase without heavy investment. Can be somewhat alleviated with better designed UI/tutorials

Honestly I feel like the emergent gameplay bit is probably the worst part. In my experience 95% of rounds is just stacking resources and then the last week or so is the only interesting part. But that's just a result of the round ending, which provides incentive for interaction. The game doesn't incentivize interaction outside of that, which leads to stagnation.

Game doesn't give you much of an identity. Your only "personal attribute" is your race and that just provides passive stats. There isn't much in the way of you feeling like you can insert yourself into the game anywhere.

Please contribute thoughts!

General Discussion / I HAVE A FUTURE
« on: December 18, 2013, 05:28:16 PM »

Really happy with this. Could've been MIT or Princeton, but the extra stress wasn't worth it, and not getting in would mean writing a lot of other essays for other apps.

Now I have an extra month to celebrate.


Really want to thank RWL, you guys have been a huge part of my life. I actually based some of my essays off the lessons/experiences gained here, heh.

Spa Room 101 / i am uiblis ama
« on: November 02, 2013, 06:44:40 PM »

bored, dropping in, also earlys for college apps DONE! mit plz y u no use common app


General Discussion / Back from sci o nats
« on: May 19, 2013, 11:02:53 PM »
Just came home after a decent showing at this years national competition

Our team made a decent run, placed inside top 25, though somewhat disappointing because we've consistently placed inside top 15 for the past couple years.

If you wanna get really stalkerish go ahead and try to figure out what school I'm from.

I didn't make any particularly grand achievements but we had a couple good scores and a first in the nation. My friend who won it literally gave 0 fs, his face literally did not change throughout the entire presenting. lawl.

General Discussion / shiny shiny
« on: May 12, 2013, 06:05:04 PM »
dextrose + AgNO3 + NH4OH + KOH + glass container= swag

hopefully the guys in charge won't be too mad about how I spent my time in the lab. XD

also they hopefully won't notice that they're one 100 ml volumetric flask short...

Also, whoever comes up with a genius way to mass produce approximately 30 of these in two days gets cookies.

Reg Discussion / Land
« on: April 24, 2013, 02:52:41 PM »
I think I can safely say that there is far too much land in the game at the moment.

While intentionally abusing the vacation function to withhold large amounts of land is clearly unacceptable, so too is the number of acres accessible to an active playerbase of 10-20 people. This is pretty ridiculous.

Any plans to scale this down eventually?

Turbo Discussion / turbo
« on: December 11, 2012, 06:59:19 PM »
Whoever came up with the idea of no mercs. I hate you. So. Much.

Especially since you know the playerbase is as small as it is.

Rats   31,555,919   $   On Sale for 16.7 hour(s)   
Rats   3,303,016   $   On Sale for 16.8 hour(s)   
Weasels   4,212,309   $   On Sale for 49 hour(s)   
Weasels   1,610,238   $   On Sale for 75.4 hour(s)   
Weasels   520,960   $   On Sale for 92.9 hour(s)   
Weasels   175,618   $   On Sale for 49 hour(s)   
Stoats   6,410,960   $   On Sale for 16.8 hour(s)   
Stoats   3,386,487   $   On Sale for 49 hour(s)   
Stoats   2,560,359   $   On Sale for 75.4 hour(s)   
Stoats   2,172,043   $   On Sale for 139.5 hour(s)   
Stoats   1,670,935   $   On Sale for 92.9 hour(s)   
Stoats   555,606   $   On Sale for 139.6 hour(s)   
Skiffs    1,553,895   $   In Transit, 5.8 hour(s) remaining   
Skiffs    1,001,060   $   On Sale for 75.4 hour(s)   
Skiffs    762,551   $   On Sale for 49 hour(s)   
Skiffs    349,348   $   On Sale for 92.9 hour(s)   
Skiffs    155,000   $   On Sale for 16.8 hour(s)

Nobody has any freaking cash to buy this [garbage].

Roundís either going to end up with a few people tossing armies the whole time, or with Sevz coming out of nowhere and buying everything at the last second.

Yeah, most of it is probably due to the small playerbase, but screw logic, Iíll still be mad anyway.


Help / Bugs / 3.0
« on: December 08, 2012, 11:16:18 AM »
more topics, more posts

army status lists offensive points and defensive points in 3.0, then adds the totals together

the defensive points for each race individually includes towers, but the total does not
offensive seems fine however

for example a page might look like this...(numbers are just made up)


troops        number                offense           defense         towers

rats             1000000              1000000         2000000         25%
weasels       1000000              1000000         2000000         25%
stoats          1000000              1000000         2000000         25%
skiffs           1000000              1000000         2000000         25%
total                                     4000000         4000000          8%
                                                ^                   ^                ^
                                                |                   |                 ?
                                                |                   |
                                            accurate       less than actual

defensive total seems to exclude tower defense, but I'm too lazy to crunch the numbers...I don't know the exact points per race for 3.0 anyway

and why is the percentage for total so low

is this intentional? also could you list the offensive/defense stats per race, and how do the percentages work?

tl;dr bug? offense/defense statistics for each race? how do tower percentages work?

Bugs / clan size
« on: December 07, 2012, 04:32:19 PM »
makin topics like a boss

in turbo half the server is in a single clan, iirc should not happen

probably because warlords in protection are included in the "active" count, allowing clan size to be larger than normal

or i could be wrong.


Turbo Discussion / Market Taxes
« on: December 06, 2012, 09:05:13 PM »
What determines the percentage?

It's pretty annoying to see those profits going down the drain...

Turbo Discussion / Espys
« on: December 05, 2012, 05:51:39 PM »
I seem to recall that espys were saved somewhere...but that was the old layout

does this new skin not save espys?

EDIT: nvm, found it buried in diplomacy.

Spa Room 101 / sleeping
« on: November 29, 2012, 06:51:02 PM »

i basically run an "everyman" sleep schedule

= 3 hours a night and naps throughout the day

apparently I'll have a heart attack and die before I'm 30 (according to people)

but apparently you sleep more efficiently if sleep deprived

from my experience it works XD

how much sleep do u guys get

btw uberman too hard, i tried it and died

Bugs / Turbo Land Discrepancy
« on: January 07, 2012, 07:52:19 PM »
says  46,649 acres at top of page

but on construct page:

Markets (?)   0   0   
Tents (?)   0   0   
Barracks (?)   0   0   
Camps (?)   0   0   
Huts (?)   44,802   0   
Foragers (?)   0   0   
Towers (?)   0   0   
City (?)   0   0   -----
Free Land   0   

Strategy / camps
« on: December 08, 2011, 06:41:05 PM »
what equations show how camps affect merc price/time to put troops on market?

Help / Bugs / Health
« on: November 17, 2011, 12:22:05 PM »
Why do attacks in Turbo take 4% health per attack with troops, yet in Reg attacks take 6%?

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