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Messages - Solarius

#1
Bugs / Spelling Error
March 11, 2003, 08:22:05 PM
 Haha, I'm a New Yorker myself.  But since our beloved baseball team is the Yankees, so I like to toss the term around a bit when referring to Americans.  Haven't met someone offended by it... not in real life anyways.
#2
Bugs / Spelling Error
March 11, 2003, 04:59:17 PM
 "Authorise" is the British spelling, ya Yank.  But there are a lot of errors.
#3
General Discussion / BLUEMOON!
March 11, 2003, 04:28:18 PM
 
QuoteJ.R.R. Tolkien in the Fellowship of the Ring
Do not meddle in the affairs of wizards, for they are subtle and quick to anger
#4
 Yes, but sexual reproduction will never make a genetic variation that would change something else to a "chicken" or an "egg".
#5
Polling / What Religion Are You?
March 07, 2003, 09:25:11 PM
 
QuoteAnd is Catholic and Christian the same religion? My friends said it wasn't.
Your friend is wrong; Catholicism is a subdivision of Christianity.

And I guess the people who voted "Other" are agnostic.
#6
General Discussion / C.A.D
March 07, 2003, 08:05:14 PM
 That's not a good strategy... you need to demolish those guards *some* time if ya wanna gain land... and you'll get beaten by troops and/or leaders when you do.  
#7
General Discussion / Sword of Redwall
March 01, 2003, 03:35:11 PM
 It looks really cool, but the races are unbalanced, and some of the help files are a) erroneous, B) not converted from Promisance, c) missing.
#8
Bugs / Why are they aloud?
February 28, 2003, 07:57:54 PM
 
Quotemettle: to get involved where one does not belong; to stir up trouble

met?tle
n.
1. Courage and fortitude; spirit: troops who showed their mettle in combat.
2. Inherent quality of character and temperament.


med?dle
intr.v. med?dled, med?dling, med?dles
1. To intrude into other people's affairs or business; interfere
2. To handle something idly or ignorantly; tamper.

Quoteyour

your
adj.
The possessive case of "you".

you're
n. + v.
A contraction for "you are".
:P
#9
Turbo Discussion / A Suggestion:
February 27, 2003, 08:49:33 PM
 I don't know if I would advise making the new market travel time 1.2 hours (1/5 of 6 hours), since I think that part of the reason that this time was implemented in the first place was to make sure that a warlord didn't see the results of a market sale during one play session... and also to allow time for reactions among the whole people to price (market forces).  Maybe 3 hours or so would be better.

I wouldn't change the raise defense or prepare loyalty spell durations-- since some people will inevitably not be able to play every 12 hours (or whatever is most efficient), and it is not fair to penalize them.  On the other hand, a warlord might benefit in two play sessions from one spell (just as inspire fear is supposed to do for the wolf in the normal server), so an equitable way to compromise might be to raise the loyalty cost for those two spells.. maybe double 'em.
#10
Turbo Discussion / A Suggestion:
February 27, 2003, 08:43:52 PM
 ???

The rates for selling on the mercenaries is fixed, as always.

What I would like changed is the maximum number of rats that you can sell.

To make up some numbers, if you have 1,000,000 rats, let's say the game allows you to sell a maximum of 300,000 on the mercenaries.  If you use up that limit, then you can't sell anymore until the next tick or so (not sure about exactly when), when you would get to sell, say, 5,000 more per tick.

Back in the old server, this worked fine.
But since you will be doing things 5 times as fast in the turbo server, the regeneration rate just doesn't keep up.  Strategies like mine which depend on selling troops instantly suffer from this.  Regardless of whether the number of camps you have affects this number, it should be multiplied by 5.

Similarly, waiting 6 hours for your stoats or whatever to go to the public market is just too long.  During this time, you would accumulate only 36 turns on the old server.  But on the turbo server, you get 180.  In effect, it is as if you were waiting 30 hours for troops to arrive in the old server.
#11
General Discussion / Congratulations to Ad!
February 27, 2003, 07:51:24 PM
 Someday the sig police will get you John...
#12
Turbo Discussion / A Suggestion:
February 27, 2003, 07:50:10 PM
 Yea, by private market I mean mercenaries.  Sorry for the mixup.

Anyway, I'm talking about selling on the private market.  The maximum number of troop that you can sell seems to "regenerate" disproportionately slower than the increase in turns.
#13
Turbo Discussion / A Suggestion:
February 27, 2003, 05:06:23 PM
 I think that the limits on troop sales at the private market should be increased,

and the travel time for goods to the public market should be decreased in the turbo server.
#14
General Discussion / Azeroth Alliance
February 26, 2003, 05:20:22 PM
 And now back down to 30M... what a rollercoaster ride.
#15
General Discussion / Azeroth Alliance
February 26, 2003, 05:09:40 PM
 Wow, AA, that's some asskicking.  From about 18M NW to 88.  In under 10 minutes, too.