It looks like you're new here. If you want to get involved, click one of these buttons!
@khizan Is that problem with the city guard patrol <name> (and squads) still happening? I am unable to reproduce it.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
the command posted in the helpfile is wrongI think it's supposed to be city guard squad <squadname> remove guard#
Okay, I am starting into some new guard types while I think about that. I am thinking about:A type that blocks enemies from leaving a room with a shield of some sort.A healer that heals guards and players.Upgrading some of the weaker guards types to do some special attacks. Break limbs, knock prone, etc. This will increase their cost of course.I am also going to bump the base levels and health.Thoughts?
Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a rightass, and not belonging anywhere near Antioch till he grows up."
Right, removing city commands make sense. However, my main problem right now is dealing with calling for help. It may be just best to remove that option all together. I am not sure there will be a way to get guards to react well.
Mishandling your guards and your security SHOULD leave you open to taking big losses. This adds an element of skill to defense. If you slap guards around unsupported in ineffective squad arrangements or leave 5 guards going on remote patrols outside of CALL FOR HELP range, you deserve to lose them.
The problem here is that there's no such thing an effective defense because guards are so weak that they need to be in clots of 50+ to be effective and they're so fragile that they're highly susceptible to graveyard zerging. Fixing those problems should be more than sufficient to keep your city AND city guards safe at the same time, provided that you don't set them up like an idiot.
The archer/telepath ticks are so slow and so weak that I'm really not that impressed by the system at the moment. The attacks seem to cap out at ~35% of my max health, which sounds high, but they're so slow that they never reach a point where I can't handle it with just health elixir and regen. Alone, this system will never reach a point that drives me out of the city, and I'd feel comfortable raiding in a group with this level of damage, because most of the times we'd be raiding we won't be facing a fair fight; if the numbers were fair, we wouldn't be raiding, because a fair fight in an enemy city is almost always a losing proposition what with guard rushing..
I consider this to be a major flaw of the system; the entire reason I wanted a system like this in the first place is to place a sort of hard enrage on raids. This type of system wouldn't have stopped the Kinsarmar raids, for example. Guards were always in such numbers that no amount of extra damage would be meaningful, and the archer/telepath ticks aren't enough to have made a difference in how the fights went because the defenders were so heavily outclassed. Right now, I look at this system and my general gut instinct is "this is not worth 20k/day, I'd rather save the money and have it available for extra guards in the event of a raid, because this system won't actually stop a raid."
-A command to see mounted siege, aka, what siege a guard is manning? Maybe how much ammunition he has?
There is totally a check for guard enters room. When I rush Septus it looks something like
<prompt>"Yes, Khizan, we will do that immediately."*squad moves west*Septus has been slain by guards.<prompt>