All Games Reset (16th Sept 2012) - Includes Changelog
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- Kaz
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All Games Reset (16th Sept 2012) - Includes Changelog
I've been meaning to do this for a couple of weeks.
As soon as I post this, I will start the process of resetting all 3 games. This reset will take a bit longer than usual because a lot of code changes are also going to happen.
There has been some testing done on these new changes for the last month or two, but there may well be a few bugs that slipped through the net.
As soon as I post this, I will start the process of resetting all 3 games. This reset will take a bit longer than usual because a lot of code changes are also going to happen.
There has been some testing done on these new changes for the last month or two, but there may well be a few bugs that slipped through the net.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
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- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
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Re: All Games Reset (16th Sept 2012)
I am almost ready to put the games live again.
The random races for this age will include the new Fae race in all games :
conquest = ALL
bloodbath = Centaur & Fae
domination = Vampire & Fae
Fae have been added in order to ensure consistency between the roleplay and troop types of Sidhe. Those of you who pick a random race and end up with Sidhe, will find that the names of your troop types have been changed. Other than that, the stats and strengths are as you would expect. The old Sidhe troop names (along with a couple from elsewhere) are now in the Fae race.
There have also been a couple of changes to the troop names for Elemental. Elemental troops are now all fire/smoke/shadow, Fae troops include water and wind elementals. Droben are the only rock/earth elementals now.
Edited the troop types for Sidhe
T1. Spellswords - Sidhe who specialise in weapons and offensive magic
T2. Enchanters - Sidhe who specialise in enchantments
T3. Shamens - Sidhe who specialise in natural and healing magic
T4. High Mages - Sidhe who are masters of sorcery and greater magic
T5. Tricksters - Sidhe who specialise in illusionary magic and can hide themselves from the senses of other sidhe
Summon (Angelique) : Magical Spellswords
Summon (Barnabas) : Mystical Spellswords
Summon (Leto) : Mysterious Spellswords
----------------------------
Edited the toop types for Elemental (a little)
T1. Djinns
T2. Ifrits
T3. Cherufes
T4. Demons
T5. Willowisps
Summon (Angelique) : Glowing Djinns
Summon (Barnabas) : Fading Djinns
Summon (Leto) : Holy Djinns
----------------------------
Added Fae Race
T1. Pixies
T2. Sylphs
T3. Undines
T4. Banshees
T5. Faeries
Summon (Angelique) : Psychic Pixies
Summon (Barnabas) : Perplexing Pixies
Summon (Leto) : Curious Pixies
B1. Dolmen
B2. Brambles
B3. Henges
B4. Wishing Wells
B5. Cairns
B6. Ringforts
War Off : 3/5
War Def : 3/5
Scum : 3/5
Sorc : 4/5
Fort : 4/5
Tithe : 2/5
The random races for this age will include the new Fae race in all games :
conquest = ALL
bloodbath = Centaur & Fae
domination = Vampire & Fae
Fae have been added in order to ensure consistency between the roleplay and troop types of Sidhe. Those of you who pick a random race and end up with Sidhe, will find that the names of your troop types have been changed. Other than that, the stats and strengths are as you would expect. The old Sidhe troop names (along with a couple from elsewhere) are now in the Fae race.
There have also been a couple of changes to the troop names for Elemental. Elemental troops are now all fire/smoke/shadow, Fae troops include water and wind elementals. Droben are the only rock/earth elementals now.
Edited the troop types for Sidhe
T1. Spellswords - Sidhe who specialise in weapons and offensive magic
T2. Enchanters - Sidhe who specialise in enchantments
T3. Shamens - Sidhe who specialise in natural and healing magic
T4. High Mages - Sidhe who are masters of sorcery and greater magic
T5. Tricksters - Sidhe who specialise in illusionary magic and can hide themselves from the senses of other sidhe
Summon (Angelique) : Magical Spellswords
Summon (Barnabas) : Mystical Spellswords
Summon (Leto) : Mysterious Spellswords
----------------------------
Edited the toop types for Elemental (a little)
T1. Djinns
T2. Ifrits
T3. Cherufes
T4. Demons
T5. Willowisps
Summon (Angelique) : Glowing Djinns
Summon (Barnabas) : Fading Djinns
Summon (Leto) : Holy Djinns
----------------------------
Added Fae Race
T1. Pixies
T2. Sylphs
T3. Undines
T4. Banshees
T5. Faeries
Summon (Angelique) : Psychic Pixies
Summon (Barnabas) : Perplexing Pixies
Summon (Leto) : Curious Pixies
B1. Dolmen
B2. Brambles
B3. Henges
B4. Wishing Wells
B5. Cairns
B6. Ringforts
War Off : 3/5
War Def : 3/5
Scum : 3/5
Sorc : 4/5
Fort : 4/5
Tithe : 2/5
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
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Re: All Games Reset (16th Sept 2012) - Includes Changelog
Changelog
- The following changes have been made:
Offer - Troop gifts replaced with land and buildings
- Slight bonuses to races with higher tithe scores, get bonuses slower therefore keep larger tithes longer.
Home - If no scrolls have been saved to UB for 4 hours, update the stored scrolls
Expenses - Fort expenses tweaked
Scrolls - Rank by Land instead of Networth
- Now including live values, rather than values from last refresh
- Reverted to original system where kingdom size, number of scum and rank determines how many kingdoms you see.
- Added link to switch out of limited scrolls view, back to full view
Score - Rank top 20 by Land instead of Networth
Quad Ranks - Rank by Land instead of Networth
Scum - Turns to attack is now based on Land instead of Networth
- Increase in turns needed for attacks is faster (and reaches higher numbers of turns) when not 'at war'
- Quad is included when scouts are saved to UB
- Quad is listed in scout output
- Centaur Kill Scum option split from Intercept Caravan (Centaur can now do both)
Sorc - Spell 6 destroys more forts and less buildings
- Turns to attack is now based on Land instead of Networth
- Increase in turns needed for attacks is faster (and reaches higher numbers of turns) when not 'at war'
- Low sorc races can cast fog again
- Sidhe Summon Temples spell split from Summon troops spell (Sidhe can now do both)
- Backlash should no longer output a second copy of the sorc screen
- Backlash should no longer show on spells 1, 4 or 5 (as no temples were being lost on those spells anyway)
- Drastically reduced the amount of friendly temples destroyed by casting the top spell. In some cases this was previously destroying more temples than full backlash destroys.
War - Turns to attack is now based on Land instead of Networth
- Increase in turns needed for attacks is faster (and reaches higher numbers of turns) when not 'at war'
- Fixed reported fort destruction values
- Reverted offensive and defensive troop/fort losses to original canon 'alpha/prophets' values
- Slightly increased fort losses for war actions (calculated with troop losses), slightly reduced war action fort losses with buildings (calculated when taking land)
UBScouts - Update Scrolls, output shows land not networth
- The Den lists all scrolls (including automated scrolls from war decs)
- The Den doesn't mention guild of player that submitted scouts in dropdown
- The Den shows land when viewing old scrolls
- The Den is formatted to use the display prefs (e.g colours and font choices)
UBSolo - Current Scrolls now show land not networth
- Compare Scrolls now show land not networth
- Update Scrolls, output shows land not networth
- War history now shows land instead of networth
- Kingdom history now shows land instead of networth
- Declaring peace now actually updates the UB War lists (bug fixed)
Races - Edited Sidhe Troops (names)
- Edited Elemental Troops (names)
- Added Fae Race (names and values)
Tracking - Added new land variables into turn checker table
- Added new maxland variables into ranking table
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
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Re: All Games Reset (16th Sept 2012) - Includes Changelog
Domination2 #8 (http://www.monarchygame.com/hof.php?hof=34)
Conquest2 #7 (http://www.monarchygame.com/hof.php?hof=32)
Bloodbath #5 (http://www.monarchygame.com/hof.php?hof=33)
Conquest2 #7 (http://www.monarchygame.com/hof.php?hof=32)
Bloodbath #5 (http://www.monarchygame.com/hof.php?hof=33)
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: All Games Reset (16th Sept 2012) - Includes Changelog
You should now be able to create kingdoms again
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: All Games Reset (16th Sept 2012) - Includes Changelog
Post any new bugs in here.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
- Kaz
- Administrator
- Posts: 2614
- Joined: Thu Sep 24, 2009 1:27 am
- Location: The Vinyards of Fernabergia
- Tempers Ball Posts: 3873
- Tempers Ball/Braggarts Hall Alt: Kaz
- Contact:
Re: All Games Reset (16th Sept 2012) - Includes Changelog
An additional aesthetic change has been added mid age.
1) Our forces overran $realk($target) with ease.
2) Your invasion against $realk($target) was a success.
3) Good news! our armies broke through $realk($target) defenses!
4) It was close, but $realk($target) managed to resist your attack.
5) $realk($target) turned aside your attack with ease.
6) It was a massacre. Your poor forces were destroyed by the superior might of $realk($target)
7) It was a massacre. Your poor forces were destroyed by the superior might of $realk($target)
now
7) It was beyond massacre. Your poor forces were annihilated by the infinate might of $realk($target).
-------------
1) Your poor defenses proved little challenge to this warmonger.
2) Your poor defenses proved little challenge to this warmonger.
3) Your men fought like demons, but the armies of $kingdom[kingdom] were too much.
4) The heathen armies of $kingdom[kingdom] were a serious threat, but your forces managed to hold.
5) You cannot help but laugh. $kingdom[kingdom]\'s forces were easily turned aside.
6) You cannot help but laugh. $kingdom[kingdom]\'s forces were easily turned aside.
7) You cannot help but laugh. $kingdom[kingdom]\'s forces were easily turned aside.
now
1) Your pitiful defenses proved no challenge to this warmonger.
...
6) You cannot help but laugh. $kingdom[kingdom]\'s forces were massacred.
7) You cannot help but laugh. $kingdom[kingdom]\'s forces were annihilated.
-------------
1) It was a massacre worthy of song. $kingdom[leader] led your forces to an easy victory.
2) It was a massacre worthy of song. $kingdom[leader] led your forces to an easy victory.
3) The heathens put up a good challenge, but the armies of $kingdom[god] prevailed!
4) It was a bloody battle, but even with your help the day could not be won.
5) $kingdom[leader]\'s incompetance was proven today as the heathen armies repelled your forces with ease.
6) $kingdom[leader]\'s incompetance was proven today as the heathen armies repelled your forces with ease.
7) $kingdom[leader]\'s incompetance was proven today as the heathen armies repelled your forces with ease.
now
1) It was a massacre worthy of legend. $kingdom[leader] led your forces to total victory.
...
6) $kingdom[leader]\'s incompetance was proven today as the heathen armies massacred your forces.
7) $kingdom[leader]\'s incompetance was proven today as the heathen armies annihilated your forces.
-------------
1) Your men rode into a slaughter. $targattack was pummelled severely by the heathens and there was little you could do to help.
2) Your men rode into a slaughter. $targattack was pummelled severely by the heathens and there was little you could do to help.
3) A tough fight, but one you could not win. $kingdom[god]s chosen overwhelmed you this day.
4) With your help, the heathens were repelled and the lands of $target protected
5) Together you turned aside the attack with ease. You cannot help but wonder at the fools these heathens are.
6) Together you turned aside the attack with ease. You cannot help but wonder at the fools these heathens are.
7) Together you turned aside the attack with ease. You cannot help but wonder at the fools these heathens are.
now
1) Your men rode into hell. $targattack was devistated by the heathens and there was nothing you could do to help.
...
6) Together you massacred the opposing forces. You cannot help but wonder at the idiots these heathens are.
7) Together you annihilated the opposing forces. You cannot help but wonder at the incompetence of these heathens.
1) Our forces overran $realk($target) with ease.
2) Your invasion against $realk($target) was a success.
3) Good news! our armies broke through $realk($target) defenses!
4) It was close, but $realk($target) managed to resist your attack.
5) $realk($target) turned aside your attack with ease.
6) It was a massacre. Your poor forces were destroyed by the superior might of $realk($target)
7) It was a massacre. Your poor forces were destroyed by the superior might of $realk($target)
now
7) It was beyond massacre. Your poor forces were annihilated by the infinate might of $realk($target).
-------------
1) Your poor defenses proved little challenge to this warmonger.
2) Your poor defenses proved little challenge to this warmonger.
3) Your men fought like demons, but the armies of $kingdom[kingdom] were too much.
4) The heathen armies of $kingdom[kingdom] were a serious threat, but your forces managed to hold.
5) You cannot help but laugh. $kingdom[kingdom]\'s forces were easily turned aside.
6) You cannot help but laugh. $kingdom[kingdom]\'s forces were easily turned aside.
7) You cannot help but laugh. $kingdom[kingdom]\'s forces were easily turned aside.
now
1) Your pitiful defenses proved no challenge to this warmonger.
...
6) You cannot help but laugh. $kingdom[kingdom]\'s forces were massacred.
7) You cannot help but laugh. $kingdom[kingdom]\'s forces were annihilated.
-------------
1) It was a massacre worthy of song. $kingdom[leader] led your forces to an easy victory.
2) It was a massacre worthy of song. $kingdom[leader] led your forces to an easy victory.
3) The heathens put up a good challenge, but the armies of $kingdom[god] prevailed!
4) It was a bloody battle, but even with your help the day could not be won.
5) $kingdom[leader]\'s incompetance was proven today as the heathen armies repelled your forces with ease.
6) $kingdom[leader]\'s incompetance was proven today as the heathen armies repelled your forces with ease.
7) $kingdom[leader]\'s incompetance was proven today as the heathen armies repelled your forces with ease.
now
1) It was a massacre worthy of legend. $kingdom[leader] led your forces to total victory.
...
6) $kingdom[leader]\'s incompetance was proven today as the heathen armies massacred your forces.
7) $kingdom[leader]\'s incompetance was proven today as the heathen armies annihilated your forces.
-------------
1) Your men rode into a slaughter. $targattack was pummelled severely by the heathens and there was little you could do to help.
2) Your men rode into a slaughter. $targattack was pummelled severely by the heathens and there was little you could do to help.
3) A tough fight, but one you could not win. $kingdom[god]s chosen overwhelmed you this day.
4) With your help, the heathens were repelled and the lands of $target protected
5) Together you turned aside the attack with ease. You cannot help but wonder at the fools these heathens are.
6) Together you turned aside the attack with ease. You cannot help but wonder at the fools these heathens are.
7) Together you turned aside the attack with ease. You cannot help but wonder at the fools these heathens are.
now
1) Your men rode into hell. $targattack was devistated by the heathens and there was nothing you could do to help.
...
6) Together you massacred the opposing forces. You cannot help but wonder at the idiots these heathens are.
7) Together you annihilated the opposing forces. You cannot help but wonder at the incompetence of these heathens.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
Wars of Tonan (Monarchy Inspired Miniatures)
Armatures for Sculpting Miniatures
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