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   Forums-->Ideas and suggestions-->

AuthorAdventure Map and Area Provinces
https://www.lordswm.com/forum_messages.php?tid=1832843
Adventure Map Army Dynamics


The adventure map army dynamics would work a bit differently than the typical army dynamics, as traveling from place to place can be more dangerous. Your army isn't limited to the set amount of creatures that it is in the rest of the game, but rather, the army consists of creatures you pay for to recruit at your castle. You may only buy a set number of creatures of each tier a day, and only if their are some available for purchase. Every day the creatures available in your garrison increase for the faction you currently are. Changing factions will not eliminate these garrisons, but you can only view the garrison of the faction you currently are, and creatures accumulate in garrisons of only the faction you currently are. Garrison creatures can be hired for certain other tasks that will be discussed later, and a garrison can only a set amount of each creature type.

This is not the only way to accumulate creatures, however. Certain areas on the adventure map are dwellings for creatures, and every three days you may hire a set number of them to join your army providing you have space to spare. You must visit a dwelling on the adventure map to recruit creatures. The most common dwelling type is the Caravan Gathering, and the creatures available for purchase changes every day, so only purchase the ones you want.

Creatures are a fickle lot, however. When you change factions, all the creatures in your army will abandon your cause. Having creatures from other factions in your army can also influence morale. Creatures of the same faction as you gain a +1 morale. Having undead in your army will decrease the entire army morale by -1. Having opposing factions (elvesXdark elves, knightsXdemons, wizardsXbarbarians) in your army will decrease the entire armies morale by -1. Being an opposing faction commander will decrease units of an opposing faction's morale by -1. You may only have 1 type of each tier in an army, excluding unaligned creatures. Any faction level bonuses you've achieved affect those faction types, regardless of what faction you currently are. Unaligned creatures don't receive faction level bonuses.
Omega22, I don't understand why you posted that link since my suggestion isn't up there, and it would actually benefit some of those ideas already there.
2. Detailed quest-adventure map with heroes moving around it. ?
Holy Crap, I swear I never saw that there, and I looked over it over twice before posting. How in the blazes did I miss that?
Player Owned Mines and Guardians


Their can be two ways to gain your own mine. One of them is to reach a certain level and buy one from the empire. This mine cannot be taken from you but is ultimately very expensive. The other way is to flag your own mine on the adventure map. To this, all you have to do is reach the mine and choose to take control of it. However, most mines will already be owned by other players, and nobody wants their mine to be swiped by someone else. That's where guardians come in. In addition to keeping down thievery from workers and ensuring that they reach peak productivity, guardians also protect a player's mines from theft. How do you set guardians, you ask? That's where your creature garrison comes in. Once you own a mine, you may hire the creatures in your garrison to guard the mine, and you aren't restricted to the number you may buy in a day. As long as you have creatures to purchase in the garrison, and the resources to purchase them, you may hire as many as you like to guard the mine. However, once they are set to guard a mine, that's it, you can't hire them back or have them guard a different mine, they will remain at that mine until killed. However, because of this, they are 33% cheaper than they would be if you were to hire them into your army. This means it's cheaper to buy guards for a mine than to build an army strong enough to overthrow those guards. However, you need to keep an eye on the number of guards stationed at your mines, for even if a player fails to kill off all of the guards, the ones that were killed in battle are gone for good.

When you own a mine, you may also purchase upgrades for the mine. Some of these upgrades include defense applications, such as watch towers that allow guardians to surround the enemy placing the enemy surround and vulnerable in the middle of the field; walls which hinder the enemies movement and block their ranged units, but allow your ranged units to sit atop and fire back at them; arrow traps which fire arrows at the enemy; and mine traps which damage the enemy if they step on them; commander garrison, which provides morale, attack, defense, and initiative bonuses based on the level of upgrade purchased; and a magic tower which has mana and spells based on the level of upgrade purchased. It's important to note that while the attacker participates in battle, the defender's player does not, and is only notified of an attack, whether it repelled or not, and the number of creatures lost. Also, when an attack is successful, most of the purchased upgrades are sabotaged, so the new owner gets a basic mine without any of the facilities built by the former owner.
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