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PostPosted: Thu May 10, 2012 23:44 
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You cannot invest in realm during the first 60 hours if the game has started already.

If you are alone you will be able to invest 250,000 but after that you need a friend to help you out.


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PostPosted: Fri May 11, 2012 07:39 
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Thank you for the extra information!

I assume this means a two player realm can actually make full use of realm improvements?

A two player realm can also declare hostile and war with the new changes so all in all we can now make 2 player realms and compete?


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PostPosted: Fri May 11, 2012 09:24 
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Yes I guess you can compete with a 2 player realm.


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PostPosted: Fri May 11, 2012 09:26 
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keep in mind the lager your realm the nicer the realm book.

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PostPosted: Fri May 11, 2012 13:40 
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Yes a 6 pack of competitive active players are superior to a 2 man pack. If the 30 players realms had enough dedicated players they would rule supreme but we are not that many players and it could be appealing to some players to play in smaller packs for different reasons.


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PostPosted: Sun May 13, 2012 13:30 
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zip wrote:
Reduced the amount of resources a kingdom will steal after already stolen big amounts.


Sorry I am just now commenting on this, I haven't checked the forums the past few days.

Does this mean that it will decrease even more as the round progresses even if the kingdom has like four million lumber? or will be if you steal 20k in an tick each subsequent theft that tick would steal less? Just curious what a big amount is. Is it in comparison to the amount that they have or some other figure?


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PostPosted: Sun May 13, 2012 15:23 
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You will find out if you steal very big amounts.


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PostPosted: Thu May 17, 2012 15:28 
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In general changes

•War against big random realms are removed.


Does this mean no 4 pack realm can declare on a 30 kingdom random realm? If so, why?

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PostPosted: Thu May 17, 2012 18:20 
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Can a 4-kd realm declare war vs a 30-kd realm?
    No.

Why?
  • Delayed OOP w/ war vs 30-kd realm is very powerful (as proved last round).
  • Kingdoms in random realms can now defect at their convenience.
  • Normal realms have the power to war. I do not want to give 30-kd realms that same power. It would be very powerful for an organized 30-kd realm, but useless for an unorganized realm.

4-kd realms must me greater than 30-kd realms, but if 4-kd realms are too much better, no veterans will stay in 30-kd realms. A newb is more likely to stick around if they join a realm with some players to teach them the fundamentals. There should be incentives for going into 4-kd realms and 30-kd realms.

There is a split in the devTeam about how to handle 30-kd realms.
  • Some want the 30-kd realms to be cooperative. They want each player to be a part of the realm and the team effort.
  • Some want the 30-kd realms to be an archipelago of solo kingdoms. Team play would be limited to giving each other advice, sharing ops and retaliating hits.

I fall into the 2nd group. Although I think cooperation is a noble goal, I think it would be too hard to balance. 30-kd realms would be very powerful if most were active, but very weak if some were inactive.



Other changes I want to see:
  1. 30-kd realms can not get relics
    • It's just too powerful when compared to a 4-kd realm. This negative would be offset by the kingdom keeping all of their heroes.
    • Maybe allow 30-kd realms to capture the fools cap.
  2. Uncommon race heroes do not have a faith
    • Allows kingdoms to defect with most of their heroes
  3. If(KD in protection OR KD in 30 man realm)
      KIMP formula difficulty doubled (i.e. 2 former imps, now equal 1)
      +100% to kingdom improvements
      -100% to realm imps (this change does nothing unless mid round in a 4-kd realm)
      KD cannot invest in RIMPS (rimps are disabled)
    • Closes the gap between 4-kd realms and 30-kd realms, but 4-kd realms will always have a slight advantage.
    • Kingdoms in 30-kd realms can use a high imp strat, without fear of their RIMPs disappearing when they defect (they won't have rimps, but very high kimps).
      Note: This change is different than the one I posted on the devTeam boards.
  4. Conservative Inaccuracy
      Lesser Farsights
        Inaccuracy range 1.00 to 1.333 (exactly 4/3 or 1/.75). This applies to all units & resources.
      Spy on Military
        Home: Inaccuracy range 1.00 to 1.333 (exactly 4/3 or 1/.75).
        Away: Inaccuracy range 0.75 to 1.00.
    • Removes step of figuring out max number of units home when calculating troop levels.
    • Overall, it makes the game easier to play for newbs. Veterans can more easily estimate dp.
  5. War
      -5% attack power (From +10% to +5%)
  6. Can only sac 50% of defense only applies AFTER protection.
    • Makes game easier to play for Tolspry. This rule wouldn't hurt any other race.
  7. Power Farsight is made into an offensive spell
    • More restrictive target selection
    • Spires have a chance of reflecting PFS
  8. Burned Land: Defending Kingdom explores land equal to amount burned. Land comes in 18 hrs. Incoming land type should be same as burned land.
    • Burned land will now only destroy the buildings on that land. The player will regain control over their burnt land in 18 hrs.
    • Prevents the disappearance of land (more land for the Elveron economy)
    • Makes it harder for beaters to kill kingdoms.
  9. Corruption reverted to orignal design
      Court houses to CH% (down from 2*CH%)
      Policing to max 8%
  10. Corruption split into general corruption and resource corruption.
      General corruption affects everything (comes mostly from land, and other negatives)
      Resource corruption only affect the resource that caused the corruption.
  11. Spires: Successful offensive magical spells against kingdom have a chance of getting reflected back 1 - 0.75^Spire% (90% max) of the times. Successful offensive spyops against kingdom have a chance of getting reflected back 1 - 0.85^Spire% (90% max) of the times. Increases spy and magic power by 2.5 * Spire% (no max)
    • Splits spyops and magical ops spire abilities. Nerfs spyop reflect.
  12. Casualties split into offensive and defensive casualties
    • More control when balancing races. (take a look at minotaurs)
  13. Mages split into offensive/defensive mage power.
    • More control when creating races. It would be very easy to create a race like Gremlins
    • Animators could have a reduction in mage power. This would enable them to build mages to defend their land, but make it much harder to be a mage whore (Animators effectively have very cheap MD).
  14. Spies split into offensive/defensive spy power.
    • More control. Races like Shinobi could be given high offensive spy power, but lower defensive spy power (making it so they could steal from others, and still be spied upon).

edit: I tweaked suggestion 3. I replaced GT requirement with protection requirement.


Last edited by Fergy on Fri May 18, 2012 09:09, edited 1 time in total.

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PostPosted: Fri May 18, 2012 02:24 
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I think the suggestion for Conservative Inaccuracy (I assume it's some sort of one-time spell?) is a bad one. Legends is a math game. The math for adjusting the SoM numbers is far and away not the hardest math needed to win at the game -- if you can't manage that, you can't manage winning period.

If anything, the wording could be improved (possibly change to "numbers shown may represent 85% - 115% of the actual value" or similar?), or even just changed to 15% inaccuracy and expect people to understand what it actually means, rather than doing the 1/0.85 "math" for them and rounding it up to 18%...but after umpty-hundred rounds, just saying "15% inaccuracy" would probably be more confusing than it's worth.

Even if your Conservative Inaccuracy suggestion is an "always on" change, I'm still opposed to it. If people suck at math, they're going to suck at Legends, no matter how much hand holding you do.

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PostPosted: Fri May 18, 2012 08:51 
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It's not a one-time spell. This would be a change to the game engine.

I agree a one-time spell would be very bad. It would make it hard for players to know if a op in realmbook is conservative or normal (I assume it would say so, but this still requires more time than a quick glance). It would also require twice the work from 3rd party developers that make nifty defense calculators (which happen to remove some of the tedious math from the game ;) ).

The change is designed to simplify the way players calculate.
  1. Get OPs
  2. Divide Units home by .85
  3. Multiply units away by .85
  4. Subtract units away from total units
  5. Compare units home vs total - away, use lower of the two.
  6. Multiply units by DP value of unit.
  7. Sum up raw DP
  8. Multiply DP by mods

This change removes steps 2 & 3. Calculations no longer need to know the level of inaccuracy. The admins could change the level of inaccuracy and never mess up your calculator.

Even better, they could hide the level of inaccuracy from the player. The level of inaccuracy could change depending on several factors, such as: Land difference, spy difference, spires, heroes, iron thong, etc. . . (This is all for the future. For now, I want it a simple fixed inaccuracy of 1.0 to 1.33 and 0.75 to 1.00)

Math is very integral to top level play, but trivial math doesn't have to be. I would rather see the players to spend their free time trying to calculate the payback period of an Animator investing diamonds into banking...


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PostPosted: Fri May 18, 2012 23:16 
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Fergy wrote:
The change is designed to simplify the way players calculate.
  1. Get OPs
  2. Divide Units home by .85
  3. Multiply units away by .85
  4. Subtract units away from total units
  5. Compare units home vs total - away, use lower of the two.
  6. Multiply units by DP value of unit.
  7. Sum up raw DP
  8. Multiply DP by mods

This change removes steps 2 & 3. Calculations no longer need to know the level of inaccuracy. The admins could change the level of inaccuracy and never mess up your calculator.

Even better, they could hide the level of inaccuracy from the player. The level of inaccuracy could change depending on several factors, such as: Land difference, spy difference, spires, heroes, iron thong, etc. . . (This is all for the future. For now, I want it a simple fixed inaccuracy of 1.0 to 1.33 and 0.75 to 1.00)

Math is very integral to top level play, but trivial math doesn't have to be. I would rather see the players to spend their free time trying to calculate the payback period of an Animator investing diamonds into banking...


Except your steps 2 and 3 aren't quite right.

The right way to calculate is:
[1] Get OPs.
[2] Set aside (real) Farsight numbers
[3] Get the lowest SoM Home number, divide by 0.85
[4] Get the lowest SoM Away number, divide by 0.85
[5] Subtract adjusted-Away (step 4) from Farsight
[6] Use lesser of adjusted-Home (step 3) and adjusted Farsight-Away (step 5)
[7] Multiply by raw value
[8] Add to raw total

And if you want a "confidence interval" to figure out how much error is still in your calculations to determine if you should take more SoMs, you can do that too (even without a farsight).
[1] Home range: highest Home / 1.15 (min) to lowest Home / 0.85 (max)
[2] Away range: highest Away / 1.15 (min) to lowest Away / 0.85 (max)
[3] Raw units: lesser of [adjusted Home min, Farsight - adjusted Away max] (min) to greater of [adjusted Home max, Farsight - adjusted Away min]

If you made "Conservative Inaccuracy" the rule of the day, my off-the-cuff impression is it would be a lot more confusing to try to come up with that confidence interval especially. And you're not really saving that much in the way of math to the actual numbers either.

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PostPosted: Sat May 19, 2012 05:57 
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I had it more correct. Assume a player has 200 units, 100 home and 100 away.
    [4] 100 / .85 = 117.6
    [5] 200 - 117.6 = 82.4
Except for this little error, yours is written up much better than mine.

You may be thinking of dividing by 1.15 (or multiply by ~ .8695652) which might be the more accurate way of doing things. Im not sure which way it's coded, so I went with the one with more error.

Confidence interval
  1. [1] Home range: highest Home * 0.75 (min) to lowest Home (max)
    [2] Away range: highest Away (min) to lowest Away / 0.75 (max)
    [3] Raw units: lesser of [adjusted Home min, Farsight - adjusted Away max] (min) to greater of [adjusted Home max, Farsight - adjusted Away min]

  2. (Highest Troops away / 0.75 + Lowest Home - Farsight) / Farsight

'A' would work assuming the error stays at 0.75.

'B' would work even if the max error on military spies is unknown. The problem with this is it would require a farsight.


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PostPosted: Sun May 20, 2012 09:52 
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Fergy's idea of 'conservative inaccuracy' is a wonderful one, in my opinion.

All it does is shift the distribution upwards, thereby simplifying matters.

The mathematically oriented need not worry: all they must do is change .85 with 1 and 1.33 they'll be done. For a (true) mathematician, an affine transformation is a triviality. Although I haven't seen the code on Izzi's wonderful calculator, I suspect it wouldn't be much of an issue there either (changing 4 parameters).

Meanwhile, it does make it easier for the less mathematically oriented. In fact, I believe it will increase the amount of mathematical effort people put in. I, for one, started with making my own excel-calculator for defenses in Elveron. I found out there were some errors (probably because I didn't handle units away properly), and when I found izzi's calc, I've been (lazily) using it ever since. If it were simpler, I reckon I'd have spent more time on it myself, and I'd be doing math on it still (confidence intervals and the like)!


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PostPosted: Wed May 23, 2012 08:27 
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IzzionSona wrote:

Except your steps 2 and 3 aren't quite right.

The right way to calculate is:

[4] Get the lowest SoM Away number, divide by 0.85


yeah you typed that wrong.

Should be;

[4] Get the highest SoM Away number, multiply by 0.85


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