Village Revolt Influence Speed

by Furien

Back to Common Grounds.

Unknown2010-05-14 21:58:09
Can't unite in distort, but yes, if they changed divinefire and keep removing ways out, then it's pretty much impossible to keep being a conquest nation, which is kind of a bummer.
Unknown2010-05-14 22:18:20
QUOTE (Xenthos @ May 14 2010, 05:39 PM) <{POST_SNAPBACK}>
How many of those don't take some kind of setup inside the village first?

Spores; have to be in.
Pyramid; have to be in.
Rift; have to be in.
Painting; have to be in.

And so on, and so forth.

The ways past a guard-clump at a chokepoint are actually extremely limited. Assuming bard songs, at least.

You have...
Deepcover
Coalesce
Tracker unite (until they fix it)

I suppose hamster would work too if it isn't stopped by distort and guards aren't at the first room, but that's pretty limited.

Airpike and sprint?
Xenthos2010-05-14 22:20:27
QUOTE (Kialkarkea @ May 14 2010, 06:18 PM) <{POST_SNAPBACK}>
Airpike and sprint?

See, in lots of villages sprint doesn't work (that's part of the point of a chokepoint, after all).

I've been told that bard-guards don't play nicely with airpike, but I'm not positive about that one.
Razenth2010-05-14 22:24:56
Or you could do what you did to Estelbar and just kill all the guards.
Xenthos2010-05-14 22:25:52
QUOTE (Razenth @ May 14 2010, 06:24 PM) <{POST_SNAPBACK}>
Or you could do what you did to Estelbar and just kill all the guards.

Depends on the number of guards and presence of the statue. Enough guards plus a statue and they're not really going to die.
Unknown2010-05-14 22:47:33
The pyramid thing is easy enough. Give it to a non-enemy and have them go set a point for you. That should work, no? Same basic thing with the spores, too.
Xenthos2010-05-14 22:49:58
QUOTE (Zarquan @ May 14 2010, 06:47 PM) <{POST_SNAPBACK}>
The pyramid thing is easy enough. Give it to a non-enemy and have them go set a point for you. That should work, no? Same basic thing with the spores, too.

Brand non-enemy enemy For helping to raid our villages.

Like I said, they require getting past the guards in the first place.

Also, alt-abuse is bad, so over time all the little helpers should get enemied.
Zallafar2010-05-14 23:46:36
QUOTE (Xenthos @ May 14 2010, 03:20 PM) <{POST_SNAPBACK}>
I've been told that bard-guards don't play nicely with airpike, but I'm not positive about that one.

I'm positive about that one.
Sylphas2010-05-15 00:27:21
QUOTE (Zallafar @ May 14 2010, 07:46 PM) <{POST_SNAPBACK}>
I'm positive about that one.


As much as I hate getting raided, what is the point of AirPike if not bypassing guards at a corner?
Xenthos2010-05-15 00:27:59
QUOTE (Sylphas @ May 14 2010, 08:27 PM) <{POST_SNAPBACK}>
As much as I hate getting raided, what is the point of AirPike if not bypassing guards at a corner?

Hopping over a camping group.
Mirami2010-05-15 00:32:46
Hopping past an ancestralwatch spirit.
Zallafar2010-05-15 00:57:27
Hopping over globules in Muud.
Esano2010-05-15 01:58:09
QUOTE (Xenthos @ May 15 2010, 08:20 AM) <{POST_SNAPBACK}>
I've been told that bard-guards don't play nicely with airpike, but I'm not positive about that one.

I've been told it works this way (and this also applies to statues): you get hit by the bard guard/statue/whatever, but end up in the next room anyway.

At a guess, this means that guards not on standguard permanent would probably chase.
Eventru2010-05-15 02:52:56
QUOTE (Sojiro @ May 14 2010, 06:00 AM) <{POST_SNAPBACK}>
Then consider: When/if divinefire gets deleted, how will we get into enemy villages now. Or hell, I'm sure someone already tried to 'bug' that you can transverse from enemy territory to get that changed too, like paintings.


If you can use rifts through distort, that probably is a bug, actually.
Xenthos2010-05-15 02:58:13
QUOTE (Eventru @ May 14 2010, 10:52 PM) <{POST_SNAPBACK}>
If you can use rifts through distort, that probably is a bug, actually.

So, the only way out of a village with guards is supposed to be DivineFire? Period?

Seriously?

Aren't we supposed to be raiding as a Conquest government? tongue.gif

(You do realize that village distort is a 'raise once and forget it' power, right? You raise it when you get the village and never pay for it again.)
Eventru2010-05-15 03:52:16
Last time I checked distort did not prevent you from walking into a village. Clumps of guards are generally resolved with an iron fist - the nature of conquest governments to begin with.

I'm simply stating that rifts being usable through distort is quite possibly a bug. I'm not 110% certain, but I remember it coming up in discussion when distort was made do-able on non-prime planes. Up to Estarra and Sior!
Xenthos2010-05-15 03:57:25
QUOTE (Eventru @ May 14 2010, 11:52 PM) <{POST_SNAPBACK}>
Last time I checked distort did not prevent you from walking into a village. Clumps of guards are generally resolved with an iron fist - the nature of conquest governments to begin with.

I'm simply stating that rifts being usable through distort is quite possibly a bug. I'm not 110% certain, but I remember it coming up in discussion when distort was made do-able on non-prime planes. Up to Estarra and Sior!

There's a 2 million essence cost on death in enemy territory, and statues can be placed at most guard clumps. 40ish guards plus a statue is pretty close to invulnerable no matter how many people you throw at them, but 20 are doable.

Some villages only have 1 entrance with an easily-defended choke point, some have more than one entrance (and multiple clumps of 40 guards are overly expensive). With the villages that only have 1 entrance point, it's actually quite feasible to lock them down for around 1000 power a day (the same that they generate passively).

Edit:
Idea: Make a second entrance into villages that only have one!

Can put 20 at each with a statue to discourage casual raiding, but allows for the "iron fist" effect to actually be used... or you can try to lock it down with tons of guards at a much higher cost than the village could ever hope to produce, taking a hefty loss for safety.
Sylphas2010-05-15 04:00:33
QUOTE (Xenthos @ May 14 2010, 11:57 PM) <{POST_SNAPBACK}>
Some villages only have 1 entrance with an easily-defended choke point, some have more than one entrance (and multiple clumps of 40 guards are overly expensive). With the villages that only have 1 entrance point, it's actually quite feasible to lock them down for around 1000 power a day (the same that they generate passively).


Even as religious despotic they didn't quite produce 1k power a day each.
Xenthos2010-05-15 04:02:37
QUOTE (Sylphas @ May 15 2010, 12:00 AM) <{POST_SNAPBACK}>
Even as religious despotic they didn't quite produce 1k power a day each.

As I recall it was close enough (960ish-980ish, depending on certain factors, fluctuated a bit day to day).
Zallafar2010-05-15 04:45:41
QUOTE (Esano @ May 14 2010, 06:58 PM) <{POST_SNAPBACK}>
I've been told it works this way (and this also applies to statues): you get hit by the bard guard/statue/whatever, but end up in the next room anyway.

At a guess, this means that guards not on standguard permanent would probably chase.

Log of trying to airpike past guards, edited to remove uninteresting parts.
CODE
6140h, 6615m, 8149e, 10p elrxk<>-squint in
The Black Gates of Angkrag. (road).
The shadowy outline of a twisted forest casts a dark gloom here. There are 10 shadowlord widowriders here. There are 10 dark nighthags here. There are 10 illithoid scourges here.
You can see no further.
airpike in se
You leap into the air, spinning in a mid-air pike to change your course entirely.
The door to the out slams shut.
----------- v4026 -----------
                              
                              
                              
                              
                              
                              
                              
                  
                 \\
                  -
                       | \\   /
                      
                              
                          
                              
---------- -4:1:0 -----------
The Black Gates of Angkrag. (road).
The shadowy outline of a twisted forest casts a dark gloom here. There are 10 shadowlord widowriders here. There are 10 dark nighthags here. There are 10 illithoid scourges here.
You see exits leading southeast and out (closed door).
The raucous notes of a wild song assail your senses, leaving you stunned.
An illithoid scourge narrows his eyes at you in an unnerving manner.
You are stunned and cannot move.

An illithoid scourge lashes out at you with a well-placed attack.
One of your reflections has been destroyed! You have 0 left.
A shadowlord widowrider draws a wicked blade and slashes it at you, slicing deep into your flesh.
A shadowlord widowrider screams the name of Mother Night as he rears his great spider and slams his wicked lance into your chest.
A shadowlord widowrider orders his great spider to attack, causing it to lunge and slam its mandibles into your chest.
A shadowlord widowrider draws a wicked blade and slashes it at you, slicing deep into your flesh.
Driving his nekai deep into your shoulders, an illithoid scourge forces you down as his knee collides painfully with your face.
A shadowlord widowrider orders his great spider to attack, causing it to lunge and slam its mandibles into your chest.
You have been slain by a shadowlord widowrider.