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BTW, don’t be surprised if some people end up really disliking the week by week numbers game with the bandit camp.
While some don’t mind it, others may and consider it to be needless padding. There is a fine balance from one bandit simulation to overly micromanaging. In fact, parts of it feel like the army segment of Lost Heir of Daria 2…and actually took me out of the story in that game.
You might also give a little more help to make it through the first week without losing a ton of people to starvation.
True, it’s interesting, but ten weeks is a bit on the long side.
Also surprised I somehow couldn’t lead the raid on House de Merre myself anymore and use theurgy.
And I absolutely hate those damn mules now, they seem to be the main limiting factor on damn near everything.
Radmar’s become a little bipolar since the update, I think. This was with a helot-friendly aristo.
[spoiler]Radmar’s shoulders slump. “Who else?.. Were the others?..”
“No, no,” you cry. “Everyone’s alive. The Harrower’s broken, the Alastors and Theurges beaten… It’s all right, Radmar. It’s begun.”
He blinks, seemingly unable to take in what you’ve just said. “The rising’s started? Truly?”
“Truly,” you insist, striding forward to clasp his arms. “Where have you been?”
“As deep in the de Rose marsh as I could sink myself and still breathe,” Radmar snarls. “Where have you been, kuria?”
“Facing down a couple of Theurges,” you retort, taken aback by his evident fury. “Breaking a Harrower.”
He blinks, seemingly unable to take in what you’ve just said. “And the others? Are they… Were they…”
“No, no,” you cry. “They took no blood from us this day. It’s all right, Radmar. Everyone’s alive… and it’s begun.”
Radmar stumbles forward, eyes suddenly bright with hope. “The rising’s started? Truly?”
“Angels, Radmar, use your eyes.” You gesture at the ring of armed young helots, the growing crowd behind you. “You think this would happen if the Karagonds had won? Now: how did you escape being captured with the rest?”
The hint of a smile vanishes from the big helot’s face. “I was headed up to the shack for the meeting Breden called. But I left the camp late – so I was still fifty yards out when the Theurge and the Alastors marched down out of the woods ahead of me.” He gives a helpless shrug. “There were too many to fight. I hid, kuria. I didn’t want to die.”
“You hadn’t heard the Summons to the Harrowing?”
“You think I’d have been up there if I had?” Radmar glowers at you furiously. “Course I hadn’t. None of us had.” He leans in to growl almost inaudibly, “None of us who were out there, anyhow.”[/spoiler]
New update sounds fantastic! I look forward to diving in.
Do I hear update.
Quite nice of you to drop it by the thread, Havenstone. I look forward to reading it and seeing the changes. And don’t worry about it being bug free, I’m sure we’ll help you with that later on.
I really enjoyed the new update it was fun. I was at first confused at the week thing but I soon figured it out. So keep up the good work.
I won’t be. I’m still a little ways off liking it myself.
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It’s obvious that a lot of work went into the new system, and I like aspects and the idea of it, but I’m afraid I’m one of those people. Dealing with these goats and sick people and rations, it was all a bit frustrating and opaque. I’m going to give it a few more tries, but a bit of streamlining wouldn’t hurt.
Which ones work for you? And which bits really don’t?
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It’s seems like I can only get mules when I send Brendan to go along to get one and its really hard so far to get enough food for everyone even if I steal from everyone.
The numbers are off somehow. I started one week with a total of 265 followers. Subtracting children, the sick, and healthy followers to care for the sick, I should have ended up with 57 free followers, but for some reason I only had 17. At the end of the week it said I have 60 scouts on multi-week missions, even though I didn’t have any followers dedicated to long-term missions at the time.
After you pick koine your bands starts using the shyardeen honorifics.
I also really don’t like the randomness of the results. I think this section would be a lot less frustrating if you can learn how to get the most out of it from repetition. When I send off 60 outlaws to raid for mules and both groups of 30 come back empty-handed on the first week you basically have to start over.
Something is really not right with the formulas too. I went from week one to week 2 at full rations and lost 100 able bodied outlaws to sickness.
The math keeps killing off healthy adults for some reason even on full rations. I had 128 die in one week on full rations for everyone.
One more thing I think should be clarified is the carrying capacity of each mule. It should say upfront how many bushels or loots one mule can hold and how many the scouting party estimates are needed to get the maximum haul out of whatever target.
Also also I think it’s kind of a problem tactically that the Theruges can get a piece of you but you are still able to escape. I would think that once they have an inkling of where you are they would use some “area effect” magic like exploding all the trees or making them all be on fire to wipe your band out.
Found a bug-as shayardene aristocrat with Breden as 2nd in command on the 3rd week of winter,
when Radmar comes in and tries to change her with Zvad. I take the 2nd option and this pops up:
bandits line 19500: invalid return; we’ve already returned from the last gosub
the page where Zvad comes and tears Radmar a new one is still there, but there are no more options. Please fix soon, I really want to see the rest of the update
@Havenstone; I’ll read the update soon; i have to complete my own update first. i hope you understand, even though your work (and @JimD’s) are among my favorites i made a self-promise i need to keep.
keep working at things tho because i love your storyverse. I just read the Vendetta project and it being abandoned really made me think about how many really strong works like yours gets lost and never completed.
thanks for keep working on it.
I’m having the same types of problems. I think it is related to sending off children to be fostered in helot camps.
I never sent any of the kiddies to be fostered, so that’s not the problem for me.
Well, the new update is very effective at what it does. Possibly too effective? It works very well at providing a sense of pressure, feeling how the winter slowly wears everyone down. Narrativly I have no issues with it, but the gameplay aspect is a bit too fiddly for my taste. I have no head for numbers, and trying to play Civilization V in text format is not enjoyable to me. Spending so much time taking notes and calculating things kind of pulls me out of the immersion too.
That said, I can respect that having things too easy would break the immersion for other players, so this isn’t necessarily something that needs fixing. But as @cascat07 mentioned, I do think the results need to be more consistent to avoid boxing yourself in and having to restart. I’d suggest checkpoints but I expect it would too messy to implement.
As it stands right now, I found no way to survive the winter without stealing from absolutely everyone. If there is a way to do it, it requires far more careful calculation that I can manage.
EDIT: It also occurs to me this system is reeeeally not replay friendly - it’s very time consuming and if luck isn’t on your side it could potentially screw you for the entire game. It’s makes all the various branches rather moot if only one can be completed without crippling loses.