Difference between revisions of "The TattleMaster"

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|date = February 14, 2008
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|title = Scouting Sea Routes
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|article = The ability to scout across sea routes has been removed, to more accurately simulate the reality of the situation. You can no longer scout across sea routes unless you are traveling across the route, and are more than half way to the destination. ''(There was an initial bug in the code that let you start moving, scout ahead, and then immediately turn around. This has been removed. You now have to be at least halfway along your route in order to scout ahead.)''
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|author = -- {{Usr|Indirik}}}}
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|date = February 14, 2008
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|title = Happy Valentine's Day! (And Battle Organization, too.)
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|article = It's been a while since our last update, so we thought we'd toss this one out. It was discussed on (where else?) the [[Discussion List]] a couple weeks ago:
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{{Quotation|On testing, there's been a new column in battle reports for a few days now: "Org"<br><br>What it means is "Organisation". This depends on several factors, the most important being army size (the more men you have, the harder it is to organize them) and whether there's a marshal (or second) issuing orders, since the army is _the_ organisational unit for the military. Army will make a huge difference.<br><br>Leadership skill and a few other factors will also change it.<br><br>Starting tomorrow or whenever I update the code next, this will have actual effects. Low organisation will mean that your disorganised army is scattered around randomly. Some units will start a row too much to the front or back, or wait longer than they should, or even fight in a different formation (though the chance for that is low as long as their commander has a bit of Leadership). Also, morale of the entire army will suffer a little.<br><br>In other words: Manual setting of row/style/formation by general commands will be less reliable and less effective than using the armies and marshals for, well for what they are there to do. You can yell "front/aggressive/line" as much as you want, if there's nobody there to organise the men on the eve of battle, there'll be chaos.|{{Usr|Tom}}}}
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|author = -- {{Usr|Indirik}}}}
 
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|date=February 14, 2008
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|article= [http://bugs.battlemaster.org/view.php?id=3746 Bug 3746] - Infiltrators visible in scout reports and region pages has been fixed. If your infiltrator has enough skill, they should be invisible again.}}
 
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Revision as of 20:08, 14 February 2008

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The TattleMaster is BattleMaster's first, and only, OOC newspaper dedicated to discussions about the game of BattleMaster itself. Here you will find information regarding bugfixes, new features, changes in game mechanics, and probably even a few FAQs and interviews.
Scouting Sea RoutesFebruary 14, 2008
The ability to scout across sea routes has been removed, to more accurately simulate the reality of the situation. You can no longer scout across sea routes unless you are traveling across the route, and are more than half way to the destination. (There was an initial bug in the code that let you start moving, scout ahead, and then immediately turn around. This has been removed. You now have to be at least halfway along your route in order to scout ahead.)
-- Indirik
Happy Valentine's Day! (And Battle Organization, too.)February 14, 2008
It's been a while since our last update, so we thought we'd toss this one out. It was discussed on (where else?) the Discussion List a couple weeks ago:

On testing, there's been a new column in battle reports for a few days now: "Org"

What it means is "Organisation". This depends on several factors, the most important being army size (the more men you have, the harder it is to organize them) and whether there's a marshal (or second) issuing orders, since the army is _the_ organisational unit for the military. Army will make a huge difference.

Leadership skill and a few other factors will also change it.

Starting tomorrow or whenever I update the code next, this will have actual effects. Low organisation will mean that your disorganised army is scattered around randomly. Some units will start a row too much to the front or back, or wait longer than they should, or even fight in a different formation (though the chance for that is low as long as their commander has a bit of Leadership). Also, morale of the entire army will suffer a little.

In other words: Manual setting of row/style/formation by general commands will be less reliable and less effective than using the armies and marshals for, well for what they are there to do. You can yell "front/aggressive/line" as much as you want, if there's nobody there to organise the men on the eve of battle, there'll be chaos.

Tom

-- Indirik


February 14, 2008
Bug 3746 - Infiltrators visible in scout reports and region pages has been fixed. If your infiltrator has enough skill, they should be invisible again.


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