Difference between revisions of "The TattleMaster"

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|date = April 1, 2008
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|title = New War Island
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|article = {{Usr|Tom}} posted the following message to the [[Discussion List]] a few hours ago:{{Quotation|When I closed down the war islands, there was some protest. From two factions, actually. One, from the strategy players who enjoyed a pure war environment, and from the roleplayers who feared the strategy players would now flood the rest of the game.<br><br>So, I've taken some time and re-worked the concept. Remember that my reason was that the war islands never worked the way I intended them to.<br><br>Opening later today, there will be a new war island ("South Island"). The map is slightly expanded, but mostly the same. There are now five small
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realms initially. Some other features have been changed:<br><br> * "War only" as you're used to, all non-war features are disabled, more complete this time<br>* Looting has been much improved, to make it a viable strategy<br><br> The most important change, however, is that I've decided to finally listen to those who want a much more "active" and speedy game. On the new war island, turns will run EVERY TWO HOURS. That's 12 turns in a day, 6 half and 6 full. This will provide our strategy friends with an entirely new challenge, because you really can't expect everyone to be active all the time with that schedule. You will have to plan with inactivity,
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something that I hope will then migrate to the rest of the game. Day- and Night-Armies are just one of the ideas that hit me.<br><br>
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One disadvantage to the whole thing, however. Since the rapid turns would, in theory, allow people to leech gold off the islands very
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<table style="margin: 0px; border-collapse:collapse; border: hidden; width: 100%;"><tr style="padding: 1px; border-bottom: 1px solid #FFFFFF; background: #DDDDDD;"><td>'''Title'''</td><td width="15%">'''Author'''</td><td width="20%">'''Date'''</td><td width="50%">'''Summary'''</td></tr>
quickly, the war island is a one-way road:<br><br>* You can't leave once you're there (no emmigration)<br>* To prevent overcrowing, everyone is mortal on war island (same as for heroes elsewhere)<br>* No family gold sending<br><br>I have a few final touches to finish, such as uploading the new map and resetting the database, and then later today you'll read a second announcement when it opens.|{{Usr|Tom}}}}}}
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{{#ask: [[Category:Tattlemaster Articles]]
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|date = February 14, 2008
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| searchlabel = More Articles
|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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| ?author
|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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| ?summary
{{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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|article= [http://bugs.battlemaster.org/view.php?id=4111 Bug 4111] - Second-in-command of an army will no longer use the Defensive marshal settings when they are the attacking force. ''(Fixed on Testing islands.)''}}
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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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[[Category:Newspapers]]
 
[[Category:Newspapers]]
 
[[Category:OOC]]
 
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[[Category:TattleMaster]]

Latest revision as of 23:45, 11 February 2011

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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.
TitleAuthorDateSummary
The TattleMaster/Articles/NudgeKagurati8 October 2016Test Article, Please Ignore
The TattleMaster/Articles/Some Formatting TestsIndirik11 February 2011Some Formatting Tests
The TattleMaster/Articles/Semantic NewsIndirik11 February 2011Semantic News
The TattleMaster/Articles/Semantic ArticlesIndirik3 February 2011Testing the New Semantic Format for the TattleMaster
The TattleMaster/Articles/From YesterdayIndirik2 February 2011This Article was Written Yesterday!
The TattleMaster/Articles/Another TestIndirik1 February 2011This Article was on Feb 1


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