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Old 09-23-2002, 11:30 PM
freddyfox freddyfox is offline
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Besides level 8 one-man funding units, you might ask me, "Vermain, this is a terrible idea and I hope your soul burns in hades for it. How am I going to get the money to get a unit!? You suck."

Well, kingdom islands have towns scattered across them. These towns can produce revenue for the kingdom. They produce a certain amount of revenue from size, production, weather, etc. The castle also produces some revenue, but not as much as a township.

Towns can be overtaken by enemy units if there are no guards at the town, or if the guards are all defeated. There has to be a warlord there to replace the flag with their own. All money being produced in that town will be channelled to the enemy kingdom now.

Warlords and Kings can also deploy units to towns to patrol, with these commands:

/unit showtowns Shows all the towns that you currently own.

/unit <#> deploy <town> Deploys the unit number to the town specified.

/unit <#> retract Summons the unit back to the castle.

You can use the above stuff to add guilds to attack, etc.

Kaimetsu also had this excellent suggestion:

Towns generate units. Each town automatically has three units guarding itself, and three units towards the castle. The castle has a number of units that it generates itself. All the castle's units can be put anywhere. Thus units aren't bought, but rather come with the land. Money can be spent outfitting them, certainly, and erecting defense mechanisms like walls and ballistas, but the units themselves are free and they also respawn.

This is a good idea. Also, kings can purchase units, but at a higher price. The units would come slightly outfitted and be a slightly higher level then naturally produced units.

Kings and warlords can also train their units at a certain cost. Training raises the total EXP of the unit that has been trained. Units also gain EXP for defeating enemy units or enemy commanders. (More for enemy commanders.)
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