Stop blaming brickwalls.Kirche wrote:a fucking rivershubla wrote:What kind of design does your village have if you cannot build a single brickwall around it?
Start spamming the C&i for terraforming instead!
Stop blaming brickwalls.Kirche wrote:a fucking rivershubla wrote:What kind of design does your village have if you cannot build a single brickwall around it?

That is a good manipulation when on the scales you have siege changes this week and terraforming in Jorb's txt file.shubla wrote:Start spamming the C&i for terraforming instead!
legacy has no bearing on current events, all that matters is how the world was at the start of it, I don't care if they change the core mechanics at the start of a world but if they wait till midway through without giving people an option other than "you should've expected us to change this mechanic that has been this way for 3 worlds sucks to be you"Burinn wrote:Kirche wrote:legacy is irrelevantjorb wrote:Brick walls had a significant use case in Legacy, which represents quite a bit of the game's life.
Cost, bruh. Brick walls cost a lot more.
My arbitrary time frame dictates the relevancy of previous game mechanics!
Not to be a dick, but if things costing more meant they were better we'd be playing a very different game. Half the combat moves in this game have longass cooldowns with high IP costs and are shit fucking useless. The nice thing is when you decide to buff them i can just switch my deck and won't have to rebuild my entire town.jorb wrote:Brick walls had a significant use case in Legacy, which represents quite a bit of the game's life.
Cost, bruh. Brick walls cost a lot more.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
Not an unreasonable assumption, considering how like 1/3 of the game's content is utterly useless.loftar wrote:>there are two wallsOmnipotent wrote:So what, day 1 we should all have known you were going to change siege like this?
>one is more expensive than the other and gives a more sturdy appearance
>i wonder if it's ever going to be relevant to have that one...
Considering more convolution as we speak.Potjeh wrote:But yeah, 5/10 idea, needs more convoluted mechanics for more unforeseen exploits.
Couldn't I just make layers of different claims to make raiding harder by requiring a siege claim per different claim ?jorb wrote:Ok, pick this apart: The siege claim is created, within the 100x100 area, but only on tiles where claims present on the attacked object are also present.