Claim Mechanics Supposition.

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Bigsteve
 
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Joined: 07 Feb 2014, 03:53

Claim Mechanics Supposition.

Post by Bigsteve » 07 Mar 2015, 04:08

With all the info that various players have been posting on the forums and wiki it has got very confusing all round.

So I have done some testing on a server at home.
Authority at 100, and the monument are built with GM spawned 100ql mats but not GM built (by pressing B)
First I set the day cycle to 30mins
Second I ran the remove all trees mod so get rid of <80ql trees, (just so that the server would reboot in 5 mins instead of 30mins, just in case of mess ups)

First I built a monument.
Sacrificed some common stuff, about 400k Claim Support Points (CSP) then upgraded. Then waited 1 Day cycle, then Upgraded again.
During these 2 days I saw no Claim Calculations in the logs.
THEN:
Server logs of the Calculation of Claim, Radius, and Durablility. (Note it says Radius but it is actually Diameter)
Day 3 to 25
Spoiler


So as the more Buildings and Land Claimed and possibly other stuff you have on your claim the more GMM you have, this Value is subtracted from your CSP each day cycle, now if your CSP is above the right value for the monument the durability of the monument goes up by 250, and this value divided to 100 becomes your new Claim Radius.
Now this is just guessing at the moment, if your CSP are below the right value for the Monument the GMM are still subtracted from you CSP and durability of the monument is reduced by 250 and subsequently the claim radius is reduced too.

Now in the server database each monument has a Base Value:
Monument: 12600
Fine Monument: 171900
Great Monument: 34623 (I have a feeling due to data entry error this should be 3462300)
Glorious monument: 25801406

I believe that the server has a formula in which it uses these values somehow to Calculate if your Monument Increase Durability or decreases it.

I think I have put all that i had in my head, though if its full of ideas and stuff so more may come out later…


Remystemple
 
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Joined: 15 Jan 2015, 22:30

Re: Claim Mechanics Supposition.

Post by Remystemple » 07 Mar 2015, 04:14

nice. so how do we initiate war? or do you see a way in the database to make that happen? i've been looking but can't see anything yet that looks like guild relations or whatever. game is even more boring now. lol. need to be afraid for my stuff not know it will never get taken.


Bigsteve
 
Posts: 88
Joined: 07 Feb 2014, 03:53

Re: Claim Mechanics Supposition.

Post by Bigsteve » 07 Mar 2015, 05:19

Remystemple wrote:nice. so how do we initiate war? or do you see a way in the database to make that happen? i've been looking but can't see anything yet that looks like guild relations or whatever. game is even more boring now. lol. need to be afraid for my stuff not know it will never get taken.


I think thats going to come with judgement hour next month.


Elusiven
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Re: Claim Mechanics Supposition.

Post by Elusiven » 07 Mar 2015, 13:39

You are putting way too much sacrifice points, technically you SHOUDN'T be allowed to upgrade at radius 20, 25 etc. It's not how that works
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Ausrick
 
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Joined: 22 Dec 2014, 20:11

Re: Claim Mechanics Supposition.

Post by Ausrick » 07 Mar 2015, 18:50

Remystemple wrote:nice. so how do we initiate war? or do you see a way in the database to make that happen? i've been looking but can't see anything yet that looks like guild relations or whatever. game is even more boring now. lol. need to be afraid for my stuff not know it will never get taken.


guild_standings table has cross-referenced keys to all the guild IDs, and guild_standings_type has "war" "hostile" "Neutral" "Friendly" "Ally"

I wouldn't mess with these yet, it'd probably bork your server, but it seems to indicate organized guild warfare is coming up around the corner.


Alakar
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Re: Claim Mechanics Supposition.

Post by Alakar » 07 Mar 2015, 18:53

Ausrick wrote:
Remystemple wrote:nice. so how do we initiate war? or do you see a way in the database to make that happen? i've been looking but can't see anything yet that looks like guild relations or whatever. game is even more boring now. lol. need to be afraid for my stuff not know it will never get taken.


guild_standings table has cross-referenced keys to all the guild IDs, and guild_standings_type has "war" "hostile" "Neutral" "Friendly" "Ally"

I wouldn't mess with these yet, it'd probably bork your server, but it seems to indicate organized guild warfare is coming up around the corner.


Currently they don't do anything as far as I could tell, did some testing with a local server using a recent backup of our main server. Went into the land that I marked at war with and still couldn't do anything in their lands.


Remystemple
 
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Joined: 15 Jan 2015, 22:30

Re: Claim Mechanics Supposition.

Post by Remystemple » 07 Mar 2015, 21:21

i tried the same experiment. was disappointed . i'm now considering making my server a hardcore lif sever with almost nothing claimable.


Bigsteve
 
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Joined: 07 Feb 2014, 03:53

Re: Claim Mechanics Supposition.

Post by Bigsteve » 08 Mar 2015, 21:23

Possible Dropped Item Container Bug.

https://lifeisfeudal.com/mantis/view.php?id=2960

If there is Dropped Item Container that has other containers in it, i might bug out your claim expansion Calculations..


Alakar
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Re: Claim Mechanics Supposition.

Post by Alakar » 09 Mar 2015, 00:54

Posted on your bug tracker about the max recursion depth setting that is required for life is feudal to operate correctly. Your setting appears to be set wrong.


Bigsteve
 
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Joined: 07 Feb 2014, 03:53

Re: Claim Mechanics Supposition.

Post by Bigsteve » 09 Mar 2015, 13:24

yes saw and rectified.. ty

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Marsipulami
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Re: Claim Mechanics Supposition.

Post by Marsipulami » 15 Mar 2015, 20:56

Do u have any idea, if the decay rate setting bugs out the claim radius growth if it is set to 0?

The only moments our claim radius has increased was when there was a patch or hotfix. We are currently testing if the claim radius will increase faster if the decay is on or off.

Thanks for the information u have giving us so far and we hope u can help us more in the near future!

Mars


Bigsteve
 
Posts: 88
Joined: 07 Feb 2014, 03:53

Re: Claim Mechanics Supposition.

Post by Bigsteve » 15 Mar 2015, 22:40

Marsipulami wrote:Do u have any idea, if the decay rate setting bugs out the claim radius growth if it is set to 0?

The only moments our claim radius has increased was when there was a patch or hotfix. We are currently testing if the claim radius will increase faster if the decay is on or off.

Thanks for the information u have giving us so far and we hope u can help us more in the near future!

Mars

on our server & 2 Test servers the decay rate is set to 0.
and on all three, the Claim Radius is increasing as normal....
there may be other reasons the claim is not increasing.
1. Authority skill not high enough.
2. We have found that switching leaders bugs out the calculation even if the authority skill are high enough for both characters, a server restart seems to fix the calculations.

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