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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Topic: Failed Expeditions (Map Experiment Graveyard)Posted: 21 Apr 2013 at 19:15 |
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It occurred to me that many other mystery seekers may have tried the same map experiments. Elgea offers well known features like the Rift, Duraz Karag and the Fortress of Shadows for expeditions. However, people will occasionally explore rather obscure theories. This is intended to be the graveyard for failed Illy map experiments. Fellow explorers, come commiserate over a liter of fine dwarven wheat beer!
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 21 Apr 2013 at 19:34 |
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Failed Experiment #1: Center of the Circle
Executive Summary: Explore the center point of the Circle of Five. It seems like a great idea, right? The legendary Circle of Five has their towers arranged in a circle, but it isn't centered on Centrum. As a matter of fact, it isn't centered on anything obvious. Could it be... A MYSTERY? I decided to calculate the center point of Aqua, Ignis, Aeris, Terra and Tempus. The points, starting from top center and going clockwise, are: Aqua [160|-199] Ignis [242|-251] Tempus [222|-340] Aeris [109|-340] Terra [82|-251] After applying basic geometry for two hours, I found that I couldn't make the radius the same length to each tower. I assumed that this was because I hadn't done any meaningful geometry in 20 years. So, I used my Google Fu to remember how to use simultaneous equations to calculate the center of a circle using only three points around its circumference. I used the top three points (Terra, Aqua, Ignis) for the equations. Long story short, that gave a center point that didn't match Aeris or Tempus. Calculated Center: [162|-286.5] The matrix did, however, give a zone approximately 10 squares in diameter near the center of the circle, and that's good enough for scouts and spies. I scouted all the stone circles, ancient forests, abandoned mines and other structures within 10 squares of [162|-285] to no avail. I really hoped there would be some kind of awesome magic discovery, but there wasn't. It seemed like a good theory, though. Why would the Circle of Five create a precise circle around a random map location? Maybe I'll try the experiment again during a full moon, just to see if there's some kind of special magical effect. But it looks like this theory was a total bust.
Edited by Brandmeister - 21 Apr 2013 at 19:34 |
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 21 Apr 2013 at 20:37 |
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Failed Experiment #2:
Fame and Fortune!
Executive Summary: Send thieves to the Fortune Teller, and then to the desert to recover untold wealth. The gypsy fortune-teller tells your Thieves: "Beware what lurks beneath the desert sands, for though there is treasure there it is also well guarded." What could she mean? And did she say treasure? Nothing excites a cartopgrapher quite like the prospect of secret wealth hidden behind vague riddles. Indeed, I had long nursed a theory about the desert trade hubs. Jarru is owned by the Jannu; both Khafkar and Nessim are owned by the Sultanate of Kazim. Jarru in Kumala [-906|-277] Khafkar in Zanpur [755|-498] Nessim in Kul Tar [838|-352] Now why would the desert caravanserai attract my attention? As you will see, this trio of trade centers share a triad of unusual traits! Of all the hubs, you can only dispatch diplomats and armies to Jarru, Khafkar and Nessim. Of all the hubs, these are the only ones which are not surrounded by an indestructible barrier of tiles. In fact, the tiles under the trade hubs themselves have resources, implying that they can potentially be annexed as sovereign squares. Finally, these are the only three desert trade hubs, meaning that all desert trade hubs share the first two unusual traits, and that no other hubs have that structure. Strange, no? I spent a while sending armies, thieves, spies and scouts to the desert hubs in the hopes of uncovering some secret mystery. Alas, it was to no avail. Then I remembered that the Human Statues Mystery must be completed in order. For statues with broken inscriptions and clues, you must first visit the statue, and then the final mystery location. You can't just skip to the second part, even if you already know the answer. Obviously the mysteries in Illyriad can have triggers... but what possible trigger could there be to unlock the secrets of the desert trade hubs? I know, right? THE FORTUNE TELLER. So I posted a 1000 beer bounty for reported fortune teller sightings, and 10000 beer if I was able to reach her with my diplomats. After weeks of trying, I finally succeeded in receiving fortunes for my scouts, spies, saboteurs, assassins and thieves. Unfortunately, this did absolutely nothing to change the behavior of the desert trade hubs. My thieves, scouts and spies still return empty handed. Maybe the treasure is really out there beneath the desert sands. Perhaps it refers to the temples in the Kumala deserts where Elven Tears are harvested. Most likely it's just a bogus fortune meant to drive you nuts digging up the desert with footpads and halflings. There might be some kind of mystery with the desert trade hubs. If there is, I no longer have any idea what that might be. All I know is that my halflings have tracked sand all over the tavern, and I've got 150 sunburned Keepers of Secrets glowering over tankards of ale, whispering dangerously that their next expedition had better be an encore at the Steamtastic Brewery.
Edited by Brandmeister - 21 Apr 2013 at 21:12 |
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 21 Apr 2013 at 22:40 |
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Failed Experiment #3:
Barking up the wrong Tree.
Executive Summary: Search for the Source of Life discovery at every river's head. The Illyriad store at CafePress.com has several interesting posters for unknown discoveries. One such mystery is the Source of Life, depicted as a tree with water flowing from its trunk.
If you're a map crawler, it stands to reason that the Source of Life might be a stand of trees at the head of one of Elgea's many rivers. Using the mini-map set to water, I located the start of every river on the continent. Scouts were dispatched to any locations that had a forest nearby. A few locations were quite exciting, with ancient forests or blessed oaks at the start of the river. Alas, nothing. Whatever the Source of Life might be, it apparently is not a literal tree spewing forth an endless flow of water.
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 21 Apr 2013 at 22:50 |
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Failed Experiment #4:
The Shortest Tall Dark Man.
Executive Summary: Visit the fortune teller with T1 and T2 assassins, then re-try the Fortress of Shadows. The gypsy fortune-teller tells your Assassins: "I often tell my clients that they will meet a tall dark stranger. I hope that isn’t you. I wouldn’t want them to have to meet you in a dark alleyway. In any case… I see that a long journey might beckon you, but you should not expect it to succeed; there is much to be learned from the servants of an old man, but I foresee that his followers will not yet teach you their secrets." Your diplomatic mission is heading home, alternately pondering and dismissing these words of wisdom. It turns out the Fortune teller was correct. The Hashashin, servants of Ten Kulch, offered up nothing new to my dwarven assassins once they had visited the gypsy mystic.
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 21 Apr 2013 at 22:58 |
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Failed Experiment #5:
Crazy as a Crow.
Executive Summary: Explore the Glinntre area, searching for the darkness uncovered by Treggar's Crows. Treggar was a first cousin to the Dwarven chief of Clan Bealagh, Baelon Graythorn, so he enjoyed a certain amount of respect among the Dwarves. However, after an expedition deep into the very heart of the mountains that surround the Dwarven city of Glinntre, Treggar came back a changed dwarf. Something had happened to Treggar and his expedition party down in the long forgotten underground tunnels…they all came back alive, but somehow…different. The story goes that Treggar and his party members started behaving strangely, keeping to their own company and rebuffing any attempt made by the other Dwarfs to learn of what had happened during their foray into the ancient mountain tunnels. I used scouts and spies on all the mountains immediately around Glinntre. Then I widened the search area to include all unusual NPC squares like Barrows and Ancient Lairs. This search was conducted all at once, but it wasn't very systematic. It's entirely possible that I missed the critical square, but I kind of doubt that. My diplomats never had the opportunity to get driven nuts in the same special way as Treggar and his Crows.
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Anjire
Postmaster Joined: 18 Sep 2010 Status: Offline Points: 688 |
Posted: 21 Apr 2013 at 23:05 |
No other diplomats sent to these cities gave a message either. I also sent to all the surrounding tombs and obelisks within 25 squares.
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Malek
Forum Warrior Joined: 09 Jul 2012 Location: Australia Status: Offline Points: 247 |
Posted: 22 Apr 2013 at 03:25 |
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Nice thread Brand.
This particular discovery is of particular interest to me, especially with my orc alt.
Amassing the horde as it appears to me is to have a lot of troops.
Things I have done.
Attacked and occupied with 150k from one town.
Occupied with 150k from one town
Have over 500k troops
Occupy a square with 400k troops
Either I am missing something or I dont have enough troops.... yet.
Any idea's on other tactics to try to get this discovery? With the new training times amassing a horde does not take anywhere near as long as it used to.
edit:poster didnt work
Edited by Malek - 22 Apr 2013 at 03:27 |
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The Duke
Forum Warrior Joined: 22 Jul 2011 Location: Indiana Status: Offline Points: 464 |
Posted: 22 Apr 2013 at 03:51 |
It says Amassing the horde- So maybe its the speed in which you amassed the horde
I would try making all 20 or so sov structures for troop training
Maybe once you produce at a certain speed it triggers the discovery
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"Our generation has had no Great Depression, no Great War. Our war is spiritual. Our depression is our lives."
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Malek
Forum Warrior Joined: 09 Jul 2012 Location: Australia Status: Offline Points: 247 |
Posted: 22 Apr 2013 at 03:53 |
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Thanks duke,
I have also done that as well, not many people in this game make troops as fast as I do there. As for the sov it is very very high, have to love those desert squares.
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