acowasto

Active Member
Nov 6, 2017
586
1,198
I disagree... the border is currently drawn along a natural one, namely a wide enough river, that appears on maps.
Van has sent Hekima to spy and sabotage Erics Camp... apparently he even managed to use Ophelia to kill a high ranking officer in Erics Camp.
At this point Eric has suffered more damage than Van simply by strategic operations.
The tactical aspect is of hardly any concern given that the front is at an standstill and at best several small skirmishes are fought every now and than.
What is on the map... is on the map. That river might be a big or a small. There are also two rivers we see on the map, but they not that really wide when we cross them. We don't have a tactial map of the area to say that for sure, only the overview of the "travel" map. The area where "the line of skimrish" is located is rather small in my opinion. Otherwise Van would be capable of sending greater forces to harass Eric's supply line. Currently there are none of which we are know. Not counting spies, as they are not soldiers.

In my opinion most of the fighting is done at the small peninsula near the moutains. Whoever controls it can try to push further with small forces to harass the other one. So they probably sending men to skimrish there and looks like it both achived nothing. Where those at camp near the bridge or near the ocean are just... menacingly looking at eachother from the other shore when they spot eachother on patrol.

Though Isha plans of abondeining her exile in the dark woods to search for the elfes.
The woods are not dense enough to prevent travel among the trees as the raven has proven, but it makes large scale operation much harder, Imawyn also said that her magic is strained thin by now, she can't cover anymore areas and with that spell in place we don't need any fortifications for the camp... maybe upgrade those tends to barracks would be an Option to further increase their numbers and improve their supply storage.
Well, Isha is... Isha. She might say one thing and do the other. Like any woman. :D
Also, there's quite big swamp nerby north of her location which of course would prove any huge or heavy scale operation impossible. Small units or scouts? I mean... at the beginning of the game MC can use "energy orc" exploit when working with Tia. And Tia isn't working that far from the village.

Ima's using her magic to hide the camp. There is no point in hiding the castle, even wooden one. No, the point of building a castle it to show it. It's a show of power at this point for both Humans and Orcs. "Look I have a castle and If you pass through the land near it I'm going to send my men to kick your ass! And if you want to kick my ass better bring some siege equipment, because It will surely hold long enough for my other men to get here and kick your ass when you try to kick mine!"

Only if they bring siege weapons... the distance from the highground to the camp is to much to make use off with bows, and the area is to narrow for such a thing... plus they are vurnable from ambushes like the mine... if they add some archer towers along the pallisade and maybe a scaffold along the already excisting paiisade they could do some serious damage to any passing footsoldier, there is also a dry moat infront of the pallisade makeing the use of simple siege weapons inefficient.
Path is way too narrow to make use of any siege equipment. Althrough I disagree on the bow range. From the ledge to the houses is somewhat around 20 meters. When I was still in school on PE we were shoting with bows up to 50 meters. Olimpic archers are shooting at somewhat 70 meters if I recall correctly? I don't think trained archers would have problem with shoting there.

As for fortifications, Current pallisade is in need of repair. It current state it would be quite easly to just... dig them up with thier own weight just by pushing at the other end. Any palisade and scaffolding would have to be higher than the ledge in order to prove any form of advantage and protection for defenders. Not to mention there are rocks everywhere. Shooting any attacker would be rather difficult with so many places they can cover behind. I would turn this outpost more into a lookout with quite high watchtower to overlook the area and a signal fire to light it up if huge forces are spotted. Other than that? Waste of resources.
Also, we don't know how current fortifications looks from the south and west side of the map.

On the other hand... instead of making it into fortification it would be wise to use Ima's magic here. Because this would be, as spy leader said, great place for cover operations. It's remote and far from prying eyes. It would require more trees and bushes to cover this up, but... keeping there a small garrison of battle ready soldiers to harass sieging army or raid enemy supply routes? Why not. But currently it is of more value to Van tto do that than to Eric or MC.

I agree that Arenfield needs atleast a pallisade wall in the long rung... and some gates with scaffolds along the pallisade, though I think 5 men in each outpost should be sufficient.
we have 5 guys in the mine and 5 guys patrolling the roads to deal with small armies... MC reinforceing the areas under attack should probably be enough to deal with most smaller forces and both Eric and Van are stretched thin themselfes so they can't use numbers against them anyway.
In my opinion we should have twice as much people everywhere. 10 guys is, in my opinion, the bare minium of a squad to put anywhere. Lower than that and squad is incapable of doing anything important of achieving meanigful.
I mean Giron is having more guys around and inside his house than we have in Arenfield to protect it! Add to that Royal Guards who are stationed there and our mercs are outnumbered!
There was more soldiers in the mine than 5 and they were overrun by goblins. Our mercenaries, even if might be better trained are worst armored. They have mails, which is not so common armor to have, but Eric soldiers have full armors with some plate elements... and damn helmets! They won't stand a chance if pests try to re-take the mine. They just... don't do anything right now.

I'd use the siege to draw the Orcs attention than smuggle out the prisoners before they can be killed or used as meat shields.
That aside Madra Ghaz has Ballistas as defence and certainly more soldiers than Rumahs people.
I agree that Rumah itself doesn't stand a chance against Madra Ghaz even with MC cutting them off of reinforcements from Callan's Rest and the Outpost in the south but they can still be usefull for some strategies.
So either fast assault on the poor-orc stronghold in order to suprise defenders so they won't be capable of taking thier positions, or night sneaking to disable balistas, drug water supplies, posion food and save prisoners followed by siege.
I like both options.
Also, "quality over quantity". Orcs don't know how to fight, they just charge at you. Even with superior numbers they will lose to our planning and tactics.
 

Evangelion-01

Devoted Member
Apr 12, 2018
11,265
7,672
What is on the map... is on the map. That river might be a big or a small. There are also two rivers we see on the map, but they not that really wide when we cross them. We don't have a tactial map of the area to say that for sure, only the overview of the "travel" map. The area where "the line of skimrish" is located is rather small in my opinion. Otherwise Van would be capable of sending greater forces to harass Eric's supply line. Currently there are none of which we are know. Not counting spies, as they are not soldiers.

In my opinion most of the fighting is done at the small peninsula near the moutains. Whoever controls it can try to push further with small forces to harass the other one. So they probably sending men to skimrish there and looks like it both achived nothing. Where those at camp near the bridge or near the ocean are just... menacingly looking at eachother from the other shore when they spot eachother on patrol.


Well, Isha is... Isha. She might say one thing and do the other. Like any woman. :D
Also, there's quite big swamp nerby north of her location which of course would prove any huge or heavy scale operation impossible. Small units or scouts? I mean... at the beginning of the game MC can use "energy orc" exploit when working with Tia. And Tia isn't working that far from the village.

Ima's using her magic to hide the camp. There is no point in hiding the castle, even wooden one. No, the point of building a castle it to show it. It's a show of power at this point for both Humans and Orcs. "Look I have a castle and If you pass through the land near it I'm going to send my men to kick your ass! And if you want to kick my ass better bring some siege equipment, because It will surely hold long enough for my other men to get here and kick your ass when you try to kick mine!"



Path is way too narrow to make use of any siege equipment. Althrough I disagree on the bow range. From the ledge to the houses is somewhat around 20 meters. When I was still in school on PE we were shoting with bows up to 50 meters. Olimpic archers are shooting at somewhat 70 meters if I recall correctly? I don't think trained archers would have problem with shoting there.

As for fortifications, Current pallisade is in need of repair. It current state it would be quite easly to just... dig them up with thier own weight just by pushing at the other end. Any palisade and scaffolding would have to be higher than the ledge in order to prove any form of advantage and protection for defenders. Not to mention there are rocks everywhere. Shooting any attacker would be rather difficult with so many places they can cover behind. I would turn this outpost more into a lookout with quite high watchtower to overlook the area and a signal fire to light it up if huge forces are spotted. Other than that? Waste of resources.
Also, we don't know how current fortifications looks from the south and west side of the map.

On the other hand... instead of making it into fortification it would be wise to use Ima's magic here. Because this would be, as spy leader said, great place for cover operations. It's remote and far from prying eyes. It would require more trees and bushes to cover this up, but... keeping there a small garrison of battle ready soldiers to harass sieging army or raid enemy supply routes? Why not. But currently it is of more value to Van tto do that than to Eric or MC.



In my opinion we should have twice as much people everywhere. 10 guys is, in my opinion, the bare minium of a squad to put anywhere. Lower than that and squad is incapable of doing anything important of achieving meanigful.
I mean Giron is having more guys around and inside his house than we have in Arenfield to protect it! Add to that Royal Guards who are stationed there and our mercs are outnumbered!
There was more soldiers in the mine than 5 and they were overrun by goblins. Our mercenaries, even if might be better trained are worst armored. They have mails, which is not so common armor to have, but Eric soldiers have full armors with some plate elements... and damn helmets! They won't stand a chance if pests try to re-take the mine. They just... don't do anything right now.



So either fast assault on the poor-orc stronghold in order to suprise defenders so they won't be capable of taking thier positions, or night sneaking to disable balistas, drug water supplies, posion food and save prisoners followed by siege.
I like both options.
Also, "quality over quantity". Orcs don't know how to fight, they just charge at you. Even with superior numbers they will lose to our planning and tactics.
I have my disagreements with several details on this, but I suppose we have a similiar agreements aswell, that in our current state this is impossible to maintain.
Unless we make Arenfield completly self sufficient and increase the number of our men both in regards to Rumah people and Mercaneries there is no way any of this would become viable at any time.
Arenfield was not build as a fortress city like Kirlic and they are surrounded by far to many enemies.
They even lack a workforce as the miners come from Kirlic and I suppose it's the same for the field workers of the coldstone estate.
Maybe if MC can come to an agreement with Orcs of Madra Ghaz to become his vassals (i.e. negotiating with that shamman and turn the Orcs into Half Orcs with tainted water) we could get an easy outpost in the north... usring combat though seems unrealistic with our current numbers.
 
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52000758

Newbie
Aug 9, 2022
81
34
Help, I sided against Syfa at the church and imprisoned her in the Arenfield church cellar again but I couldn't find her, and I still have the collar of dominance in my inventory, I think it might be bugged and said she's banished completely.
 

jamesyoo

New Member
Jul 26, 2019
14
8
Isha’s path is the corruption/domination route, you aren’t going to get a romance Athia in Isha’s path.
If that is what you are searching for
I want to follow the love route with Athia.After completing most of game content according to the guide, I unpacked the CG,Found the picture I posted above.Damn...There is too little pornographic content in the love route
 

jamesyoo

New Member
Jul 26, 2019
14
8
Isha’s path is the corruption/domination route, you aren’t going to get a romance Athia in Isha’s path.
If that is what you are searching for
The Walkthrough did not explain how to trigger Athia to wear a green outfit similar to a Christmas costume, and I even adjusted the time in the game to December....
 

zARRR

Forum Fanatic
Nov 6, 2020
5,226
11,512
I want to follow the love route with Athia.After completing most of game content according to the guide, I unpacked the CG,Found the picture I posted above.Damn...There is too little pornographic content in the love route
More will come, and technically it’s just different type of sex.
One is more concentrated in cuddling, kissing and in general love sex.
The other is just submission and dominance over her
 

acowasto

Active Member
Nov 6, 2017
586
1,198
I have my disagreements with several details on this, but I suppose we have a similiar agreements aswell, that in our current state this is impossible to maintain.
Unless we make Arenfield completly self sufficient and increase the number of our men both in regards to Rumah people and Mercaneries there is no way any of this would become viable at any time.
Arenfield was not build as a fortress city like Kirlic and they are surrounded by far to many enemies.
They even lack a workforce as the miners come from Kirlic and I suppose it's the same for the field workers of the coldstone estate.
Yes, we're just having a civilized discussion about more civilized age and in the end... we're fucked.

As for Arenfield not being a fortress. It us but a small village located on a plateau. Yet transforming it into a small fortress is possible with little effort and costs I might add, even with the current, rather low, workforce available, because of it's location. Resources are right there and Arenfield needs only a gate at southern road and wall at north and east to fully secure it. Almost half of work is done by nature already.

Hmmm... up to the drawing board I guess.

Maybe if MC can come to an agreement with Orcs of Madra Ghaz to become his vassals (i.e. negotiating with that shamman and
turn the Orcs into Half Orcs with tainted water) we could get an easy outpost in the north... usring combat though seems unrealistic with our current numbers.
I don't think orcs would ever agree to it, even under pressure. We all saw orc chief wife reaction. They are affraid of it. If we try to turn them into humans they will resist with force. And we don't want that. Also, "A good orc is a dead orc!"

More will come, and technically it’s just different type of sex.
One is more concentrated in cuddling, kissing and in general love sex.
The other is just submission and dominance over her
We're bulding sex dungeon in the basement, right... Right?

Also Chyos could update some sex scenes. Dialogues mostly, to fit with the rest, becuase sometimes it is rather immersion breaking. For example when Mira is asking to be knocked up on the altar, yet asking to pull out in MC's house or Emily' house, because she can't get pregnant.
 

zARRR

Forum Fanatic
Nov 6, 2020
5,226
11,512
We're bulding sex dungeon in the basement, right... Right?

Also Chyos could update some sex scenes. Dialogues mostly, to fit with the rest, becuase sometimes it is rather immersion breaking. For example when Mira is asking to be knocked up on the altar, yet asking to pull out in MC's house or Emily' house, because she can't get pregnant.
Yes, but it is imprisoned by the evil bonus scene poll

Indicate to me which ones.
 
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zARRR

Forum Fanatic
Nov 6, 2020
5,226
11,512
Ah, yes, of course. The damn evil bonus scene poll!


Gonna make a list then. It might take a while, so I'll let you know.
It’s still lurking the bastard poll, putting sex before gameplay.

Straight out PM in case, for everything in general
 
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Evangelion-01

Devoted Member
Apr 12, 2018
11,265
7,672
Yes, we're just having a civilized discussion about more civilized age and in the end... we're fucked.

As for Arenfield not being a fortress. It us but a small village located on a plateau. Yet transforming it into a small fortress is possible with little effort and costs I might add, even with the current, rather low, workforce available, because of it's location. Resources are right there and Arenfield needs only a gate at southern road and wall at north and east to fully secure it. Almost half of work is done by nature already.

Hmmm... up to the drawing board I guess.
You miss the access to Kathias house at the mountain range which is directly connected to the hunting ground where we regulary can encounter Orc patrols.
The eastern area is also a bad fit as there is vast flat lands that can easily allow the installation of siege weapons and it's sadly on the direct route to Kirlic, which is the place we had to expect an army to come from... if we want to integrate Pennys former fields into this area we should build fortifications at the bridge/river in the east, but those wouldn't last long if the army build some catapult close to that ruin.
I don't think orcs would ever agree to it, even under pressure. We all saw orc chief wife reaction. They are affraid of it. If we try to turn them into humans they will resist with force. And we don't want that. Also, "A good orc is a dead orc!"
Yeah I suspect unless we "poison" their water supply force is our only choice... we only need to transform their leaders and than use them to get strugglers/reinforcement from their homeland and patrolls to get turned.
I think it would be easy to restock the fortress in little time... maybe MC could interact with defeated Orcs like he does with mercaneries aswell to forcefeed them the tainted holy water
 

Adoringfan

Engaged Member
Dec 17, 2016
2,752
5,752
Does it matter if the orcs see you when you go to rescue Katherin or not?

Also, I think the mc could make a viable leader, by taking over Arenfeld. The city is positioned in a nice spot to be an economic powerhouse, you got plenty of lumber cause of the forest and an iron mine, tons of farmland and a river/lake too. Would be neat if the mine could be upgraded to produce more iron, by equipping miners with better tools/hiring more miners/delving deeper into the mine so you have access to more/rarer ore.

As for future updates, I hope we get more building. Would be neat to make a city from the ground up and assign people to houses and stuff. Just seems silly too that after so many updates Tia still hasn't really set foot into the tavern. Also when is that going to get an update with stripper poles, dancers and blackjack?
 

Evangelion-01

Devoted Member
Apr 12, 2018
11,265
7,672
Does it matter if the orcs see you when you go to rescue Katherin or not?

Arenfeld is positioned in a nice spot to be an economic powerhouse, you got plenty of lumber cause of the forest and an iron mine, tons of farmland and a river/lake too. Would be neat if the mine could be upgraded to produce more iron, by equipping miners with better tools/hiring more miners/delving deeper into the mine so you have access to more/rarer ore. Personally, I liked the upgrading buildings bit.
Thi would require MC and his band to first clean out the mine... an Option up to vote
 

zARRR

Forum Fanatic
Nov 6, 2020
5,226
11,512
Does it matter if the orcs see you when you go to rescue Katherin or not?

Arenfeld is positioned in a nice spot to be an economic powerhouse, you got plenty of lumber cause of the forest and an iron mine, tons of farmland and a river/lake too. Would be neat if the mine could be upgraded to produce more iron, by equipping miners with better tools/hiring more miners/delving deeper into the mine so you have access to more/rarer ore. Personally, I liked the upgrading buildings bit.
Yeah it matters

It would be very, very neat
That damned vote, I still remember the dark times where every vote was for more rumah/tia updates, it was bleak times.
I know, but those pesky patrons sometimes sneak something even worse.

Chyos is completely disorganized on that aspects of the poll, and it irritates as much as the next person (except the die hard patrons).
I was against the idea to put 3 more main polls, but it happened anyways, and one certain (coff coff Umah coff) will sadly skyrocket the others.
At least he promised not to add more and will wait for the main ones to end.

Bonus scene poll is another story
 

acowasto

Active Member
Nov 6, 2017
586
1,198
You miss the access to Kathias house at the mountain range which is directly connected to the hunting ground where we regulary can encounter Orc patrols.
The eastern area is also a bad fit as there is vast flat lands that can easily allow the installation of siege weapons and it's sadly on the direct route to Kirlic, which is the place we had to expect an army to come from... if we want to integrate Pennys former fields into this area we should build fortifications at the bridge/river in the east, but those wouldn't last long if the army build some catapult close to that ruin.
Well, those maps on which we do our business are not directly connected to eachother. There is way more distance between them. If you look at the travel map, hunting grounds clearing is far on the north west side of Darkwood, while mercenary camp is somewhat in the center of it. It's pretty far from Arenfield. As for fields I can't really tell where they are located on the map, because river of fields map doesn't overlap with the river on the travel map, so I can only assume there is a plateau slope a bit further east of Arenfield and then farm fields start for the sake of fortifying village. Sadly, same goes for Kath's house. I don't know how far up the moutain her house is so, again, for the sake of fortifying Arenfield, I'm going to assume that single house is just way too far up the moutain to be consider worth of notice.

And bulding a chinese wall around whole area would be rather pointless. It would require way too much money, resources and labor to build. Not to mention manpower and constant patrols to make sure nobody is to weaken it before the assault. If orcs or Eric forces would like to siege Arenfield from east, then so be it. They can have those fields to set up thier camps and siege engines. Until they encircle Arenfield from the north to east through the Darkwood and cut off south road to Arenfield, they can be harassed by small squads send up the north or down south.

I would rather start by at least achive somewhat this...
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...before trying to fortify farmlands with outer bailey or another outer bailey down south to the Arenfield pass. First the center, then, maybe, the outer lands. Also I would turn Giron's house into local garrison barracks. We don't need a keep here.

Yeah I suspect unless we "poison" their water supply force is our only choice... we only need to transform their leaders and than use them to get strugglers/reinforcement from their homeland and patrolls to get turned.
I think it would be easy to restock the fortress in little time... maybe MC could interact with defeated Orcs like he does with mercaneries aswell to forcefeed them the tainted holy water
That might actually work. Before they will try to solve it, it will be too late. Still, I say slaughter them all... I need my experience to level up to 100. :D
 

Evangelion-01

Devoted Member
Apr 12, 2018
11,265
7,672
Well, those maps on which we do our business are not directly connected to eachother. There is way more distance between them. If you look at the travel map, hunting grounds clearing is far on the north west side of Darkwood, while mercenary camp is somewhat in the center of it. It's pretty far from Arenfield. As for fields I can't really tell where they are located on the map, because river of fields map doesn't overlap with the river on the travel map, so I can only assume there is a plateau slope a bit further east of Arenfield and then farm fields start for the sake of fortifying village. Sadly, same goes for Kath's house. I don't know how far up the moutain her house is so, again, for the sake of fortifying Arenfield, I'm going to assume that single house is just way too far up the moutain to be consider worth of notice.

And bulding a chinese wall around whole area would be rather pointless. It would require way too much money, resources and labor to build. Not to mention manpower and constant patrols to make sure nobody is to weaken it before the assault. If orcs or Eric forces would like to siege Arenfield from east, then so be it. They can have those fields to set up thier camps and siege engines. Until they encircle Arenfield from the north to east through the Darkwood and cut off south road to Arenfield, they can be harassed by small squads send up the north or down south.

I would rather start by at least achive somewhat this...
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...before trying to fortify farmlands with outer bailey or another outer bailey down south to the Arenfield pass. First the center, then, maybe, the outer lands. Also I would turn Giron's house into local garrison barracks. We don't need a keep here.


That might actually work. Before they will try to solve it, it will be too late. Still, I say slaughter them all... I need my experience to level up to 100. :D
Again several issues in the details I'd say... most prominently we might be able to build a Pallisade and the already existing watchtowers... heck even some Rumah like gates thanks to Roderick and Rick but stone works is an entire different matter.
building a cobblestone wall is one thing for a carpenter but for a stone based fortification you'd need an architect and masoner whom are only available in Kirlic... attempting to recruit people for such an task would attract attention so unlikely a good idea.

For the nearby locations I suggest to check with the Mercanery map as it shows more Details for the close areas we are discussing about.
 

acowasto

Active Member
Nov 6, 2017
586
1,198
Again several issues in the details I'd say... most prominently we might be able to build a Pallisade and the already existing watchtowers... heck even some Rumah like gates thanks to Roderick and Rick but stone works is an entire different matter.
building a cobblestone wall is one thing for a carpenter but for a stone based fortification you'd need an architect and masoner whom are only available in Kirlic... attempting to recruit people for such an task would attract attention so unlikely a good idea.
That's why i wrote " I would rather start by at least achive somewhat this before trying to fortify farmlands with outer bailey or another outer bailey down south to the Arenfield pass. ". In other words, it is what should aim for before we can try to secure more land with fortifications.

Building any kind of fortification would attract attention. Even the most simple palisade as a temporary solution. Any kind of improvment to the village won't just pass unnoticed, as all those things must be done in plain sight. There's no way to keep it a secret. At least not for long before someone will try to act on it. But before that we should be ready to protect it.
And while I agree with you about the need of specialized workers like masons and architect, it really doesn't interfere with the main objective of fortyfing Arenfield.

1. Build palisade around Arenfield to secure it.
2. Recruit mason's guild and architect.
3. Protect masons and architect from harm.
4. Gather stone for masons.
5. Wait for architect to finish his plans.
6. Build stone fortifications.
7. Plan further improvements/fortifications.

For the nearby locations I suggest to check with the Mercanery map as it shows more Details for the close areas we are discussing about.
Thanks. It looks like traven map and mercenary map are two different maps. But, still, things doesn't overlap. Farmlads on the map are after the bridge. While on the tile map they are before the bridge. But maybe I am just reading the map wrong. I am way too tired for this.
 
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