Jump to content

Ayrlego

Eurobricks Dukes
  • Posts

    3,000
  • Joined

  • Last visited

Everything posted by Ayrlego

  1. Great micro with some really interesting piece uses (the snitch in particular!). As Kai noted, that's a great border with those ingot pieces as well.
  2. Brilliant work! There are a lot of great details; I find the pictures of the dwarfs inside the shop particularly humorous for some reason! The shaping of the roof is really well done and I think adds a distinctively different look to the building than normal - it makes it more 'dwarvan' in my mind! I also like the way you framed the window with the curved slopes. I think this should be a strong contender for the category. Well done!
  3. Great work on the jungle vegetation. Personally I would have liked to have seen some more variation in the base level as it currently looks really flat. Troops are looking great (although I have to agree with Khorne regarding the flesh head!). I especially like the moustache that the Carnite officer is sporting! Nice entry and a for GOC from me.
  4. Nice work and there are a lot of great details for such a small scene. The blue pants on the Officer/NCO work surprisingly well. I'm not too sure about the bluey tiles on the roof and the tree looks nice but appears to be growing out of the roof? Neither detract from the scene however and it's definitely a for GOC from me.
  5. As others have commented, the beach scene is really well done and the simplicity of the rest of the scene really draws your attention to the troops. I like the contrast of the three officers and how you have matched the characters in flesh heads. for GOC
  6. It appears you do have a private army,although not as big as what is in the sheet. 8/15/2018 8:18:26 Raise new troops (note that a MOC is required) Merc 30 Lavalette 3/8/2020 10:19:16 Raise new troops (note that a MOC is required) merc 30 Eltina 3/9/2020 18:29:52 Raise new troops (note that a MOC is required) merc 60 Breshaun 5/20/2020 13:36:00 Raise new troops (note that a MOC is required) merc 30 6/30/2020 17:59:31 Raise new troops (note that a MOC is required) merc 30 Eltina Total troops = 180 I've fixed the account form. It appears the Sep-Oct Account sheet was updating the troop numbers live, so I then manually added any additional troops from then causing the issue. Should all be fixed now. I'm planning on adding a column to the settlements tab to record the location of troops. But it's still a WIP!
  7. Inspired by Oleon's Military Encyclopaedia, I decided to do a small scene with some cavalry I made up for an upcoming MOC. Presenting the 2nd Regiment of Life Guards AKA 'The Blood Dragoons'. Pretty sure the credit for the torso use goes to @Khorne or maybe @Ross Fisher??? I saw it some time ago in a MOC but now can't find it to reference.
  8. No worries, I'll have a look at it when I can get on my laptop later.
  9. A good looking execution scene and like Professor Thaum mentioned it appears Ragnarsson is establishing his expectations at an early stage. Some great figures in the crowd and the gallows and cobblestone are nicely executed (no pun intended!) The sand maybe be improved with some more tiles/plates to vary it up but that may just be my penchant for uneven bases. Overall great job!
  10. I was hoping this result would be MOC'd! Great job and that is a lovely render.
  11. Yeah it is currently under review. We were wondering if anyone would notice! Hmmm... let me check. Results from the Army forms: 3/10/2020 13:36:45 Raise new troops (note that a MOC is required) Ross Fisher 30 Astrapi 5/21/2020 15:39:20 Raise new troops (note that a MOC is required) Ross Fisher 10 Astrapi Yep something has gone wrong. According to this you should have 40? Does that sound right? I'll fix that now. Edit: it appears you were charged the recruitment cost for 40 men but the total and upkeep was 70. I've updated the total to 40 which has recalculated the upkeep. Should be correct now. Let me know if there is still a problem.
  12. No, no interior. I made the back wall removable so I had the option but I didn’t end up doing one
  13. Yep, that’s how I understand it as well. I’m pretty sure we’ve had examples of micro scale small properties before.
  14. The accounts tab has now been finalised(ish). There are bound to be some mistakes and I've probably missed some active player accounts. Just let me know if there are any major issues with your accounts and I'll try and find out what went wrong! Note the following for this one time account sheet: 1) Property yield has been calculated as the yield for everything licensed prior to 1 July 2020 multiplied by four (for the four 'turns' that have occurred since 1 Nov 2019). This means that if you licensed a property in the last turn, you get the advantage of having earned yield for the previous 3 turns when the property technically didn't exist.... but I'm not going to go back and calculate when each new property started earning :) As this has an advantage for most, I don't see it being an issue. 2) Property (fort) upkeep has been calculated the same. Not a huge issue as I'm pretty sure only factions/settlements are licensing forts these days. 3) Similarly troop upkeep has been calculated the same way which disadvantages troops raised in the last three turns as you will have paid upkeep for them for four turns. This may be an issue for players who raised troops in the last couple of turns, if it becomes a huge issue I'll look into it further. 4) I also haven't added in ship limit raising costs or the costs of admirals. I may let that slide this time round... thoughts? Hopefully I've set everything up for a smooth run after the next tMRCA. At the moment it's mostly all manual although I plan on starting to re-automate with the next couple of sheets as I slowly get the hang of Excel/Google Sheets.
  15. Trade value is calculated based on the tables here. Basically each property size has a corresponding trade value that is added to the settlement. The bigger the property the higher the value. So settlements with more large/royal properties will have a higher trade value than a corresponding settlement comprised of mainly small properties. What the current values don't take into account, (an oversight on my part) is the settlement status modifier in the first table in the above link. Thus the value for a Large city as it appears currently should be multiplyed by 0.5 to get the correct figure. I can easily correct this oversight, but I didn't want to mess things up with Capt Wolf an the tMRCA who had already published the trade values. My recommendation would be to leave them for this trade run and correct for the next one. The values will all be lowered if I correct them, but the settlements should roughly still rank about the same.
  16. Beautiful micro - I especially like the use of the headlight bricks!
  17. I don't really see an issue as long as it's not offensive. The idea of the initiative was to give people inspiration to build, so if your building then mission accomplished!
  18. Also, the account summary should be finalised in the next couple of days - certainly before the MRCA deadline!
  19. Stables in the rural hamlets of Mitgardia are small, simple structures and usually only the village Thegn and maybe some of his huscarls would own horses. When Yngvi arrived in the small hamlet of Ubbanford he brought with him not just his family and prize goat, but also a magnificent black stallion named Sceadugenga or Shadow Walker. Sceadugenga was a gift from Sir Alan when Yngvi swore his oath to him and was appointed Thegn of Ubbanford, the small recently acquired village and surrounding farmlands far to the north of Lord Alan's other holdings. With winter now firmly set in, Sceadugenga is settled into a hastily erected stable typical of those for a small holding in the north. A passing huscarl keeps a watchful gaze on the valuable animal. A second offering to go with my last house. I've decided to create a second hamlet for my characters for when I want to go more 'dark/Viking ages' than the typical medieval type scenes I was building in my other village. Now I can jump between both depending on the style I want to build!
  20. Yngvi's New Dwelling | Ayrlego | Mitgardia Village Stable | Ayrlego | Mitgardia
  21. A second (and much more traditionally Mitgardian) submission from me: Yngvi's New Dwelling
  22. On return from his adventures rescuing his family in the southern lands, Yngvi has moved to one of his Lords northern most hamlets as the steward. He arrives just in time for winter and he and his family settle into a modest house; typical of the dwellings in a Mitgardian small rural settlement. Designed to assist it's occupants survive the harsh winters in some little comfort, the house is typical in it's long design and slopped roof. Being crafted out of stone and having a separate section for livestock indicates this house is for a more important member of the small community. On a brisk mid-winters day, Yngvi and Erik attend to their chores; Yngvi clearing snow from the houses entrance and Erik feeding and milking Clover the goat. A second submission for the Dwellings of Mitgardia community build and my first (hopefully there will be at least a few more) entry into this year's Summer Joust. I've dabbled with snow scenes before, but this time I wanted to go 'full snow' for the Frozen North category. I'm really pleased with the result, and with the cheap piece of grey cloth I got to use as a background! No more white-wash in my white builds!!
  23. I love the way you uncover the skeleton (which is also perfectly done!) as the story progresses. LOL! Love this bit! I've licensed as a RSNP medium education on Tortuga
  24. Yep! I dig up my most yellowed white bricks for these builds. I never thought they'd be so useful when I first sorted my bricks as an adult!
×
×
  • Create New...