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sofsirwj
New Poster
Joined: 13 Sep 2011 Location: China Status: Offline Points: 5 |
Topic: 05DEC11 - Advance Notice: Negative ResourcesPosted: 11 Feb 2012 at 16:31 |
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 10 Dec 2011 at 23:30 |
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Setting 0% would've been an exploit if that was what was told in first negative ressource advanced notice, that was implemented: "negative ressources only causes not to produce gold anymore". But with the destrction of buildings, everything is covered and there is no more possible exploit about that. So now, you can be sure you'll face players that follows the same game mechanic rules you follow ;) |
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Janosch
Wordsmith
Joined: 19 Oct 2011 Status: Offline Points: 169 |
Posted: 10 Dec 2011 at 14:40 |
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Thanks Creature and Rill for your answeres!
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 10 Dec 2011 at 14:01 |
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I never understood why we HAD to have a paddock and common grounds even if we didn't want one. I only build horses in two of my cities...
I like how you guys covered your donkey in the actual message itself too.
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Createure
Postmaster General
Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 10 Dec 2011 at 13:56 |
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No Janosch. As SC just said - it was a bug which has now been resolved.
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Janosch
Wordsmith
Joined: 19 Oct 2011 Status: Offline Points: 169 |
Posted: 10 Dec 2011 at 12:38 |
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Doe this actually mean that I can theoretically rase my paddock and build another building at that spot? Thanks |
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 10 Dec 2011 at 11:12 |
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Not to mention amusement. Mona Lisa's armies are so fierce that just the sight of them blockading has caused two entire cities to pack up and vanish! Not sure who was responsible for scaring away the third city -- it wasn't us! Thanks Kurdruk for your hard work on the challenge, sorry that this has made it more difficult for you. nCrow has been affected as much as any participating alliance by this, and I can say it hasn't diminished the great enjoyment we're experiencing in this challenge. Maybe there could be a system where players inform the developers when designated targets were going to be "in play" for a particular purpose? And those cities could be exempt from being disappeared by coding? Perhaps a last "check to make sure it's not one of these cities" list? Any such requests would be subject to the devs' approval and not to be used for personal gain, of course. Hopefully people would respect the process and only use it for activities such as this.
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LordOfTheSwamp
Forum Warrior
Joined: 23 May 2011 Location: Swamp of Fyrgis Status: Offline Points: 481 |
Posted: 10 Dec 2011 at 10:51 |
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Re Clearing Up Inactives -
Inactive cities are really useful for alliance training, and are also useful for player-organized mini-tournaments - e.g. http://forum.illyriad.co.uk/a-christmas-challenge_topic2819.html Would it be possible, oh great and mighty GMs, to "lock" towns with incoming attacks (if only Blockades and Sieges) so that they are not selected for deletion? We've had 3 targets vanish during the Christmas Challenge, and it's causing quite a lot of frustration!
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"A boy is building sandcastles on a beach. You go and kick down his castle. You could say that it only reflects how you play with sandcastles. Others may think it reflects who you are." - Ander.
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Bartozzi
Greenhorn
Joined: 04 Jul 2011 Status: Offline Points: 96 |
Posted: 10 Dec 2011 at 09:51 |
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Okay, so there was no IGM.... but if I were a person who had been taking advantage of the exploit (which I'm not nearly big enough to be), I'd either have taken heed of Stormcrow's repeated warnings (not just once 3 months ago, but intermittently since), or I'd be checking constantly on the forums to make sure I didn't miss the boat. I just don't see how you can lay this at the feet of the DEVs.
I've never seen a technical change announced on the Herald either; it is a newspaper, designed to flesh out the story and culture, and is completely separate from the game mechanics.
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Maeglin
New Poster
Joined: 10 Dec 2011 Status: Offline Points: 2 |
Posted: 10 Dec 2011 at 06:33 |
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There is an in-game message system where important announcements could be spread, but that wasn't used. There is a newpaper where important information could be provided, but that wasn't used. I've heard (today) that it was mentioned by the devs in global chat previously, but I've been on a fair amount the last few days and never saw a thing. Admittedly, there was a several month notice on the forums (remember, food was going to stop being affected by tax rate and then the devs changed their minds) and then there was a several day notice on the forums (which really isn't that much notice given how long we've been promised factions and trade v2 without seeing anything). I'm just surprised that the devs would choose to implement a feature that would cause the population of Illy to fall by over a million villagers without making sure everyone had multiple chances to hear the announcement and a significant period to prepare for it. Even if the devs had used every notification method possible, someone could have gone away for a few days with a lvl 19 and lvl 20 building queued and returned before the queue was scheduled to be empty to find their city in ruins. |
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