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Couple of suggestions

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Implemented
Forum Description: Suggestions which have been implemented or resolved.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=37
Printed Date: 17 Apr 2022 at 00:18
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Couple of suggestions
Posted By: KillerPoodle
Subject: Couple of suggestions
Date Posted: 25 Feb 2010 at 23:46
1) Since not everyone is in the UK - put the current server time on the title bar somewhere next to the season indicator/Moon phase indicator.

2) Combine some windows or add shortcuts to jump from one to the other:

i) Research and library
ii) Trade summary and market place.

3) More info about what you need to make stuff and what buildings do.  E.g. it's only when you have a barracks built and the right skills trained that you find out that a spearman needs leather - need a way to find that out earlier to aid planning research etc.





Replies:
Posted By: GM Stormcrow
Date Posted: 26 Feb 2010 at 09:00
1. Very good point - above the Current City Name / Player Name on the top right hand side seems like the best candidate.

2. i) Research Summary --> library works (via the Research button), but Library --> Research Summary is a good idea

3. Very definitely.  I'm writing 2 more guides today:
a) Production / Buildings
b) Combat and Units


Posted By: Sarky
Date Posted: 27 Feb 2010 at 09:44
Also suggest the ability to email a message to all members in your Alliance.
Put this post elsewhere but thought Id mention it here.
 
Would be nice to have a button "Email Alliance" rather than just "Send Message" when Alliances get big it is going to be really frustrating not tohave this feature.


Posted By: GM Stormcrow
Date Posted: 27 Feb 2010 at 11:33
Originally posted by Sarky Sarky wrote:

Also suggest the ability to email a message to all members in your Alliance.
Put this post elsewhere but thought Id mention it here.
 
Would be nice to have a button "Email Alliance" rather than just "Send Message" when Alliances get big it is going to be really frustrating not tohave this feature.


Yes - already on the to-do list!

You can actually email the entire alliance currently (if you have the suitable permissions to do so in your role) - simply type in the word "Alliance" as the recipient.  The lookup will say "No player found", but ignore that, then press send as normal, and it should go to the whole alliance.


Posted By: KillerPoodle
Date Posted: 01 Mar 2010 at 01:32
Looking forward to that combat and units guide


Posted By: KillerPoodle
Date Posted: 02 Mar 2010 at 19:29
Would be nice to be able to scroll through the rankings to see everyone who isn't top 10 and isn't within 10 places of me.

I know I keep asking for stuff - tell me when it becomes annoying.


Posted By: ThompsonsTotti
Date Posted: 02 Mar 2010 at 20:55
Originally posted by KillerPoodle KillerPoodle wrote:

Would be nice to be able to scroll through the rankings to see everyone who isn't top 10 and isn't within 10 places of me.

I know I keep asking for stuff - tell me when it becomes annoying.
That would be a nice touch Smile


Posted By: ThompsonsTotti
Date Posted: 02 Mar 2010 at 23:05
Another suggestion of mine would have to be that when changing taxation rate, there is a forcast of the outcome that change will make.


Posted By: GM Stormcrow
Date Posted: 02 Mar 2010 at 23:27
Originally posted by KillerPoodle KillerPoodle wrote:

Would be nice to be able to scroll through the rankings to see everyone who isn't top 10 and isn't within 10 places of me.

I know I keep asking for stuff - tell me when it becomes annoying.

Will be there sometime tomorrow (weds) - was already on the to-do list!


Posted By: GM Stormcrow
Date Posted: 02 Mar 2010 at 23:33
Originally posted by ThompsonsTotti ThompsonsTotti wrote:

Another suggestion of mine would have to be that when changing taxation rate, there is a forcast of the outcome that change will make.

Was already there pre-launch, TT, but got pulled when we realised that the numbers it was giving out were slightly wrong!  

We're waiting for a sane moment to work out exactly why the numbers were wrong, and then put it back. Personally, I think it was the alliance taxation that killed it, but what do I know...  back with the dev team!

But it was very cool - as you moved the slider, it told you exactly what the outcome would be if you committed those changes.  But it's temporarily sleeping, till we know the numbers are right.




Posted By: Wuzzel
Date Posted: 03 Mar 2010 at 10:09
The ranking page looks nice now SC :).

Another suggestion:
Maybe setup a page where you can see what you are producing ie Spears / Cows / Leather Armour etc.
A production page to see all production?


Posted By: GM Stormcrow
Date Posted: 03 Mar 2010 at 10:37
Originally posted by Wuzzel Wuzzel wrote:

The ranking page looks nice now SC :).

Another suggestion:
Maybe setup a page where you can see what you are producing ie Spears / Cows / Leather Armour etc.
A production page to see all production?

Yup, that's in the pipeline too.  It'll also cover multiple towns as well etc.  Further down the priorities list though!

Next up:
a) filtering and sorting Trade Offers in the marketplace, and making each individual offer a bit more compact, followed by
b) Trade History,
c) Diplomatic History,
d) Military History pages

These history pages are so you can review, filter, and sort what you've done in that past and what you know about a particular town.  They'll also be accessible from the map view (so you can click on a town and see all your (eg) historic scouting reports etc).  Finally, members of an alliance will have all their data pooled - so that if Alliance Player 1 scouts a town, Alliance Player 2 will be able to retrieve that information.

Alliance members will also have a "real time" view of all the trade, diplomatic and military activities, inbound and outbound, for all members.  Unless, of course, the sneakier alliance members are using Covert Operations to hide their military movement from the alliance.  There will be 2 new technologies to hide trade and diplomacy actions from the alliance view (Black Marketeering and Stealth).

This should be going live today / tomorrow.




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Posted By: Wuzzel
Date Posted: 03 Mar 2010 at 21:53
Would be neat if you could see eachother ranks in the alliance page.


Posted By: GM Stormcrow
Date Posted: 03 Mar 2010 at 22:54
Originally posted by Wuzzel Wuzzel wrote:

Would be neat if you could see eachother ranks in the alliance page.


Not a bad idea, though most players aren't in alliances atm, so I'm putting most of the alliance stuff (that isn't completely borked) further down the list than the stuff that effects globally (Alliance or non-alliance, such as History pages and marketplace filtering).

Here's a question, though. At the moment all the points you generate in each category (population, tech, attack, magic, quests, trade etc) feed into a common pool, and are applied pre-defined weightings to make the "Overall Score" (ie Attack, Defence, Population etc are weighted higher than eg trade or quest scores).

I'm dissatisfied with this, currently.  I think the overall score should be some kind of aggregate of all the other scores, but applied a weighting index on the *relative* total player base score for each category.

So, for example, if trade is something that isn't practiced by the majority of the player base, it should weigh less heavily relative to a score category that is practiced by the majority (eg Population or Technology, which every player - regardless of which game path they take - has rankings in).

This isn't a comment on the relative importance of trade or quests vs attack or defence or whatever - people who do lots of trade or quests will still rank very highly within their own category.

I just think the overall ranking should be an alpha of the relative weighting of *all* the categories, weighted by the individual's score (relative to the total score) in each category.  ie what "we" as Illyriad/GMS/devs etc think is important and should contribute to the overall score may *not* be what the playerbase thinks is important.  And the overall score should be weighted by what the playerbase does, in some formulaic way. <-- GM ThunderClap, sirrah, help me out mathematically with what I'm trying to say here. I know you can!

Thoughts?


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Posted By: GM Gryphon
Date Posted: 03 Mar 2010 at 23:07
How about:
 
Total of category points/number of players = Category average.
 
Sum of category averages = game total.
 
Category average/game total = % weighting. and That's what you drive the relative importance of that category from.
 
(so therefore, if many many players do lots of trading, the trading category, as a whole, gets weighted more heavily).
 
Work?
 
(trying to avoid you getting thunderclapped...:))


Posted By: GM Stormcrow
Date Posted: 03 Mar 2010 at 23:09
My braing hurtz.

Actually, that looks reasonable to me, anyone want to poke holes in it?

And yes, Gryph - I try to avoid ThunderClap like the... er... what's the word..?


Posted By: Braque
Date Posted: 03 Mar 2010 at 23:17
Originally posted by GM Gryphon GM Gryphon wrote:

How about:
 
Total of category points/number of players = Category average.
 
Sum of category averages = game total.
 
Category average/game total = % weighting. and That's what you drive the relative importance of that category from.
 
(so therefore, if many many players do lots of trading, the trading category, as a whole, gets weighted more heavily).
 
Work?
 
(trying to avoid you getting thunderclapped...:))
 
Sounds fair to me!


Posted By: GM Stormcrow
Date Posted: 03 Mar 2010 at 23:25
Hum, thinking further about it...

The points you get for each category are weighted themselves when they get calculated.

For example, attack and defence points are basically the sum of the unit gold upkeep that you killed during the engagement.

Or, as another example, the trade points you get are (arbitrarilty) weighted as:
Wood, Clay, Iron, Stone, Food = 1 point per unit traded
Gold, Horses, Livestock, Books, beer = 2 points per unit traded
Swords, Bows, Spears, Leather = 4 points per unit traded
Saddles, Chainmail etc = 8 points per unit traded

So a single successful trade might give you a heck of a lot of trade points, and you might leap up the trade rankings.  Whereas a single combat might only give you a small amount of combat points.

In your formula, you're assuming that single point in one category has the same relative weight as a single point in another category, which isn't the case.

I still think relatively "easy" (by which I mean, "relatively risk-free") ranking points like trade get over-emphasised in that formula.

Or I might just be being dense...


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Posted By: GM ThunderCat
Date Posted: 03 Mar 2010 at 23:25
Originally posted by GM Stormcrow GM Stormcrow wrote:



I just think the overall ranking should be an alpha of the relative weighting of *all* the categories, weighted by the individual's score (relative to the total score) in each category.  ie what "we" as Illyriad/GMS/devs etc think is important and should contribute to the overall score may *not* be what the playerbase thinks is important.  And the overall score should be weighted by what the playerbase does, in some formulaic way. <-- GM ThunderClap, sirrah, help me out mathematically with what I'm trying to say here. I know you can!

Thoughts?

Hmm... I'll put together a gfx of a mathematical formula post it here shortly then just for you I'll let you take a peak at and have a mild scare at the code. Should be fairly easy though.

Just tarting up the main site pages atm...


Posted By: GM ThunderCat
Date Posted: 03 Mar 2010 at 23:27
Originally posted by GM Stormcrow GM Stormcrow wrote:


So a single successful trade might give you a heck of a lot of trade points, and you might leap up the trade rankings.  Whereas a single combat might only give you a small amount of combat points.

In your formula, you're assuming that single point in one category has the same relative weight as a single point in another category, which isn't the case.

I still think relatively "easy" (by which I mean, "relatively risk-free") ranking points like trade get over-emphasised in that formula.

Or I might just be being dense...

We can have the categories auto balance based on the levels - might confuse the players why they go up and down though...


Posted By: naive
Date Posted: 04 Mar 2010 at 02:57
i'd like to see a meta map of the world (the entire world). perhaps just dots to denote cities.

in line with this, currently there is a no capture bot policy, could this policy be revised to allow for third party tools, such as a meta map?


Posted By: GM Gryphon
Date Posted: 04 Mar 2010 at 15:02
Well then just weight them. There's nothing wrong with fair weighting of points, as long as it's balanced and stays consistent. The other thing you can do is use the Relative increase in points by category to move the overall total score weighting over time (ie take the historical data from month 1 and then compare to month 2 and if, say trade goes up, then trade becomes more important in the overall score...). That way the means of calculating the overall score tracks with player behavioral trending...
 
Thoughts?


Posted By: GM Stormcrow
Date Posted: 04 Mar 2010 at 17:39
Originally posted by naive naive wrote:

i'd like to see a meta map of the world (the entire world). perhaps just dots to denote cities.

in line with this, currently there is a no capture bot policy, could this policy be revised to allow for third party tools, such as a meta map?


Hum, yes and no.

We definitely won't allow capture botting (as this is often a quick way of bringing a server to its knees).

But we do think the idea of a meta map of the world is superb - and want it to happen.

However, the dev team is short of time - lots of content to add over the next few weeks / months, ranging from new spell schools to new quest categories (and new quests), NPC interactions, reports etc etc etc.

So, we're very approachable about the possibility of releasing some slightly time-delayed "official" data, perhaps in some sort of XML-web-servicey-thingy for third party developers to use in designing their own Illyriad applications.  This would also be able to avoid many of the pitfalls of using a capture bot method such as changes in page design and player-specific map data.

If there's someone (or multiple people) out there who might be interested in designing third party apps against Illyriad datasets, then let me know in this thread.  If there's enough interest I'll set up a dedicated "Illyriad tech" Forum category for us all to discuss the idea further and get down to the nuts and bolts of what data we could provide.


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Posted By: GM ThunderCat
Date Posted: 04 Mar 2010 at 17:42
Hi naive

We will look into it - although there are 4,004,001 map squares - so the entire world might be a bit big? Perhaps a large local area might work better?


Posted By: GM Stormcrow
Date Posted: 04 Mar 2010 at 17:49
Think we can prolly discuss the details elsewhere (if there's enough interest in third party apps) - as I don't want to derail this thread too much!

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Posted By: naive
Date Posted: 05 Mar 2010 at 02:58
a much larger (zoomed out) map would be great for the short term. but at some point i'd love to see the entire world.  the detail would not have to be impressive, just point out where everyone is.


Posted By: KillerPoodle
Date Posted: 05 Mar 2010 at 21:00
Data Extract would be great - let me know where to post thoughts.


Posted By: fluffy
Date Posted: 06 Mar 2010 at 21:41
I would suggest making a tech tree.  I've been blindly building buildings hoping that I can make units/cast spells only to find out i needed to research something else/build another building first.


Posted By: GM Stormcrow
Date Posted: 07 Mar 2010 at 00:08
Originally posted by fluffy fluffy wrote:

I would suggest making a tech tree.  I've been blindly building buildings hoping that I can make units/cast spells only to find out i needed to research something else/build another building first.

Hmm.

We have 2 schools of thought on this one, and we're not entirely convinced of either.

Thought 1:
Give the players all the information about (eg) unit strengths and weaknesses, or spells costs and casting requirements etc up front, and let them make informed decisions about the routes they wish to go.

Thought 2:
It's a brand new, sandbox-y game, and we should let players discover what works and what doesn't, what they need to build/fulfill/cast/whatever each new thing as they get towards it, and the feeling of satisfaction as they get there finally more than makes up for the incremental challenges along the way.

I'm really unconvinced as to either philosophy as it stands, although Thought 2 will become irrelevant as people start pooling and sharing information on these things.

i.e. someone has already gone through the pain you have over whatever you were researching or heading towards, fluffy, but they've just not chosen to share it anywhere public as yet (probably from self interest)... but this will change over time...

Why not make a post yourself based on what you've learnt, steering new players towards the knowledge you've gained about whatever it was you were heading towards?

If enough people did the same, it'd create a knowledge pool that might even teach me something about Illyriad!

Having said all that, we're still writing help files on various topics, and whilst these won't deal with every single requirement for every single thing, they will at least provide some information about the broad requirements for any early game objective.


Posted By: Illyriad Admin
Date Posted: 07 Mar 2010 at 15:37
Originally posted by KillerPoodle KillerPoodle wrote:

Data Extract would be great - let me know where to post thoughts.

Hey KillerP, there's a new http://forum.illyriad.co.uk/technology-data_forum15.html - Technology section in the forum - continue this discussion over there!


Posted By: Wuzzel
Date Posted: 09 Mar 2010 at 12:38
I have alot of suggestions in my head.

1 Seperate suggestions part on this forum.
2 A "to be implemented list", so people can read it and know its coming so they wont ask for it.
3 Rescendent was talking to me about making the #Illyriad chat available to all players through a button ingame. You can ask me for more info you need.
4 Make a map where you can see the location of all your Alliance mates. Doesnt have to be fancy, just want to see where they are on the map (with their name and townname).
5 I want to see what rank each alliancemember is in my alliance.
6 Make the names in your alliance clickable so i can see their profile.
7 More alliance stats in the alliance would be nice.
8 A history of each player in what alliance they were, and for how long.


Questions:

1 Will there be a possibility to hold space in the future?
When you hold that space you get more resources for you and the alliance?
Can build special stuff etc etc? :)

2 I see there is no way (yet) that units fight eachother in the open field?
They only go to cities and fight there.
Is there a future coming that you can intercept enemy units?
Like when you see 500 enemy siege units coming for your city you can intercept them.
Otherwise you have to wait till they come :P

I got some of these suggestions/questions from eve as you can see :).
If something isnt clear, just ask.
I am just popping stuff out thats in my head.


Posted By: GM Stormcrow
Date Posted: 09 Mar 2010 at 13:06
Originally posted by Wuzzel Wuzzel wrote:

I have alot of suggestions in my head.

1 Seperate suggestions part on this forum.
2 A "to be implemented list", so people can read it and know its coming so they wont ask for it.
3 Rescendent was talking to me about making the #Illyriad chat available to all players through a button ingame. You can ask me for more info you need.
4 Make a map where you can see the location of all your Alliance mates. Doesnt have to be fancy, just want to see where they are on the map (with their name and townname).
5 I want to see what rank each alliancemember is in my alliance.
6 Make the names in your alliance clickable so i can see their profile.
7 More alliance stats in the alliance would be nice.
8 A history of each player in what alliance they were, and for how long.


Questions:

1 Will there be a possibility to hold space in the future?
When you hold that space you get more resources for you and the alliance?
Can build special stuff etc etc? :)

2 I see there is no way (yet) that units fight eachother in the open field?
They only go to cities and fight there.
Is there a future coming that you can intercept enemy units?
Like when you see 500 enemy siege units coming for your city you can intercept them.
Otherwise you have to wait till they come :P

I got some of these suggestions/questions from eve as you can see :).
If something isnt clear, just ask.
I am just popping stuff out thats in my head.


Suggestions:
1. Great idea - I'll set it up
2. I'll set it up (we were planning on this already, but continually get sidetracked)
3. Interesting idea - will think about it!
4. Interesting idea - we're considering expanding out the map zoom substantially anyways, but a 'pixel per square' solution might work as well, so long as we limit the quadrant sizes etc
5. Great idea - goes on the todo list (see 2)
6. Great idea - goes on the todo list (see 2)
7. Any suggestions for what to add?
8. Already on the todo list (see 2 Wink)

Questions:
1. Yes - in fact it already is there via the "Occupy and Hold Position" military strategem.  However at this moment in time there is literally no point in holding a square (apart from scaring the locals).

This will change substantially in the next major release (we're testing it as we speak, and will be out before the end of the week).  This release will introduce random NPC resource drops to the map, collectable by trade Caravans.  Caravans that arrive on these map squares will take time to harvest the resources, during which time they're hittable.  If another player arrives with caravans, your caravans will return to your city carrying whatever you managed to collect before you were pushed off the square.  If another player arrives with armies, your caravans will die.

This suddenly introduces a substantial point to occupying and holding position on a map square, to protect your caravans from being killed by a hostile force.

Once we have these basic NPC resource squares right, we will be expanding things out to include random NPC military and diplomatic engagements on map squares as well, so you can skill up commanders without fighting players, should you so choose.  These dynamics will also be applied to Quests (so we get diplomatic and military quests to complement trade quests).

2. Mostly answered in 1, but there are also fairly advanced thoughts about intercepting troop movements in the making, including ambushes etc.

Hope that helps answer a few qs!

Best wishes,


Posted By: Wuzzel
Date Posted: 09 Mar 2010 at 13:15
Thanks for the quick reply.
I love you and this game! :)

7
Its just stuff thats already known but then you have it all in 1 place.
Like pop size of each member / what quadrant they are in (location) / score (but that goes together with ranking) / city name / how far each member is from you in minutes/hours with caravan/military units / in range of your magic spells? yes or no?

Anyone else have ideas that SC can add to the alliance member stats? :)


Posted By: GM Stormcrow
Date Posted: 09 Mar 2010 at 13:17
Regarding Question 1, as an extra:

We're also considering a rather nice suggestion that squares within a particular Town's "Sphere of Influence" should be able to name the tiles. eg.  "Sigurd's Misty Mountain" etc.

As your town / influence grows the length of your reach over the terrain expands, until it hits another sphere of influence - and then we get friction.

I can honestly see wars being fought over such things.

Anyways...


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Posted By: GM Stormcrow
Date Posted: 09 Mar 2010 at 13:26
Originally posted by Wuzzel Wuzzel wrote:

Thanks for the quick reply.
I love you and this game! :)

7
Its just stuff thats already known but then you have it all in 1 place.
Like pop size of each member / what quadrant they are in (location) / score (but that goes together with ranking) / city name / how far each member is from you in minutes/hours with caravan/military units / in range of your magic spells? yes or no?

Anyone else have ideas that SC can add to the alliance member stats? :)

Embarrassed

But thanks, Wuzzel - we do listen and we do want to change things for the betterment of the game!

On the alliance side:
  • Pop Size is good
  • Quadrant we could add, but what would you expect to see with a player who has multiple cities in multiple quadrants?
  • City Count is another one we should add
  • City Name (for their capital?)
  • Distance (for their capital?)
  • Distance in terms of time is trickier - as it would all depend on what you were sending (ie army 1 is X hours away as it's made up of fast cavalry, but army 2 is Y hours away as it's made up of slow siege engines).  We're adding Unit Arrival time to the specific sending pages once you've chosen a location, but not sure how this could work in a "general" context.  I expect Distance as an absolute is the only major factor we could display.
  • Ditto magic spells.  Many of the spells (mostly unreleased) have ranges that can extend - they just cost more. Also spell range is effected by the current Lunar Phase, plus some racial bonus (Elves get a percentage to range).





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Posted By: Wuzzel
Date Posted: 09 Mar 2010 at 13:26
Or get special bonusses from the tiles within your sphere of influence? :)

edit:
You got valid points there about the traveltime.


Posted By: GM Stormcrow
Date Posted: 09 Mar 2010 at 13:27
Originally posted by Wuzzel Wuzzel wrote:

Or get special bonusses from the tiles within your sphere of influence? :)

edit:
You got valid points there about the traveltime.


Oh indeed. Exactly what is being considered.

We're also looking at specific racial buildings...


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Posted By: Wuzzel
Date Posted: 09 Mar 2010 at 13:28
pss pss SC... buff the Dwarfs :P.


Posted By: Diablito
Date Posted: 09 Mar 2010 at 13:41
Buff orcs! we're weak and downtrodden, my armies are meak and require buffage!

Say no to Dwarf imperalism!


Posted By: Illyriad Admin
Date Posted: 09 Mar 2010 at 14:47
This thread is now in a new forum - Miscellaneous / Suggestions & Enhancements


Posted By: Gila
Date Posted: 09 Mar 2010 at 18:00
Originally posted by Diablito Diablito wrote:

Buff orcs! we're weak and downtrodden, my armies are meak and require buffage!

Say no to Dwarf imperalism!


Are you and I the only one's who have Orcs?  ;)

(Sorry for the derail...   /me goes back to lurking...)


Posted By: vaunt
Date Posted: 09 Mar 2010 at 18:07
No there are a few other. Remember the world is huge, there might only be a few or none by you but there are a good size all over the game.


Posted By: ThompsonsTotti
Date Posted: 09 Mar 2010 at 19:02

A sugestion... when you want to find a player and you click in the box, the text 'Type Player Name' should dissapear so you dont have to delete it.. it gets rather annoying (:



Posted By: King Arthur Tudor
Date Posted: 09 Mar 2010 at 19:06
I suggest that when we build it would be great that the second building in the queue doesn't add on the time of the first building. whats the point of having a limit if you will have to wait for the first building all the time?

If this can't be changed it would be great to have a longer building queue so you can add more to it (has long has you have the resources) that way you don't have to keep going back after the first building is done.

the same thing goes for research progress.

also it might be better to be able to research something to remove this problem but this shouldn't take so long to unlock!!


Posted By: GM Gryphon
Date Posted: 11 Mar 2010 at 02:23
Originally posted by Wuzzel Wuzzel wrote:

pss pss SC... buff the Dwarfs :P.
 
Wuzzel-- What you may not know, is that each race in a player's starting city starts in an appropriate terrain type that their race commonly inhabits. So, Elves start in forests, Orcs in hills, Humans on the plains, and Dwarves on mountains. This means that Dwarves have the most difficult cities to attack...
 
So give your Dwarven brethren a pat on the back for their cleverness in building their city up on a crag...


Posted By: Wuzzel
Date Posted: 11 Mar 2010 at 09:58
/me pats himself on the back.

pss pss Gryphon buff the Dwarfs :P.


Posted By: Arbiter
Date Posted: 11 Mar 2010 at 10:01
Buff me!
But yeah, three- or fourslot queues would be awesome!


-arb-



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