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lep
Greenhorn
Joined: 15 Jul 2010 Status: Offline Points: 64 |
Posted: 19 Oct 2010 at 18:16 |
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I've started attacking active noobs with advanced thieves too; I suspect a few will decide game is unplayable due to them losing everything as soon as they make it.
Still not getting enough gold to support my thousands of thieves but I am able to go a few weeks longer before having to disband them all. |
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 19 Oct 2010 at 17:26 |
Isn't attacking (diplo included) active players against the alliance rules? Either way though, I suspect someone is going to track them and it'll cause a war. |
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Beengalas
New Poster
Joined: 08 Aug 2010 Status: Offline Points: 34 |
Posted: 19 Oct 2010 at 10:53 |
This resulted in me stealing from active people instead. So far, I suspect at least 2 players have become inactive due to me. Some have runes to protect them, but most have just the 75 and it makes little difference to me or none. I suggest removal of runes but a spell that has a chance of revealing the target doing ops. against you.
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 19 Oct 2010 at 06:52 |
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Out of curiosity, why do inactive no long produce resources? This makes thieves a lot less useful as the only time you'll use them now is during war. I also used to know someone who used to support thousands of thieves by stealing resources and gold in order to support them, this update makes that impossible now, which is kind of unfortunate as it was a really cool idea.
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Noryasha Grunk
Wordsmith
Joined: 11 Jun 2010 Location: Armokumid Status: Offline Points: 156 |
Posted: 19 Oct 2010 at 00:54 |
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Noticed an inconsistency for one of the factions. The text for the Drangu Mundas (Ogres) implies they should be friendly with the Foshnu Ob Wulpor (Wulpor) but this is not the case.
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Noryasha Grunk
Wordsmith
Joined: 11 Jun 2010 Location: Armokumid Status: Offline Points: 156 |
Posted: 17 Oct 2010 at 14:04 |
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"demolishing a city is probbabbly going to be utterly pointless."
Yeah. No. This isn't the case. It won't be the case. With city progression working the way it does, there are plenty of good reasons to demolish cities, and there always will be. The biggest one is simply this - The city you would have the option of conquering has more pop in it than one of your cities does. |
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 17 Oct 2010 at 07:52 |
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I suppose if you wanted different resource plots this could be useful, but remember that demolishing a city is probbabbly going to be utterly pointless. There is going to be the option to MOVE your cities. If you can simply move your city at the cost of some of your buildings then there is really no point in destroying them. An ingame mechanic whereby you can re-settle with new plots is all thats needed. P.s. we will be able to re-settle without the spell, for the cost of some of the buildings in that city.
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Jerec Cross
New Poster
Joined: 31 Aug 2010 Status: Offline Points: 34 |
Posted: 17 Oct 2010 at 04:37 |
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Yes, is the Demolition skill able to completely remove your city, if you wish? Or if it isn't yet could it be possible to make it so?
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Noryasha Grunk
Wordsmith
Joined: 11 Jun 2010 Location: Armokumid Status: Offline Points: 156 |
Posted: 17 Oct 2010 at 03:00 |
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Actually, I was wondering about what was said earlier about demolishing your own cities. There have been a few situations already where I've REALLY wanted to do this. Will it end up being possible?
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 17 Oct 2010 at 01:13 |
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Also what about any diplomatic attacks that are discovered. Scouts don't do any damage and you may want to know how many troops the faction you have a +100 rating with could send to you aid This shouldn't be frowned upon because you can't simply ask an NPC as you can with a real player. |
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