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Messages - Mawerick

#31
General Discussion / Re: We won!
March 31, 2006, 07:38:24 AM
Congratulations to you all. :)

I have made an evaluationthread on our forum + a new article in valhall times about the competition. I would appreciate that every player that has anything to contribute with is responding in the evaluation thread. On that way we will become better. If you don't have an account, register one, and I will activate it... :)
#32
Spa Room 101 / Re: Clan Competition
March 31, 2006, 07:34:49 AM
Congratulations with the victory in the clan competition. You did very well. :)

I have made an article in valhall times ( http://times.valhallgames.net/valhall.php ), and also made an evaluation thread on our forum.
#33
Spa Room 101 / Re: Clan Competition
March 15, 2006, 06:02:31 PM
Quote from: cloud on March 15, 2006, 05:32:39 PM
why do you think standard attacks are so damaging? there are a lot better ways to screw people up.
Fireballs works very well on indies without shield, and don't cost much to take. Very devestating. STD attacks are very damaging, but they cost a lot. You need much troops and you will lose much troops. But the best thing with STD attacks is the feeling when you STD attack someone to oblivion. ;) If you can afford to STD attack a lot and still be very dominating, then you have much power. And that discourage people from keeping troops.
#34
Spa Room 101 / Re: Clan Competition
March 08, 2006, 08:28:29 PM
Quote from: wolf bite on March 08, 2006, 04:42:19 PM
I have found that if you click the next link before all your turns are printed, that it only uses as meny as was printed. Also seemed to find a bug that when I was at full health and back spaced to attack someone when I had low health, my health dropped to where it was before. careful.


Wolf Bite
Go in manage empire and chose "Do not show status each turn". Then you would avoid this problem. About that the health are dropping if you have backspaced to where you were at low health might have a reason. I have noticed on other promisance server where it takes time, you have to let that healing process be finished before you backspace and continue to attack. When all turns are showed, and let's say you use 60 turns, and display every single turn, it will take time. So my guess is that you have to let that be finished so the database get updated. When I discovered that problem on that server, nothing happened with my empire if I was too fast to backspace.
#35
General Discussion / Re: Fight for RWL
March 04, 2006, 12:17:45 PM
As it was said, the server is back on track again. Let's hope it continue that way. :) Sign up and have fun. :)
#36
General Discussion / Re: Fight for RWL
March 02, 2006, 06:29:21 PM
The server is down, and will be back tomorrow. I apologize on behalf of Valhall for this incident. But, that's how it is to have a server hosted at a private person. The server went down when he was away.
#37
Spa Room 101 / Re: Clan Competition
February 28, 2006, 09:41:40 PM
The signups are open. Come and play. :)
#38
Spa Room 101 / Re: Clan Competition
February 27, 2006, 06:47:38 PM
Forgot to check other forums. Not good from my side.

But, I have much to do atm and I am trying to cut the playing a bit down. So atm I won't sign up here. Will start with my main project at school here, so I can't afford to waste too much time. :)

I saw a question about if the output of spells was affected by having 0 huts. The answer is no. You need labour to get a good production of wizards and mana, but the outcome of spells is still the same. It's based on how much mage towers you have and total lands. Like in normal code.
#39
Spa Room 101 / Re: Clan Competition
February 13, 2006, 05:22:19 PM
I see you weren't 100% sure what the purpose of water was. Well, you build docks on the water. 1 dock need 10 water. And, if you are on a killing run, and get the target down to 0 water, he won't be able to receive FA. We are working to get more use of the docks atm. Like having docks to give some defensepoints so it defends against galleon attacks.

About the labour it's just a value to see how satisfied your peasants are. If you have enough huts and good enough health and tax, they will be satisfied, and the labour will be 125%, which is max. Remember that everything you are producing is affected by labour. So, you need huts to farm. You need huts to make mana, you need huts to indy. Etc.

Production is dependent of labour.
Labour is dependent of huts and tax.

Some other shortcuts could be added. Maybe I will try to add something on the CC server. Right now I am a bit fed up of coding, so I will not code too much this week. But next week I might start again.
#40
Spa Room 101 / Re: Clan Competition
February 12, 2006, 02:56:28 PM
Quote from: wolf bite on February 11, 2006, 04:40:50 PM
But Justus, the other admin, says it is a more land based game, so maybe better to start out with since the playing will be closer to RWL?


Wolf Bite
Not quite sure what he means by that. Only ways to gain lands will be to explore.
#41
Spa Room 101 / Re: Clan Competition
February 11, 2006, 04:11:59 PM
Remember that the strategy code is far away from the code being used in the competition.
#42
Spa Room 101 / Re: Clan Competition
February 10, 2006, 08:24:53 AM
Quote from: Wolf Snare on February 09, 2006, 04:00:25 PM
lol. what's with the game called "dope wars" that is linked from the main page?
Hehe, try it and take a look. :)

Anyway, it's a dopewar game. It's a game about buying drugs cheap and sell them expensive, and on that way get much points. ;)
#43
Spa Room 101 / Re: Clan Competition
February 09, 2006, 11:43:21 AM
What's making it scary? I mean, it's a normal promisance site, right?
#44
Spa Room 101 / Re: Clan Competition
February 07, 2006, 01:44:49 AM
Guard towers are not commonly used at valhall. But, you need men to man the towers. For example, here is a quote from SmashZ:
Quote from: SmashZ
Bug was discovered,

Has been resolved on all 3 servers..
one now really need 100 footmen to get 100% defence out of each tower..
was some cases that didnt happen for..

So the answer on the last question is yes.

About the rest:
- No form for healing, healing wasn't a part in the orginal code anyway.
- We will try to get a netting competition, and not a killfest like last year. Wars should be fought with STD and spells, so killing will be nerfed to be so hard that you really have to consider if it's worth killing.
- Grain networth won't be too high.
- Wizards generation will be slower when you reach a utility power on 50 (wizards/mage towers). This is to slow down the magers, which have been ruling on this code earlier.
- Hitlimit when not at war. Hitlimit is 25, going up to max 50 if you are hitting, then dropping back if you are getting attacked. If it is less than 25, it refills with 5 per hour, if it is more than 25, it's decreasing with 5 per hour.
- Spell attacks counts 2 on the hitlimit, magic userfight should count 1.
- Suicide magic userfight losses on the defender has been multiplied with a ratio, to avoid that 100k wizard empires make way too big losses on big mager empires.

That's the changes that came in my brainstorm. Of course there are more. And, we have a beta server up there, so you can test the code and come with feedback.   
#45
Spa Room 101 / Re: Clan Competition
February 07, 2006, 01:08:16 AM
Back to topic, please.

Want this topic to stay on talk related to "Clan Competition", nothing else. And, you are welcome to come over to our forum to participate in the discussion there if you are interested.