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Messages - Shadow

#91
Clans / Re: Krowdon's Pirate Extravaganza
October 04, 2018, 12:31:36 AM
Now this is a clan I can get on board with

I'm in as long as you don't expect me to actually do anything other than make pirate noises.
#92
Reg Discussion / Re: boring!!
September 28, 2018, 12:45:36 PM
It resets in 2 days, and I think it happens automatically now (windy confirm?).
#93
Reg Discussion / Re: boring!!
September 28, 2018, 11:39:38 AM
That's pretty much already the case, and has been for a while.

Not sure why beating an inactive server is fun, and bragging about it is pretty cringy.
#94
Reg Discussion / Re: boring!!
September 28, 2018, 10:10:10 AM
Sevs are you a navy seal?

I never thought I would see one of those in real life but it just happened.
#95
Reg Discussion / Re: boring!!
September 10, 2018, 02:50:29 PM
Sevs is the only one who cares enough to be consistently active, so he wins because nobody bothers fighting. Not much that can be done about that. It's unclear to the rest of us what he gets out of beating an inactive server, but there you go.
#96
Reg Discussion / Re: Et tu, Windy?
August 28, 2018, 04:01:36 PM
Or just clear the cache more than once a year, darn
#97
Reg Discussion / Re: Et tu, Windy?
August 27, 2018, 02:08:20 PM
It could have been Shael
#98
Spa Room 101 / Re: Last Word
August 27, 2018, 01:13:11 PM
looks legit
#99
Spa Room 101 / Re: Last Word
August 25, 2018, 03:48:04 PM
if ($user=='briar' && $device=='mobile') {
        lolno();
}


Not sure who put that in there.
#100
General Discussion / Re: Permanent Classic Server
August 13, 2018, 01:49:35 PM
Eh, that would mostly be on windy to set up. I'm not 100% sure how. Would anyone else play it?
#101
General Discussion / Re: Permanent Classic Server
August 12, 2018, 11:11:14 PM
Haha I thought you hated it ^_^
#102
Reg Discussion / Re: Minimum market prices
August 09, 2018, 01:07:04 PM
This is mostly coded (except for the autosell, I'll leave that out for now and see how this does by itself). Should be good to go for next round.
#103
Reg Discussion / Re: Minimum market prices
August 08, 2018, 08:15:11 AM
Shouldn't be too hard, but might take some tweaking to get the numbers right. I'll take a crack at something and aim for September round (or whenever the next one is, I've lost track).

How would you guys feel about a small percentage of public market goods being autosold periodically at current market prices? It would help stop storage from working, and give indies an incentive to sell to the public market since they are guaranteed at least some sales at much higher than merc sell prices by next run.

As for price ranges, I had in mind the following:

rats: 350-650
weasels: 750-1375
stoats: 1500-2750
skiffs: 2250-4125
food: 9-18

This is equivalent to the range of merc buy prices between a ferret with max camps at the low end and a rat with no camps at the high end, so it represents the full range of possible merc buy prices over every combination of race/building setup in the game. Food prices are set by the exchange rates determined by the best and worst leader-feasting race balanced against the best and worst leader-cashing race (I still need to double check those numbers in the code). Over time, with the formula I have in mind, you can expect the prices to slowly converge toward the midpoints, and would go high if there was very little available on the market, and go low if the market was flooded:

rats: 500
weasels: 1062
stoats: 2125
skiffs: 3187
food: 13.5

Should probably raise merc food price to 15 while we're at it.

Reasonable? We could go even lower, all the way down to merc sell prices, if that would be of interest.
#104
Reg Discussion / Re: Minimum market prices
August 07, 2018, 12:25:28 PM
Fixed price/no pull is good. If we wanted to get fancy we could have the price dynamically change as things are bought and sold - decreasing as stuff gets put on the market and increasing as more is bought, to simulate supply and demand.
#105
Reg Discussion / Re: Minimum market prices
August 07, 2018, 08:52:34 AM
Thing is, we've tried with super low market minimums before, and it didn't make the market active - it just meant you needed less cash to get your stuff off the market when you were done storing. I've tried just about everything I could think of to increase public market activity and it just doesn't work with a small player base because people only want to buy from their allies.

It's a good thought, but it doesn't work simply because of the small player base.