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#1
Turbo Discussion / Re: reset
August 02, 2014, 04:56:28 PM
Is there a rule to not sending foreign aid to any empire, land farm included?  That would be news to me. 
Last round I was not caught doing anything, I did not understand how it happened and tried to recreate it. Though in hindsight I should have reported it as soon as possible and for that I am sorry.  I did have a well-established lead/lock  and that bug only occurred when I saw that you could sell all of your troops on the public market through the "sell selected items" feature at the presumed final run of the month (believe it was on the 27th or 28th well into the final day)

Last round I  was "Scrub".  I did not have any idea what to name my warlord but thought "God" would be cute a antonym.  Sorry you do not find it cute.  No exploits have been used thus far on my part, if you know of any I am sure it is your responsibility to report me, though I have taken advantage of the lack of activity, that is absolute.
#2
Turbo Discussion / Re: reset
August 02, 2014, 02:10:53 AM
Quote from: Wolf Snare on August 01, 2014, 05:52:31 PM
I was really hoping we could get a month extension. After all, this round was a half round in which no one was active... Until now.

EDIT: I think Dan would agree, as well as anyone else who is playing. It's our right to show this land farm aiding kid what happens when you play dirty.

Play dirty? What is that supposed to mean?  I broke 1st and admittedly yes ran 2 runs out of protection for free with no interruption, exploring and defending up end of my run as well.  But that was not my fault nobody broke or did not want to break protection for whatever reason( like only 4 empires total at that time so understandable it was "dead" in activity) 
Land farm was also implemented  a day or 2 later which did offset the lead I had and indeed you guys broke me. I then started to take my runs more serious after the break, but again I noticed the lack off aggression soon afterwards.
I am glad you guys are starting to run your turns again, that is very nice, because I implemented it to specifically  get the legendary wolf snare all worked up and bring out his best ingame.

No objections from me. It is not difficult to break me at all but a fresh start would be nice for the player base as a whole, but I do not mind being the villain if it means you guys will run your turns (even if it is to run them against me)

lol fyi i aided landfarm after the fact you or the other guy(cant remember exactly who did it) maxed out land farm then dumped all the acres on it after a break on me.  You made my run a little harder so I did the same. Fair is fair eh?
#3
Development / Opportunity Attack
July 17, 2014, 09:22:59 PM
I am not sure where I should post this so forgive me if it is not correctly placed

I noticed that an empire could attack for land, immediately drop it to Land Farm and there was no way to get that land if Land Farm was maxed out in hit limits.  In the Turbo server, I was wondering as to if Opportunity Attack could be reinstated?
I know the challenges that came when Turbo had Land Farm clanned, it allowed other clanned players to manipulate land flow and "pass" land in an indirect way.  So giving the Land Farm a clan tag is out of the question.  I think the only other option would be is to have Opportunity Attack put back into the game.  Or maybe just have the Opportunity Attack option available against Land Farm only?
#4
Quote from: Shadow on July 30, 2013, 10:00:58 PM
For a while now I've been playing with the idea of capital cities in my head. I think I may have posted about them before, but I wanted to see if people had fresh ideas related to this, and if people liked the idea before I dedicate time to coding it.

I've been toying with the idea of replacing cities on 3.0 with a single capital city that players upgrade over time. It could have any number of levels of upgrade (7 seems a good number to keep it going for a while). At each upgrade, players need to spend, say, 1000 turns developing their city before unlocking the next level, giving players a choice between three new upgrades to their accounts (offensive/defensive bonuses, bank space upgrades, a food bank, whatever) so that players have incentive to build it up despite the turn investment. Having 7 layers of 3 choices gives something like 2100 possible upgrade paths - if we make them unique and interesting enough it should provide variety for a very, very long time and allow players some account customization

Other details could include upkeep - the city would degrade a bit each turn used, and players would have to invest turns in upkeep, or it would eventually revert to the previous upgrade stage. Obviously this would be a smaller turn investment than building it in the first place. We could also add a leader mission specifically aimed at damaging an opponent's capital city.

Ideally I would like the upgrades to be obvious, interesting things. An offense boost is nice for oldbies, but newbies want something they can see and interact with. So I have a few ideas along those lines, but I need more (halp!).

Some ideas:

Choice between a food bank, a larger cash bank, or troop reserves (or maybe a choice between a troop reserve for only one of the four types).
choice of access to a second race spell
choice of faster merc refilling, lower merc prices, higher merc sell prices

more ideas needed! I'm not promising anything since my coding motivation is fairly low after all the market stuff, but sometimes dev talk is enough to get it back. Let me know what you think.

Not sure if this idea has been completely disregarded and sorry for the necro but I really, really like this idea.
One thing I noticed in promi games was that a complete random who joins late in the round can easily make the net that it took every other empire who has been playing, oh say 3 weeks, in about 2 or so runs, granted that empire was able to get to the mass land that has accumulated over the round.  It completely undermines the whole point of playing from the start of the round.  This is less seen in slow servers with lower turn counts.  But in servers that have high turn rates such as the 3.0 code, it becomes far more frequent and noticeable.

This idea gives something to those players who have been active since day 1.  Though it does not stop randoms from jumping late in the round and jump net over everyone else, if the bonuses were significant enough, it could entice more players to play from day 1.  I mean encouraging more empire activity in the form of using turns could only serve to be beneficial for the whole server right?

I feel one of the main things promi games lacked was actually rewarding a player for using their turns. I mean yes technically running a storing strategy(leader/mager) amassing loyalty, food, and cash does advance its win condition further and further with each run, but they tend to be the least interactive of all the strategies in promi games.  They just sit on resources. Which brings me to my suggestion for this idea, players who actively attack, and defend, and do so successfully should also further their "capital cities".  All around managing your empire should merit reward when done consistently, and it could come in bonuses to attack, defense, or to heal buffs, or land gains, or well anything that isfurthering the players stratagem.
#5
Bugs / Empire attack limit
June 06, 2014, 04:53:40 AM
When I logged in to do my run like normal, I noticed some empires were maxed-out on their attack limits. These empires have in common that they have yet to have made an attack.
I last did my run around 2:50 pm, it is 12 hours after the fact and empires have not come off their limits (still maxed)

#9 http://imgur.com/jvW9XvW

#10 http://imgur.com/yxbJPcV

#11 http://imgur.com/O8vwLam

However it seems that empires that have indeed attacked do have their limit count go down as normal:

#12 http://imgur.com/OGaV3wJ

It was an inconvenience as I decided to run and completely unloaded my troops to the public market/mercs, leaving myself undefended before noticing the issue. Nothing detrimental, but hopefully this post can fix the problem for future runs other empires may have :)