...2. Different zoom levels; at least one more. The whole world is hard to see many details & the fully zoomed in is hard to see a larger field of battle. I'd suggest 1 extra level of zoom that shows twice as many sectors as the typical view....
Anything Else?
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I'd like to second this one. After getting a big enough land area that constant moving the map needs to be done, it'd be nice to have a view that I could get a bigger picture without having to see the whole world.
Is there any way that you can see any bridges you have built using the display button?
Is there any way that you can see any bridges you have built using the display button?
When a nation's capital is controlled by another country, would it be possible to have their label displayed differently? (Either by showing the colour of that country's sectors, or italicizing it, or something). This would make it easier at a glance to see which country controls what.
What about aircraft transfers? Are they still in the works?
I'd be nice if there was some way on the over head maps to show alliances.
I would love to see a mass select for air attacks. Kinda like the group attack for land troops. It would mean that everything you attack would get the same attack.
Another display/search feature to show Alliances!
How this could be done is to have another tab that shows every current alliance with bullets to select the alliance. Once the Alliance you choose is selected, the countries NOT in the alliance will grey out. However, they would go to a dark grey to help differentiate them from unclaimed land. Also, every country in an alliance would become the same color. Maybe the same color as the alliance leader.
If 2 alliances are selected, both alliances should have a different color. not too likely of having two alliance leaders with the same color, but it could happen.
pretty cool idea? grays out countries not in the selected alliance and turns all the countries in the selected alliance the same color as the leader...
How this could be done is to have another tab that shows every current alliance with bullets to select the alliance. Once the Alliance you choose is selected, the countries NOT in the alliance will grey out. However, they would go to a dark grey to help differentiate them from unclaimed land. Also, every country in an alliance would become the same color. Maybe the same color as the alliance leader.
If 2 alliances are selected, both alliances should have a different color. not too likely of having two alliance leaders with the same color, but it could happen.
pretty cool idea? grays out countries not in the selected alliance and turns all the countries in the selected alliance the same color as the leader...
When a nation's capital is controlled by another country, would it be possible to have their label displayed differently?
What about aircraft transfers? Are they still in the works?
I'd be nice if there was some way on the over head maps to show alliances.
I would love to see a mass select for air attacks.
This will probably be added to the alliances' page when the game goes to Beta and I start focusing on the site side of things.
It would also cause people to get an advantage by waking up at some ungodly hour, thereby causing college students to lose all the time. [/tng]
One solution I've been thinking of for this is that any new units created on a certain day don't show up on everyone else's screen until ater the Daily Cycle runs. Everyone is at the same disadvantage for responding to unit spawns, no matter when those units are created.
Think of this as the time lag between the creation of units and your intelligence services / satellites finding out about them.
One solution I've been thinking of for this is that any new units created on a certain day don't show up on everyone else's screen until ater the Daily Cycle runs. Everyone is at the same disadvantage for responding to unit spawns, no matter when those units are created.
Think of this as the time lag between the creation of units and your intelligence services / satellites finding out about them.
I realize you can pretty much do this now by waiting till 4am (if anyone absolutely feels the need to...), but it makes sneak attacks very easy.
But, it also makes the hour you set your attacks even less important. Right now, setting your attacks in the morning is a big disadvantage. You'd have to check in again later to see if a new force has been created.
This solution would put everyone on equal footing. I like Gopher's logic behind the change, too.
I think that while yes, new units shouldn't show up when they are built, they also shouldn't be able to attack enemy territory, as in, you can claim neutral territory with the newly built units, but not actually attack other players with them until they are a day old.
This isn't in game stuff, but could there be a thread on the polls page to open discussion about the poll, or to allow statements as to why someone voted that way? Like the radar poll, I would have liked to noted (without creating a new thread here) that ship borne radar would be more flexible and wouldn't require to be as expansive to be effective and that a body could have much earlier warning that way.
Now that I am posting, I would also like to be able to, on the perpetual attack (or a new function) be able to set the path of units beyond one day. That way I can set ships to patrol a certain area. I was playing battle for Wesnoth. There you can create attack paths and as you pass turns, it notes a number at each turn break for the attack. This would be like telling a ship to patrol this coastline or telling a battalion to take that hill WAY over there, allowing you to be general and not captain.
Now that I am posting, I would also like to be able to, on the perpetual attack (or a new function) be able to set the path of units beyond one day. That way I can set ships to patrol a certain area. I was playing battle for Wesnoth. There you can create attack paths and as you pass turns, it notes a number at each turn break for the attack. This would be like telling a ship to patrol this coastline or telling a battalion to take that hill WAY over there, allowing you to be general and not captain.
Probably not practical, just considering all the variables that go into air attacks.
Or... A clone air attack?
Since pins can serve this purpose, I think they should probably be used for this. I'd also prefer not to add another overlay to the world map.
I also thing canals could be implemented without "terraforming." It could work like a bridge does on water, where it's still a water sector but land units can pass. A canal space would still be a land space but would be passable by boats. You could also make it that you cannot capture a sector with a sea unit in a canal, therefore sea units could only travel in canal sectors you own. Maybe make canal movement a "Move" rather than an "Attack."
Also one thing I noticed today, it'd be nice to have a link to a breakdown of our upkeep cost. I noticed today that on Bogorov and Cerato, my upkeep is only around $300 while my upkeep on Ankylo is 10 times that.
Yes, it definitely does.
But, it also makes the hour you set your attacks even less important. Right now, setting your attacks in the morning is a big disadvantage. You'd have to check in again later to see if a new force has been created.
This solution would put everyone on equal footing. I like Gopher's logic behind the change, too.
But, it also makes the hour you set your attacks even less important. Right now, setting your attacks in the morning is a big disadvantage. You'd have to check in again later to see if a new force has been created.
This solution would put everyone on equal footing. I like Gopher's logic behind the change, too.
I had this thought while expanding today....
What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
If that happened That would be epiiic.
Global Triumph Beta.... It was my idea..
Dman56
What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
If that happened That would be epiiic.
Global Triumph Beta.... It was my idea..
Dman56
I had this thought while expanding today....
What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
If that happened That would be epiiic.
Global Triumph Beta.... It was my idea..
Dman56
What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
If that happened That would be epiiic.
Global Triumph Beta.... It was my idea..
Dman56
I had this thought while expanding today....
What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
What if when I clicked to create a unit (land mostly) the unit selector popped up under my mouse pointer..
We've mentioned that one already. Too much strain on the database.
I never really thought about it because I use the same technique Tim uses, where you drag the map so the panel pops up right where you want it. If I changed it to appear at the current cursor position, that little trick wouldn't be usable anymore.
Which route do you guys think I should go?
Which route do you guys think I should go?
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Isn't that the same thing I suggested a little while back, or am I not reading that properly?
Isn't that the same thing I suggested a little while back, or am I not reading that properly?
Do you recall the post? (There's a search box off to the right, if that helps.)
I don't recall this being suggested before. I may have overlooked it, though!
Do you recall the post? (There's a search box off to the right, if that helps.)
Do you recall the post? (There's a search box off to the right, if that helps.)
To make it fair to more casual players would be a simple change, units can't attack the same cycle they're created. Although this would slow down overall expansion by about a day. Unit creation would be more of a "build then deploy" type of order rather than build, deploy, AND attack
It would also save a huge amount of processing time, since checks wouldn't need to be run every time a unit needs to be displayed.
There wasn't a clear winner in the poll about hiding units, so I'll see what people think about this one.
It just occurred to me that units wouldn't even need to be hidden if I went this route. If units can't attack the day they're created, then there wouldn't be any advantage to waiting until the last minute.
It would also save a huge amount of processing time, since checks wouldn't need to be run every time a unit needs to be displayed.
There wasn't a clear winner in the poll about hiding units, so I'll see what people think about this one.
It would also save a huge amount of processing time, since checks wouldn't need to be run every time a unit needs to be displayed.
There wasn't a clear winner in the poll about hiding units, so I'll see what people think about this one.
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could there be a thread on the polls page to open discussion about the poll
<i>This would be like telling a ship to patrol this coastline or telling a battalion to take that hill WAY over there, allowing you to be general and not captain.</i>
Perhaps in version 2. I hope to alter the zoom view to drag indefinitely. Right now, settings long-distance attacks would cause a problem when you hit the edge of the dragging area.
If you create your units after your opponent they cannot attack them with planes/missiles.
<i>and would cut my growth by about 30%</i>
I definitely understand how it could negatively impact gameplay. I just created the poll to see how people feel about it, but I'm still not sold on the idea. In the end, it may not be worth adding so many limitations to keep things completely even if it's going to make playing the game less enjoyable overall.
Or... A clone air attack?
If units can't attack the day they're created, then there wouldn't be any advantage to waiting until the last minute.
it's a good way to kill interest in the game for a new player.
if this happens, then new nations that just start the game will have to wait two days until their units show them any returns. it's a good way to kill interest in the game for a new player.
if this happens, then new nations that just start the game will have to wait two days until their units show them any returns. it's a good way to kill interest in the game for a new player.
But you also alienate the casual player who can't wait until 3AM to post attacks.
i've been in three extensive wars with my current nation on borogov and one on cerato, winning each one. it appears that one of my neighbours will be striking me in the next couple days, and i won't be waiting until 3am to post attacks then either.
the problem is, if brand new nations can't attack, a new nation will do this:
day one
1. create nation
2. use $12,000 to build units
day two
1. collect $2000 as income
2. set attacks
day three
1. collect $2600 as income
2. set attacks
3. spend $4600 on more units
this is a three day evolution to get any gains at all. if i were new to the game, i'd be like, "fuck this." so i have no idea where your 3am attack idea comes from, since this is a new unit discussion.
i don't wait until 3am to post attacks.
i've been in three extensive wars with my current nation on borogov and one on cerato, winning each one. it appears that one of my neighbours will be striking me in the next couple days, and i won't be waiting until 3am to post attacks then either.
the problem is, if brand new nations can't attack, a new nation will do this:
day one
1. create nation
2. use $12,000 to build units
day two
1. collect $2000 as income
2. set attacks
day three
1. collect $2600 as income
2. set attacks
3. spend $4600 on more units
this is a three day evolution to get any gains at all. if i were new to the game, i'd be like, "fuck this." so i have no idea where your 3am attack idea comes from, since this is a new unit discussion.
i've been in three extensive wars with my current nation on borogov and one on cerato, winning each one. it appears that one of my neighbours will be striking me in the next couple days, and i won't be waiting until 3am to post attacks then either.
the problem is, if brand new nations can't attack, a new nation will do this:
day one
1. create nation
2. use $12,000 to build units
day two
1. collect $2000 as income
2. set attacks
day three
1. collect $2600 as income
2. set attacks
3. spend $4600 on more units
this is a three day evolution to get any gains at all. if i were new to the game, i'd be like, "fuck this." so i have no idea where your 3am attack idea comes from, since this is a new unit discussion.
Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.
The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.
As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
You'd quit the game because it was overall 1 turn longer at the very beginning? Pathetic.
Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.
The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.
As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.
The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.
As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
One thing that Johnny may want to consider is instead of invisible units or the can't attack in the turn they are created, is a "daily cycle" once every 23 or 25 hours. this makes it so no matter which timezone you are in you have a few updates which are advantageous to you. and a few which are a disadvantage to you. The 23/25 hour day would also make the timing of attacks more strategic, so you'd time it to be the most advantageous to you, and the least advantageous to your opponent.
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You'd quit the game because it was overall 1 turn longer at the very beginning? Pathetic.
Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.
The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.
As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
Waiting 'til 3AM to post attacks is the issue. If there are players waiting until 3AM to post attacks those players are also probably waiting until 3AM to create new units.
The invisible units would work accept when it came to fighting in an area where two opposing bases were near to each other this game would become more like Battleship.
As for being able to kill all a new players units with air attacks? The current system allows for that anyway. I've eliminated 2 countries on Bogorov already by doing that.
if people are waiting until 3am to make units to get a jump on other players, then that's a bigger argument for invisible units, except you don't want to "play battleship." realistically speaking, that's part of the war simulation strategy. your intelligence of new units and their composition isn't instantaneous unless you have a spy in their military command. it will take you a day or more to get an accurate idea of what you are facing.
so instead of playing battleship, why don't you play smart? i won't tell you what this entails, since i don't feel like breaking the learning curve of the game and giving you ideas about how to go about whacking other people.
you're already dropping missiles on new nations, so you aren't playing entirely dumb. but if you're going to liken this to battleship, then i don't know.
One thing that Johnny may want to consider is instead of invisible units or the can't attack in the turn they are created, is a "daily cycle" once every 23 or 25 hours. this makes it so no matter which timezone you are in you have a few updates which are advantageous to you. and a few which are a disadvantage to you. The 23/25 hour day would also make the timing of attacks more strategic, so you'd time it to be the most advantageous to you, and the least advantageous to your opponent.
i think that invisible units would negate the shaft.
so the update would be random? people would still rush to get on here before the perceived update just to get some last minute moves in. it won't matter, since we aren't all on the same sleep/work schedule or in the same time zone. someone is going to feel like they are getting the shaft.
i think that invisible units would negate the shaft.
i think that invisible units would negate the shaft.
Day 1: Update = 00:00
Day 2: Update = 01:00
Day 3: Update = 02:00
Day 4: Update = 03:00
Day 22: Update = 21:00
Day 23: Update = 22:00
Day 24: Update = 23:00
Day 25: Update = 00:00
yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
I tested the direct pop-under method and it actually seems to work pretty well for me. I think I'm going to add it as a "Settings" option.
The 23/25 hour day would also make the timing of attacks more strategic
I think not being able to attack on the first day a unit is created would negatively impact the gameplay too much. I've ruled that out.
Making new units invisible to enemies on the day they're created does allow a greater possibility of sneak attacks, but it does at least give everyone that same opportunity. I think that may be the best way to make the game fair to everyone regardless of what time they're able to play.
So do, I but some people do not, and I am offering an alternative, I am thinking of a rotating update: for a 25 hour day:
Day 1: Update = 00:00
Day 2: Update = 01:00
Day 3: Update = 02:00
Day 4: Update = 03:00
Day 22: Update = 21:00
Day 23: Update = 22:00
Day 24: Update = 23:00
Day 25: Update = 00:00
yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
Day 1: Update = 00:00
Day 2: Update = 01:00
Day 3: Update = 02:00
Day 4: Update = 03:00
Day 22: Update = 21:00
Day 23: Update = 22:00
Day 24: Update = 23:00
Day 25: Update = 00:00
yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
I wouldnt start jotting down new times for everyday on a paper or in my cellphone, its too much work for people who work.
I was wondering if there would be a way to change the way a construction truck moves? I would love it to be able to attack it's full distance. I was thinking that the attack could utilize all of the remaining distance of the move function. With the advent of the perpetual attack, it has become more important for this. Most of us move a line of troops and follow with a construction truck. Although I don't have to move the troops every time, I do the construction truck or only advance it half it's potential distance. I didn't know if you could make it "move" the entire 10 sectors and attack the unmoved balance. Would still have to attack unoccupied land though.
Just a thought.
Just a thought.
I was thinking that the attack could utilize all of the remaining distance of the move function.
I could code its attack function to allow the full attack distance <i>plus</i> its move distance, minus the moves that have already taken place. So, if you haven't moved a truck, you can set an attack distance of 8, including perpetually.
I wouldn't even have to code any extra considerations because moving a truck after the attack is set would cancel the existing attack and force a reset (using the new lower distance value).
The one decision I'd have to make is whether or not to allow the higher distance across unoccupied territory. Since all other units in the game move equal distances across owned or unowned, and since the attack would now let you take advantage of unused move distance, perhaps I should allow the full distance.
yes people would still rush to get on at the last minute, but on some days the last minute would be 3 in the afternoon, on others it would be 6 in the morning. we aren't all on the same sleep/work schedule or in the same time zone so each update, some1 new gets the advantage, and someone new gets the shaft.
I was wondering if there would be a way to change the way a construction truck moves? I would love it to be able to attack it's full distance. I was thinking that the attack could utilize all of the remaining distance of the move function. With the advent of the perpetual attack, it has become more important for this. Most of us move a line of troops and follow with a construction truck. Although I don't have to move the troops every time, I do the construction truck or only advance it half it's potential distance. I didn't know if you could make it "move" the entire 10 sectors and attack the unmoved balance. Would still have to attack unoccupied land though.
Just a thought.
Just a thought.