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Post by nawglan on Apr 21, 2011 6:00:33 GMT -5
I liked running out of gold. As it is now, troop deployment is free. And you are better off having 1g. You can gamble forever as well.
Please bring back 0g.
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Post by ourjake on Apr 21, 2011 8:22:52 GMT -5
for a moment this morning, at an update, my gold went from 1 to 58, then i switched windows and when i looked back i had 40...?
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Post by deleted on Apr 23, 2011 12:04:16 GMT -5
I wish there was a way to abandon a tile so that allies could switch positions without breaking alliance and I could shrink my holdings instead of begging people to take tiles from me.
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Post by succat on Apr 23, 2011 14:54:02 GMT -5
Zero gold is back. I wanted to experiment with 'always at least 1 gold', but it was a bad idea.
OurJake, the bug you're talking about is a known issue that happens at update time. When I did randomize the gold distribution ( previously it wasn't random ) it updates the gold before it has settled on a random amount, so you may see $25 for a brief second, and then wind up with $50, or vice versa. That needs to be fixed at some point.
Deleted, I'm currently working on 'Abandon', so that you could move out of unwanted squares and sell them to other players. I'm also trying to work out the problem of non-active player gold and unit accumulation, but haven't yet figured out a good plan for that.
The bad word filter is a text file downloaded off of the internet that my code sifts through and tries to determine if a word being used by a player is in the text file or not. It has a lot of bad words in there, but not everything obviously, and confuses words that are OK, which I've caught a few of those and made exceptions for, but it's not a perfect system.
Enough people were asking if other players were online so I broke down and added just a slight indication to show who is online - an * on the Ranks page, or on the main page, the statistics underneath a player's initials on a square should change to a brighter color when active.
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Post by deleted on Apr 24, 2011 21:31:08 GMT -5
we've figured out that the maximum sustainable number of units you can have on a tile is 5000/the number of tiles you own. and the minimum number of sustainable units is 21-(the number of tiles you own)/2
but what is the formula for gold gain?
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Post by succat on Apr 24, 2011 22:07:45 GMT -5
The formula for gold is funky, but at update time it does the following ( note the funky variable names ): $originalNewGold = 100 - ($playersSquares[$f] * 10); if ($originalNewGold < 10) $originalNewGold = 10; $newGold = rand($originalNewGold, 100); // for players with more squares, make gold harder to get $newGold -= $playersSquares[$f]; if ($newGold < 10) $newGold = 10; OK, so what's going on is at update time it processes that chunk of code, among others. So $originalNewGold, which is a horrible name, is basically going to be your new gold amount if you have less than 21 units on at least 1 of your squares. So $originalNewGold is calculated as 100 minus the result of your number of squares multiplied by 10. If that number falls under 10, it becomes 10. Say you have 20 squares... $originalNewGold will be 10. Now, $newGold is a random number somewhere between $originalNewGold and 100. ( lets say it's 50 ) Then $newGold is equal to itself minus the number of squares you have ( would be 30 ). And if $newGold is less than 10, it becomes 10. It was kind of formed on the fly, but the idea was to make sure that those with more squares would wind up with less gold on an update on average than those with fewer squares. It's like taxing the rich Similar idea with the units tapering off after they get too high. It's an attempt to keep things in balance, but the real problem as you mentioned before is offline players getting the short end of the stick, at least for now anyway since their assets can't grow much.
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Post by mikeEB on Apr 24, 2011 22:33:57 GMT -5
Quick request: For players with 10-100 gold, instead of not allowing them to gain gold, calculate the new gold value and give them max(currentgold, newgold). That way someone coming online after being absent for a while will at least have above-average gold when they get back.
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Post by succat on Apr 26, 2011 1:12:27 GMT -5
Done. Actually, gold can go up to nearly $300 now on updates (previously up to nearly $100, if under $10, for small players ). If you have $X amount of gold and an update comes along it will assign you a new random gold amount if that gold amount is over $X, otherwise you stay at $X. This goes for everyone on the Grid, so maybe it all evens out anyway. Units also accumulate higher than before, up to 100 ( for smaller players ) on a square now instead of the previous measly 20 max.
Abandon is now in effect. So is Annex. You can annex an abandoned square to your kingdom for 100 gold, which goes to the player that abandoned the square. It's one way to give something to another player, but Assist will be another feature ( in the works ) where you can give units or gold to another player directly.
The update refresh problem that OurJake mentioned is still there... but, one thing at a time I guess )
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Post by succat on Apr 26, 2011 8:39:44 GMT -5
And... toned the gold back down to 100, units to 30. Too much potential for this to get out of hand otherwise I'm realizing.
The gold will still build incrementally from 20 to ~100 ( depending on your size ) during updates so that if you go offline for a while you should come back to more than 20 gold waiting for you. I also realized earlier on that some players have alliances with other players that are no longer playing the game. Probably what will happen is at some point a script will run that will check everyone's alliances, and if an alliance on your list has been inactive for X number of days (maybe a month) then they'll drop off your alliance list, and clout will drop 1 point. Clout should only be good when the members that make up the clout are still around, playing the game.
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Post by nawglan on Apr 26, 2011 18:13:58 GMT -5
You could make it so that clout = # of active (owning at least one square) alliance member. This way we don't lose the investment of forming the alliance, but it also satisfies the requirement of only active alliance members help clout.
It also eliminates the need for an external script.
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Post by ourjake on Apr 27, 2011 18:21:40 GMT -5
i'm not sure what happened but i abandoned like five squares at the north side of my property (which boxed nawglan in with empty squares). when i came back, i had an extra $100, but he had three of the squares. also, i only logged one payment
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Post by deleted on Apr 27, 2011 20:06:33 GMT -5
it is much too easy to accidentally attack an ally, could you make it pop up a dialog box to confirm that is what you meant?
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Post by nawglan on Apr 27, 2011 20:20:08 GMT -5
ourjake, I saw you get the 100 each time, also saw my cash go down 100. Might have been during the time you were evacuating squares...
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Post by ourjake on Apr 28, 2011 10:36:57 GMT -5
yeah, that's probably right. i don't pay much attention to the logs unless i'm attacking, and i go through the deployments like a script
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Post by succat on May 1, 2011 15:30:26 GMT -5
Added a few more features because it's more fun to add features than to write clean up / confirmation / Ajax bug fix scripts. Here are the latest since my last posting: Warp - let's you jump from one of your squares (thus abandoning it) to another player's abandoned square on the board for a fee. Farm - you can add farms to your squares, which compounds your gold during updates. Exchange - if you're in a pinch and need to sacrifice some units for gold (to purchase something or because you're over the update limit) you can swap units for gold. Missiles - you can fire missiles at any other player on the board, but the further they are from you, the harder they'll be to hit. Abandon - you can dump a square you don't want anymore. (Oh, I guess we already know about that one) Annex - you can annex some other player's abandoned square to your lands for a fee.
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