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Domination: Earth

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Showing content with the highest reputation on 02/20/18 in all areas

  1. Hi all, Just a small update to let you know about a recent change in the AI behaviour ("Force of Terror"): The AI will no longer use army to attack players if they have very few soldiers and the AI's army is much greater (e.g. a player has 50 soldiers, while the AI has 500). However, it will continue using any attack structures in its possession and it will use army if it is equal or smaller in size than its target's. In addition to AI's base level limiting the number of soldiers it can build, it can no longer produce more soldiers than the total amount existing between all players in a 100km radius around the AI's base. I.e. if there are 3 players around with 0, 15 and 100 soldiers in total the AI can only build up to 115 soldiers on its base even if it is of a much greater level (e.g. level 20, allowing up to 2,000 soldiers in theory). I'm hoping that this adjustment will reduce the political tension existing in low-level areas with very few players. Please let me know if you have any questions!
    3 points
  2. Hi all, Version 1.16.2 will appear on the Play and App Store shortly, featuring a few fixes and enhancements: Additional options of purchasing Unobtainium are now available: 1 and 10 units. New "track" button appears on all enemy land tooltips, allowing to quickly add players to the tracking list. Scenario with a group of markers (buildings, flags, resources) located too close to each other due to which only the uppermost marker is possible to select is now fixed: tapping on the topmost icon will send it further back bringing one of the other markers forward (thus allowing to cycle through the available markers in a stack). As always, please let me know if you have any questions or feedback.
    3 points
  3. Hi all, You may have noticed a new update appear on the App Store and Play Store; this is a maintenance release aimed at improving app stability and reducing the number of crashes among all devices. Additionally, it features a bunch of GPS enhancements that should make it a bit more "responsive" and reduce the number of cases where an out-of-date set of coordinates is considered your current position. I would be very grateful if you could upgrade to this version as soon as you can, as the fewer crashes we have the better is our reputation on the Play & App Store!
    3 points
  4. 1 point
  5. Haha, I'm hoping that won't be the case. Let me explain how it worked before and what's changed! In the previous version the update sequence of your position after launching the app was as follows: 1. Use sensors to determine whether the phone is stationary (i.e. laying around on a desk) or moving. 2. If it's moving, attempt to retrieve current coordinates from the active GPS signal. If it takes too long, use last known stationary position. 3. If the phone isn't moving, continue storing the "last known stationary position" for the next app launch, but don't actually update your in-game position as the active movement-triggered GPS is already doing that. Because of the "if it takes too long use last known stationary position" step you've sometimes ended up in the "last known stationary position" for a while. The new version works as follows: Regardless of whether the phone is moving or stationary, keep using the available coordinates from any source as the current active position. Even if the phone is laying on a desk its position will be refreshed every 5 seconds and the latest estimated stationary position will reflect in the game. If the refresh fails, coordinates from the last successful update cycle are used (not from whenever the phone was last seen on a desk). The original version was a tiny bit less battery consuming, as the stationary position wasn't frequently updated or used for that matter (just as a "loading placeholder" during the initial launch); and you've had to actively "wave around" your phone to update the coordinates. However, some devices were a bit rubbish in determining their active state, so the stationary position is now used as another source of in-game location whenever it is provided. This should guarantee a more frequent refresh rate, but shouldn't really affect your train journeys. Please let me know if that doesn't make sense!
    1 point
  6. In regard to our "Play Store reputation" subject: I'm afraid I've had to disable the attack wave notifications temporarily, as we are about to be punished by Google for an excessive amount of device "wakeups" (i.e. draining phone battery). Accordingly, only the key notifications ("You're under attack!", "Combat has ended") will remain until a more efficient notification system is in place. Additionally, I've disabled the notification for receiving shared resources; only the in-game Message will remain. Apologies for any inconvenience caused!
    1 point
  7. That is a very interesting concept! There's only one potential problem with this: there are many places on Earth where Google struggles to find directions, so certain countries may be completely incapable of using combat if we enact such pathfinding mechanics. For example, I've recently discovered that most of the Republic of Crimea doesn't exist on Google's geolocation database, so land & base capture was completely impossible (let alone finding directions!), which led to complaints & bug reports from players who live there. I can only imagine how much trouble we'll run into if we base combat on Google's road database... One possible workaround could be to avoid using any "directions" services whatsoever and simply plot a direct path through any obstacles as a straight line (from point A to B, no 3rd party databases). But of course, this may be a bit more "boring" and provide fewer tactical scenarios. A more complex alternative is to allow selecting a movement path yourself, but that is a far larger development. Anyway, will have a think about this some more! I was actually discussing something very similar with my colleague yesterday, as something has to be done to prevent level 20+ players wiping out level 10s indeed. I'm not fully on board with forced resource sharing (e.g. as a new player I've just joined the game and I already owe someone my money? That's a bit discouraging! ), but many players suggested treaties & diplomatic agreements in the past, so maybe if we get to building such a system this could be one of the diplomacy options (but not "forced" onto everyone by default). Again, we'll discuss this some more and I'll work out all the details once my task list for this week shortens.
    1 point
  8. This is all definitely none of my business so feel free to just ignore the following command. It seems to me as you two are about to start some sort of "total war" on each other, you both want to fight the other one down, you both don't hesitate to use lots of nukes. I only see four ways how this could end: You both fighting each other until the point where at least one of you has lost too much money or is just tired of fighting any further and leaves the game. At one point one of you both might surrender and accept a peace under the winners conditions. You just find a solution for your problem and coexist peacefully in the future. Since 1 and 2 may cost you loads of money and option 3 seems to don't be considered of one of you I see a fourth little more creative option. Both of you would be "allowed" to nuke the other one until everything is broken. At this point you could sign some sort of anti-nuclear-weapon-treaty and proceed to fight each other but only with conventional weapons and rebuild everything. In this way you could fight each other and had more or less equal chances which don't depend on your money but more on ingame effort. And Mr. D would also get a little support which would be great without one of you loosing too much money. Seems I like lists today Again it's none of my business and just some sort of idea independent of all other circumstances.
    1 point
  9. @Mr. D I think you should have Tiers of Players 0-10 10-20 20-30,30-50 and 50+ Where people can only fight within these tiers and the lands cannot be affected by lands lower or higher. What this means (and this is a rough unpolished idea) is that there will be a few top peple fighting for 1st in an area. The top person is basically the King of the Land and all the players in his/her lands are thier vassals. This means that they can fight amongst others inside, but they share some of their resource collection with the King. The King meanwhile Fights other Kings or people on his level nearby. The lower ranks can join in a Group raid against the King (have to work on the mechanic) every now and then called a Rebellion which the King will have to deal with keeping him in check as much as possible. This will allow users at all stages to grow and compete with similar level users while giving a bonus to the King and keeping him in check (The King doesn't want to kill vassals that feed him a bit does he?). IT also takes the game in two directions. 1. Don't like the king? Rebel (Civil War) Or 2. Love your king? Help him by farming resources out s that he can fight other kingdoms and take them over for your glory (External War). Anyways this is a rough idea, but the more I think about it (though complex) the more I like it.. Thoughts?
    1 point
  10. It doesn't multiply, as it's separate from all power ups. By default with no items active your collection radius is 50m, this perk adds +10m to it so with level 5 you can double your base collection radius (up to +100m). But any item bonuses are applied on top, they don't increase this base radius further.
    0 points
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