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Domination: Earth

Mr. D

Domination: Staff
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Mr. D last won the day on June 10

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  1. All locations are random, but then again machines sometimes have a mind of their own. Unlike resources, quests relocate every 7 days, so if one appears in an inaccessible location it is just a matter of time before it moves again.
  2. As mentioned in the following thread this is a global change; anyone should be able to launch a counter attack while the first battle is still going (unless your army cooldown is already active): Remember, the army cooldown starts only after all battles in which that army participates are over. It is possible for it to engage in other battles while defending. Looks like a weird glitch, but it shouldn't affect the combat calculation much; active combat record (containing data about the next wave, casualties, damage etc.) exists per land. I will investigate this, of course. I do plan to run some tests on the Ai when I find some free time to ensure that there's no rule violation compared to human players.
  3. @Thewhatify you do realize that all resources appear in completely random locations that aren't in any way controlled by myself? We have hundreds of millions of resources all over the world and more keep getting added with each land capture, there is no manual intervention from me or anyone else whatsoever. However, this problem is exactly why we have inventory items with stackable collection bonuses in the game: activation of several items at once may allow you to reach resources kilometers away from your current location, which is enough for pretty much any situation (I've seen players pick up resources from an entire city in one go thanks to the cumulative effects of super + experimental magnets). So no, I do not wish you to get shot (please don't), just utilize the available game mechanics appropriately.
  4. The same rules do apply indeed and the AI is also a subject to the 1 hour cooldown (per base, same as players). The combat changes announcement referenced in my previous post applies to both players and the Ai, so you are also able to use your troops more efficiently in exactly the same way as the Ai. The only "unfair advantage" that the Ai has for now (as I do plan to adjust this in the future) is the ability to construct towers and missile launchers on lower level lands than players, that's it. And something tells me that if the Ai didn't have their own "invisible" pool of resources (and stole your resources from the map instead) that would be much more unfair towards players. As always, if the Ai becomes overly active all you have to do is destroy their base, then clean up the area from any remaining lands of terror. Peace and quiet guaranteed for 7 days. Once you've defeated their main army and destroyed the base it should not be an issue to keep them at bay and prevent from growing again.
  5. How do you know that the losses are not accumulated? Does each battle show a different number of enemy soldiers after dealing some damage? If yes, then you have been attacked by more than one base indeed: army-related numbers in combat are taken directly from the associated base and are updated in real time, so it is not possible to see different values for the same attacking base. However, if the number is synchronized between all 3 battles then everything is correct: the same army can participate in multiple attacks as per the combat rules update dated the 7th of April:
  6. Hi @Saltydog83, My apologies for a delay in response! Your inventory is only used to store items received from quests and produced on the Assembly Plant, while resources and their numbers appear directly in the top bar above the tabs (Earth View, My Lands etc.). When you say "captured resources" do you mean you've captured one of the stations (an oil rig, supply factory or a personnel recruitment beacon)? If yes, then you need to use the big "Collect Resources" button at the bottom of the "My Lands" tab to collect resources from all stations you linked to your base. If you meant that you've captured new lands using the "Land" (flag) button on "Earth View", then these cannot be picked up. They will, however, capture a resource station if you plant a flag on top of one. To pick up an individual resource, as suggested by @Kubogojev, you need to move close enough to it in the real world (less than 50m distance) and use the hand button then. If you tap on any resource icon on the map you should see a "Distance: " label on its tooltip explaining how far you are from that resource right now. I hope that helps, but please let me know if something still doesn't make sense!
  7. I have been thinking about something similar myself in the past, but I couldn't decide on the associated rule (i.e. what do you have to do to accumulate these captures) that wouldn't devalue land capture efforts invested by our players under the current mechanics. I am leaning towards these "extra captures" having a resource cost associated with them, but will need to think about all the options some more. I do like the idea of making this a new perk though!
  8. No problem, 360 UBT refunded for the last 5 slots; you should have 20 in total now. My apologies for that! Additional slot restored; you should now have 6.
  9. Negative, it is still possible to activate 10 concurrent items. It is ironic how consistently I am being perceived as a person with such a superfluous amount of free time that I have nothing better to do than mess around with the game's rules. The reality is that nothing would make me happier than not having to change anything in the game and knowing that "Domination: Earth" runs itself since everyone is already happy with what we've got (especially considering my 12-hour shifts the primary job... sometimes a break from writing code is all I want! ). However, behind every change there is a wave of emails and private messages from players who think the rules aren't quite right. So no, there is no such thing as a "problem that nobody but me had" in my world. In this case I have acted on a series of reports about the "overpowered" radius of 10 super magnets. Having reviewed all data and the way our players behave we agreed to make it more difficult to achieve this radius from the start. Additional 5 concurrently activated items are an advantage / shortcut to the travel-based resource collection mechanics and most shortcuts like that in DE cost Unobtainium, so this is no secret that the extra 5 slots are now a paid feature. Please understand that this change is not aimed at crippling yourself (to be honest, I did not expect you to notice much difference with 20 additional inventory slots already purchased, for which I am grateful, of course ), but designed to make it more difficult to mass-collect resources for average players, most of whom never upgraded their inventory at all. You did not overpay for the upgrades though as their cost is based on the number of unlocked slots above the base minimum, not the combined total, so anyone trying to purchase 20 additional slots today will spend the same amount of UBT as you did.
  10. Thanks for the report, @RobotWizard9! That doesn't sound right indeed; see my announcement regarding this subject:
  11. Hi all, It has come to my attention (thanks to a report by @RobotWizard9 ) that hundreds of players have been limited to only 3 inventory slots while others had access to 10 slots for quite some time. This is not an intended feature and I apologize for that, the situation wasn't really fair by any standard! Having reviewed the associated game mechanics it has been decided to set the new global default for inventory slots to 5: everyone's inventory slots have been adjusted accordingly. Extra slots received via Unobtainium upgrades remain unchanged. I understand that many of you are used to having 10 inventory slots from the start, but looking at the statistics and the overwhelming majority of players relying on a strategy of "vacuuming the city" by activating 10 super magnets as opposed to actually going somewhere, this seemed like a good moment to review the balance and bring a bit more value to physical travels again. I am also conscious that many quests offer more than 5 items as a reward; to counterbalance that it has now been allowed to receive quest reward items directly into your warehouse (regardless of its location) when your inventory is full. As always, please post if you have any questions or concerns!
  12. Server maintenance is now complete, no further downtime is expected. Thanks for your patience, everyone!
  13. Hi all, Version 2.3.1 went live last week for both Android and iOS, featuring a number of small changes: It is now possible to skip any tutorial step without completing its quest objective. Please note that no reward is given for skipped quests. Alliance list now shows green and red "bubbles" next to the member names to indicate their online presence for the purpose of resource sharing. Anyone who's been active within the last hour is considered "online". Performance improvements during display of a long list of notifications. Please post if you have any questions.
  14. Apologies for a delay with this; we are proceeding with the server maintenance today to get this over with ASAP. Game will be inaccessible within the hour.
  15. That's unfortunate, looks like the issue still exists! Will investigate as soon as I get a chance! In the meantime, I've applied a manual fix to your account; please let me know if you still have that error. Is that when using the Track Player feature? If not, you could simply be too far away; there's a certain visibility radius (around 10km from your current position) for all lands/bases of other players. If he is missing even when using Track Players, is there a chance that your ally is listed in one of the tabs in "Wars"? We've come across a few rare scenarios involving allies being at war when engaging in the same battle against another enemy, and that means that they may become invisible to each other in 7 days from the war's start date unless they request a Truce.
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