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Domination: Earth

Mr. D

Domination: Staff
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Everything posted by Mr. D

  1. Hi all, Version 2.5.2 is live on the Play Store and App Store, featuring: Updated texts and Tracking Satellite building description matching the new mechanics described here: Added a Privacy Policy link to the Sign Up page. Allied, enemy and non-PvP player buildings are now displayed using a different colour shade on Earth View to help differentiate between the structure owners. As always, please post if you have any questions or feedback!
  2. Hi all, As per discussion in the following thread the Tracking Satellite mechanics are changing to increase usefulness of the structure to all new players and reduce "coaching strategies" for players with larger lands: From now on, Tracking Satellite no longer collects resources spawned on any of your lands. Instead, each satellite now collects a single random resource anywhere around the globe once every 24 hours. Having multiple bases allows to construct more satellites (one per base, same as before) and use this action additional times in the 24-hour period. Any perk bonuses related to resource collection from the map will apply to the new Tracking Satellite. This is a server-side change that is now live, but the associated text changes on the UI will be released separately in the next version, so please ignore the old description as it'll be replaced as soon as possible. As always, please post if you have any questions!
  3. Hmm... you may not believe it, but one of the reasons the "New resource appeared in the area" notification got removed is because it's been confusing some people. In the last 12 months alone I responded to roughly a dozen of emails asking about a "bug" that the new resource does not get added to the player's owned resource total (and I think we have a low-star review somewhere because of the same thing as the game "appears broken, resources don't get picked up"). I will have a think about possible options though! This number is a bit tricky to calculate as it varies depending on your location, but roughly speaking it's 50 items per 3km radius around any given coordinate (could be slightly more or less, depending on density of the existing resources). I'll see if I can add some more info about this in one of the notifications! Ugh. Thanks for bringing this to my attention @ValarMorghulis! You are absolutely right, looks like I've been turning a blind eye to the satellite problem for a while now, but it's become especially visible due to the new 30-second resource generation mechanics. Honestly, I think the Tracking Satellite mechanics are an out-of-date artifact from early days of the game and are due for a major revamp. This building is pretty useless for all new players, but adds a significant advantage (and a couching strategy) to all veterans, and that has to change. I will address this problem in the next release.
  4. Hi all, Version 2.5.1 appeared on the Play Store and App Store, featuring: Attack and defence structures (walls, guard towers, missile launchers etc.) on bases and lands below level 100 will no longer "stack" and replace the flag. Instead, each of those buildings will appear independently around the flag or base (between 50-150m away from the land's centre) allowing to perform attacks using each of the buildings separately or to remove some of the structures, same as with objects placed on level 100+ lands. Fixed a bug causing intermittent freezes upon launch of the Earth View screen. Land damage & PvP-effects from land captures using the flag button, as well as structure-based capture blocks have been removed as we now have a number of veterans in the game with lands approaching (or above) level 2,000, covering enormous areas. New players could not start to play or advance in these locations due to presence of attack structures blocking new captures & upgrades, plus any merges of the aforementioned "land giants" resulted in mass damage to every land of all local opponents. It is only fair that we allow new users to play even if they are (un)lucky enough to start next to a veteran. If you do want to continue using the land to deal damage to new players, you will have to select an attack structure (e.g. Guard Tower) and perform the attack manually. Please post if you have any questions!
  5. Thanks for the report @ValarMorghulis! I also noticed this bug and plan to include a fix in the next release, apologies for inconvenience.
  6. Hi all, As some of you noticed our forum became unavailable for a short period of time today due to an unplanned breakdown. Our community and all associated data have now been recovered, although the forum will look slightly different from now on. Please report if you run into any issues with the new version. My apologies for any inconvenience caused!
  7. Are you referring to the "Top Game Supporters" leaderboard? We've had a bunch of complaints in the past about the other boards, but never this one. I'll look into it.
  8. Affirmative, these will be removed in the future. The "second fortify" is left as a period of transition for the older app versions, but we will be getting rid of those eventually once everyone updates.
  9. Hi all, A new update has been released to the Play Store and App Store. Featuring: Land capture button (flag) is now disabled when in proximity of a base. Instead, you will now see a new dashboard titled "Actions available while stationed at a base" offering several options with independent cooldowns per base: 1. Daily reward (24 hour cooldown) 2. Fortify (15 minute cooldown) 3. Produce Money (30 second cooldown) 4. Produce Supplies (30 second cooldown) 5. Produce Personnel (30 second cooldown) "Daily reward" awards players with a variable amount of a random resource. Each base has its own daily reward, so if you manage to visit more than one base per day you will be able to collect multiple daily rewards. "Daily reward" offers the ability to collect your reward straight away or attempt to gamble with it ("Double or Nothing"). There is a 50% chance to double the offered reward and a 50% chance to lose it all. Maximum reward from gambling is limited by your current resource storage capacity or 1,000 supplies/personnel (10,000 money), whichever is lower. Losing a "Double or Nothing" attempt offers to reset the daily reward ("Restart") for 2 UBT or continue rolling the dice for 3 UBT. Please note that continuing to roll the dice after a failure using Unobtainium does not guarantee success; the 50/50 chance still applies. Restarting the daily reward will regenerate its contents, so a different resource or a different amount may appear instead. "Fortify" improves your base's defences. This effect was previously available via the land capture button. "Produce" buttons will generate a new resource somewhere in the area and highlight its location, so that you know exactly what and where has appeared. Global resource limit per area has been removed; instead, each resource now has its own individual limit. This way, for example, spawning a maximum amount of supplies will not block further generation of personnel or money. Fixed missing confirmation windows for the Expert Settler perk when performing remote land upgrades or station captures. As always, please post if you have any questions or feedback.
  10. Mr. D

    Question

    The best option would be to contact the support staff of that game! This is "Domination: Earth" forums and we can only help with our game.
  11. Thanks for the report, @EMonster! This is not a known issue, but I will run some tests to see if anything fishy is going on.
  12. No worries, 292 TP restored. The underlying bug is now also fixed; remote upgrades should no longer cost any additional resources beyond UBT. Confirmation windows for non-UBT upgrades will be added in one of the upcoming releases.
  13. Hmm, sorry for that! The remote upgrade should only consume 5 UBT without using the stored capture resources. I'll address that problem. Can you tell me your current resource limit (e.g. supplies or personnel) by going to the construction window? This way we can work out how many travel points you've lost and I can refund those.
  14. No problem, I have adjusted the notifications to be triggered by the initial (free) land capture only, I hope that helps!
  15. Hi all, Version 2.4.1 appeared on the Play Store and App Store, featuring: Adjusted land capture button: number of "Expert Settler" charges is now displayed in the title and the exact amount of time until the next recharge is shown on the yellow button itself. Added a confirmation window listing the exact land capture cost appearing only when the land capture isn't free. Maximum amount of resources you can store is now displayed in the resource boxes on the construction window. As always, please post if you have any questions or feedback.
  16. Thanks very much for the report, I believe this should be fixed now (please let me know if it still isn't)! Not "causing" as such, but yes, I've asked our server to only issue push notifications for the last capture, i.e. when you run out of charges. Notifications about recovering your free charge are a bit trickier, since every "paid" capture also resets that timer (it's a miniature nightmare to cancel/reschedule notifications from a technical perspective). However, I'll add this to my list of things requiring a solution. Noted, will have a think about ways to arrange this information. As you can suspect, there's only enough space on that button to display the amount of charges or the currently active timer, not both. Will see if I can move the charges then! Sorry, merging popups with an input is not quite feasible with the way things are structured currently, as there are dozens of various notifications coming from all sorts of places and not all of them involve the facility to name a land. However, this problem has been addressed by transforming the 2nd popup into a floating "toast" notification, so there should only be one popup - the land naming one. I hope that helps! I am planning to add a paid capture confirmation window in the next release though.
  17. Thanks very much for the feedback! The thought of having a confirmation dialog did cross my mind, but what bothered me is that we already have two pop ups after the land capture (the outcome message plus the land naming facility), and that would add another one pre-capture. 4 taps to capture land seems a bit annoying. But I'll see what I can do. Also it has been brought to my attention (apologies for not noticing it sooner) that there's no easy way to find out your current storage capacity, so asking you to calculate percentages of that amount is somewhat cruel. I will address these issues in the next release! P.S. Restored your travel points as a thank you for being the first person who tried the feature out.
  18. Hi all, Version 2.4.0 went live on the Play Store and will appear on the App Store soon, featuring a new perk named "Expert Settler". "Expert Settler" perk allows to accumulate one extra land capture per perk level every 15 minutes while the land capture is unused. Accordingly, having a level 5 "Expert Settler" perk allows to capture land up to 6 times in a row (1 initial charge +5 from perk levels). Capturing land resets the accumulation timer. The blocking 15-minute land capture timer kicks in only while your land capture charges reach 0. Until then you can capture lands in a row without any delays. Charge accumulation continues while you are offline, so if you leave the game for around 2 hours all additional charges should replenish when you return. Capturing land more than once within 15 minutes costs resources (captures further apart than 15 minutes are still free). Every depleted charge will cost a variable amount of a random resource (never Unobtainium). That cost is based on a random % (usually between 1 - 5%) of the maximum amount of resources you can store. Accordingly, if your storage capacity for Personnel or Supplies is 1,000 each extra land capture will cost between 10 and 50 supplies/personnel. That cost is 10 times greater for Money. Travel Points and Peacekeeping Points have the same formula as Personnel and Supplies for the purpose of land capture cost calculation. Resource used to pay for the extra charges is displayed on the UI underneath the land capture button and will change every 24 hours (as will the cost %). Within the same 24 hours the cost % and resource remain the same for all players. As always, any feedback or questions are welcome! P.S. As the new perk is live on our servers, but the old version of the app (< 2.4.0) does not have the new materials (image and texts) the "Expert Settler" perk will not appear correctly until the app is updated to 2.4.0. Please perform an update as soon as possible to avoid broken UIs.
  19. Correct, Force of Terror is still using its own free geocoding API for now, but it's possible that it will move away from that one day either.
  20. Correct, country codes are still extracted from the supplied coordinates without the use of any external service, it happens offline within the app. So this should not affect the leaderboards as the Alpha 2 codes that they're based on haven't changed. Full country name used as a fallback when no custom title is supplied is just another thing performed offline based on the country code; I added this as it's better than having no name at all. However, as mentioned in the original post, you can always rename these later once free of charge.
  21. Hi all, Version 2.3.3 has now appeared on the Play Store and App Store. Focus of this update is to reduce the number of external service providers that we rely on, specifically the reverse geocoding API supplying all captured lands with the associated address details. Removal of this service makes things more cost-effective for us, but also improves the game's performance and removes a potential point of failure (3rd party software that will sabotage the game if it becomes unavailable for any reason). However, without it we no longer have the ability to label newly captured lands with the street & city names in your current locale, so a new feature has been introduced to compensate for this: Upon capturing a new land it is now possible to provide it with a custom name. This action is free and does not cost any Unobtainium. Naming the land upon its creation is optional and can be skipped by either submitting an empty name or just tapping anywhere around the name selection window. If you accidentally skip this step - don't worry, you can use the "Rename Land" context menu option later and assign a new name free of charge. All lands that don't have a custom name can now be renamed once free of charge. However, further corrections or renaming of a land with a custom (manually entered) name will cost 1 UBT, same as before. Please post if you have any questions.
  22. Hi! The Supply Factory works as a permanent source of resource indeed, which means it relies on the same "Collect Resources" button as any resource stations captured from the map. "Collect Resources" is at the very bottom of the "My Lands" screen, under the list of your bases. Please let me know if you still can't find it!
  23. 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.
  24. 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.
  25. @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.
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