Jump to content
Domination: Earth

Mr. D

Domination: Staff
  • Posts

    1586
  • Joined

  • Last visited

  • Days Won

    235

Everything posted by Mr. D

  1. Awesome! Sort of, yes; certain angles resulted in precision loss during distance calculation (it's really harder to explain than to fix ). I've released a correction, so the formula should be a bit more precise and match visual circle borders for base lands.
  2. Watch out for another update, featuring: A brand new resource preview panel in the upper right corner of all tabs, illustrating the total of currently accumulated resources and Peacekeeping Points (that will be possible to spend very soon ). Ability to manage remote lands by opening their construction window and pressing "View Details": a window similar to "My Lands" will open allowing to repair structures and use all of their regular functionality. Earth View camera will no longer reset its position upon changing tabs or performing remote land actions (e.g. construction). The camera will reset only when land capture is used (including land upgrades and resource pickup). Fixed an issue with Scrap Items crashing map on Earth View. As always, please post if you have any questions or feedback!
  3. @The one true king issue fixed and your land converted (please check!). Please let me know if there's anything else I can help with!
  4. Don't worry, I'll transform your land into a base manually as soon as the problem is fixed. It looks like a corner case of some sort, as base creation worked normally for my tests just now. Will post again once I have more information!
  5. Ok, this does look weird! I'll investigate!
  6. @Phap ironically, the level 100 land cap was actually introduced because of the people who actively play from work. We've had a bunch of instances where an office worker would dominate the entire city and a huge part of its surroundings using a single land advanced without leaving their chair, which is unfair towards active travellers since the game is originally designed to promote real-world exploration via hiking, cycling or driving. The problem with increasing the upgrade radius is that you could (in theory) spawn a dozen of smaller lands just outside of the level 100 land's radius (similar to the one seen on your video) and in a few days of playing merge these with the central level 100 land, creating a level 1000+ still without any actual travels. As we don't want to render the real-world travelling obsolete we have to force people outside of the place they visit most often, and the more you play, the further you have to go eventually. As I introduced the ability to manage lands remotely (since version 1.13) and there will be more functionality added in that area in the future, whenever you're at your base or in a maxed out land you will have something to do in the game. So the new land capture and upgrades will most likely always require a fair bit of moving around the real world, but if you find yourself at home/work you can focus on managing all the lands captured so far and prepare for future travels. Still, I hear what you're saying and will have a think about what else could be done to make things more interesting for yourself without sabotaging our active hikers.
  7. Hmm, yes, I believe that's one of the legacy targeting exceptions implemented before the separate land-specific upgrade buttons were added. I'd ignore this for now, as I am planning to change the way your generic flag button works and remove the ability to upgrade lands via that button completely (since we now have individual upgrade buttons that calculate distance more accurately). The "big flag's" functionality will be adjusted slightly to make things more interesting (no spoilers yet though, as it's probably not going to go live this week).
  8. And that would be very much appreciated! You've been added to the group, check out the "Welcome!" thread within the "Game Localisation" forum.
  9. Yup, I am aware of that problem; already tried building a few things remotely myself, it is indeed very annoying. Don't worry, it's been changed already; tracked players and focused camera (including the "re-focus" button effect) will remain indefinitely until changed manually or a land capture is used. This will either go live in the next minor update (possibly tomorrow) or with the next big release.
  10. Definitely not! I must admit that 90% of games listed in this thread are completely unknown to me (and now I'll actually have to go and check out the competition * sigh *), but I am aware of PokemonGo and Ingress (of course), which are very different from Domination: Earth. I've also looked into Turf Wars, Takers and a couple of others, but to be honest none of them were really inspiring to me due to either being too simple or too complex (any game with several dozens of resources is just too hardcore for my taste ). Our original inspiration was actually Swarm (the social network), based on check-ins in popular places.
  11. Yup, I was thinking along the same lines! What I'm trying to do here (and there will be some more updates in this area soon) is give players the possibility to preserve and manage lands really far away (i.e. in places they're unlikely to visit ever again). For instance, I've never been to Canada, but it's somewhat on my generic "travel bucket list", so if I finally decide to go there I will most definitely build a base. But if it gets wiped out along with all of my Canadian lands a few weeks after I leave, well.. it's going to be fairly unpleasant. This new system allows to keep your overseas stuff by actively playing in your usual area and spending the locally accumulated resources on valuable remote lands that you wouldn't want to lose. It's unlikely that we'll ever have any functionality allowing to capture or upgrade lands somewhere you've never visited personally (as that is against the game's core concept), but there will be more remote "land micromanagement" functionality added in the future.
  12. I realize that early combat termination that results in AI's base becoming invisible without actually being destroyed is a bit confusing and misleading, so I'll adjust that in one of the future updates.
  13. That's not entirely correct! I think in your case combat simply ended too soon before the base got destroyed (which is when it went into hiding ). Each combat lasts 12 rounds (after which it ends regardless of who's winning) and the AI's base needs 2-5 full rounds (depending on your army size) to be destroyed once its level drops before 2. Just to clarify: none of the AI's lands contain any soldiers on their own; the number you're seeing is the global AI's army in this region, i.e. it's protecting all of AI's lands. If you kill those 66 soldiers then all of AI's lands can be destroyed with zero resistance. In regard to the Force of Terror's difficulty in general, it's not a problem for me to lower it and reduce the AI's army, but I can positively guarantee you that if I do that there will be reports about the opposite issue (i.e. insufficient AI forces) after the Peacekeeping Rewards update, which is planned for next week+. Please consider that the peacekeeping points are about to become in-game resource #5 and some items will become possible to build/purchase *only* using the peacekeeping points. And the number of these points you can find in the game depends purely on the size of AI's army and lands that you can destroy. So I suggest we wait for the Peacekeeping Rewards release to be over and afterwards have another discussion / re-evaluate whether you'd like there to be fewer AI encounters!
  14. Hi all, Another update should appear on the Play Store shortly (1.13.3), featuring the following changes: It is now possible to construct buildings on any remote lands captured, not just the nearest one. Simply tap on the land's flag or building while on Earth View and press the "construct" symbol on the tooltip window that appears: a window listing all options available for the selected land will pop up. It is now possible to perform "precision strikes" using Guard Towers, Missile Launchers and Nuclear Silos: once again, there's a new button with a nuclear symbol on Earth View's land tooltip window. Pressing that button allows selecting one enemy land that will be targeted by this attack (all other surrounding lands will remain unaffected). As always, please post if you have any questions or feedback!
  15. Nope, this wasn't part of the update (density limit was there since October 2017); I'm guessing it's just a lucky coincidence and you've finally accumulated enough resources by now! Try picking up a few and see if that changes the situation.
  16. Makes sense! I'll see what I can do about these visual indicators.
  17. Mr. D

    Gadgets query

    The rules are actually as follows: You cannot activate items while you are present on a base, so you have to leave the base to use items. You cannot pick up items from the Assembly Plant or Warehouse while you're outside the base and have to visit your base to restock your inventory. If you are located outside your base and try to build new items in the Assembly Plant you will succeed if there is a Warehouse on that base, but items will be stored in the Warehouse instead of your inventory (and you'll have to travel to your base to pick them up from a Warehouse later). But if you are failing to activate items outside the base then that's not right! Can you please make a screenshot of what you see on the world map when you try to activate items (and also show me the exact error message you see) when that happens again? This would really help with investigating what's going on.
  18. There's a global limit to resource density in a particular area, so it is possible for their growth to slow if you have too many around. If that happens you'll just need to start picking up whatever is around as soon as possible.
  19. That's what it actually always did before! What I've changed is that the camera now resets to a distant zoom level so that you could see every lands in bulk straight away. The tracking function never actually focused on enemy positions, as it highlights enemy lands around all of your bases (so there's potentially more than one spot to focus on ), but you can still move camera around and zoom in after the tracking system gets enabled. Let me know if that doesn't make sense!
  20. @The one true king @Ruvox sorry guys, I know I said that there won't be anymore releases this week, but I just couldn't help myself (yes, I am a workaholic with an OCD). Version 1.13.1 will shortly appear on the Play Store and will increase visibility distance for flags and their lands, as well as include fixes for the Alliances and Tracked Players pages (which used to crash the Earth View map in 1.13.0). Please let me know if everything looks ok now!
  21. Hi all, Just wanted to let you know that a small server-side update has been released addressing a couple of issues with land captures and disappearing resource stations upon land merge, but most importantly - resource rewards for combat. As mentioned in the following announcement, resource rewards have been introduced for fighting the Force of Terror: However, it seems that many of the recent battles have begun rewarding Player-vs-Player attacks with resources as well. Unfortunately, that is an error that has now been corrected. As stated previously, there will be two separate reward systems for PvP and AI battles (hopefully by the end of next week!), but we cannot reward players with resources for fighting each other, simply because: It is very easy to abuse and opens up a lot of potential for advancing through the game via multi-logging and without doing much of the real-world travel (those who've done it already know what I mean ). This is against the game's core concepts and rules. This system encourages "bullying": since players are rewarded for attacking each other this gives the incentive to fight any land appearing within your reach, putting all new players at risk. We all know that there are players within the game with many hundreds of soldiers stationed on their bases and lower level players have absolutely no chance to defend themselves against such threats, and rewarding such actions is just wrong. Once again, resource rewards for PvP battles have been disabled, but there will be other rewards introduced for PvP in the future. My apologies for any confusion caused!
  22. No problem, we'll find your account! Do you remember any details about it (display name, lands title or email)? If yes, please PM me those and I'll see what I can do.
  23. Awesome, thank you for confirming!
  24. The only place where it's currently written is in the tutorial. However, I do agree that some sort of a notification about your limit would be helpful; it's on my list along with a number of other UI enhancements.
  25. Ah! No problem, I'm glad we've gotten to the truth in the end!
×
×
  • Create New...