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Domination: Earth

Mr. D

Domination: Staff
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Everything posted by Mr. D

  1. Mr. D

    Alliance system

    Yes, I agree with what you are saying; I have made similar observations myself. i can't comment on how this issue will be addressed yet, but we'll figure something out!
  2. Hi! I believe Riylan is right: you are standing too close to the land above (the one that actually has a missile launcher), which is why the only option available is to upgrade that missile launcher to level 2. Try moving closer to the guard tower! I have made a note about this problem though and we'll review the UI to make it user-friendlier in the future!
  3. Oh no, I understand that. But I was saying that the others may not, as for a player who's just started the game and never used the "Collect Resources" button (from "My Lands") it is unclear why we have 2 buttons which seem to be linked with resource collection, especially since "R" is unrelated to any visual elements on "Earth View" that surround you (e.g. you stand in the middle of a Money resource, but "R" doesn't seem to pick it up. You and I know that this button works on resource stations only, but it isn't obvious to others). I feel that if we proceed down this road a more elegant solution with fewer buttons may be available (which I'll have a think about)... In terms of the flag button: I believe I have an idea; will see if I can make it work.
  4. I understand the general advantages of what you're proposing, but there are a few potential issues that need to be considered here: The "focus on current position" button (currently in the upper right corner of your screenshot) is automatically positioned in the lower-right corner on all iOS devices (iPhones etc.), which makes that part of the screen reserved (it's not something we built, this button is part of the map SDK). We could have different game UIs (the yellow bits) for Android and iOS, but I personally prefer to have as similar UIs on both platforms as possible, otherwise it's a bunch of redundant duplicate code that doesn't serve much purpose and slows down development (as I need to maintain 2 UIs, not 1). We have at least five 1-star ratings from people complaining about the game having no tutorial and "things being unclear / unknown what to do", so I was thinking of adding *more* learning materials onto the initial screen, not remove the only button ("i") actually providing new players with that information. And once again, making conditional UIs (buttons moving around, disappearing/reappearing depending on your tutorial stage) is additional development that could lead to confusion (we'll need a separate tutorial just to explain how all the buttons change in time and where to find the "i" button later ). Having potentially 3 buttons collecting resources on 1 screen is misleading an confusing: a "What's the difference between 'Hand' and 'R'?" question is inevitable and will, once again, require thorough explanation. There also doesn't seem to be much point to have this button on a map, as it's not linked to any content on that map as such. "My Lands" screen lists all the resource stations associated with your bases, so you know exactly what will be picked up while viewing it. As this information isn't available on the map, more questions and more confusion will follow. I'll see what I can do about the alternative means to zoom/re-focus your map though!
  5. That actually reminds me that we do have AI and "PvE" in our list somewhere... I can't comment on how exactly this will affect the gameplay, but I can confirm that something along those lines is planned - non-player characters and certain rewards linked to battles with them will exist one day! But this is a completely different subject unrelated to the original post, so let's not continue its discussion within this thread.
  6. Hmm.. it's possible that the marker anchor shifts during resizing. I'll look into that!
  7. Excellent, welcome on board, guys! @ValarMorghulis and @(Che)Juanchon added to the group! Please check the new forum section that should have appeared now. Unfortunately, I didn't have a chance to upload all our translation texts yet (got dragged away by other unforeseen work and circumstances, sorry!), but it will be done either later today or by the end of tomorrow!
  8. Mr. D

    Shield

    Sorry, my comment was brief as I generally agreed with the idea, but it by no means explains the entire implementation plan for this logic. I've actually written this down in my notes as "Attack protection for new players that disappears in 7 days", so yes, time-based restraints are planned. It's also impossible to end up with a scenario where a player uninstalls the game and causes difficulties for others, as all of your bases and lands disappear completely (and become impossible to attack, see or interact with in any way) in 7 days of inactivity. I.e. if you don't login within a week, your empire ceases to exist and frees space for new players (but logging back in again after that period will re-enable your lands, so nothing is lost permanently). I don't think there's much point in limiting this defence by the amount of resources you've collected, as the amount of "minimum resources needed to survive" varies greatly per area. I've seen some cities with regular battles of 50 vs. 50 soldiers, while the last time I checked the UK one of the largest armies amassed included thousands of soldiers. So it's really hard to estimate where this "shield" should end resource-wise! I think a time-based restraint should be sufficient, as a player can determine their course of action by looking at the surrounding circumstances themselves: if I see a neighbour with 10,000 soldiers I'll know that I have to work really hard in the next 7 days of protection (or move! ). On the other hand, players in non-populated areas will feel more relaxed and simply won't rush to collect resources; things will balance themselves out. Please let me know if you disagree though!
  9. And it's done! @maximus43, @SebRut, @Ruvox you've been added to the group; please let me know if you can't see the new forum section!
  10. Unfortunately, we already have a Russian version of the game (as that is the only other language I speak fluently ), but any help is welcome in terms of spotting typos and stuff! That is awesome, thank you! I will start setting everything up and will create a new forum for the Localisation Managers group shortly...
  11. Hey all, As some of you know, "Domination: Earth" supports translations of all in-game texts into any number of languages (your current language is defined by your phone's language setting). However, as our team is fairly small and it's just me doing all translations currently we can't really expand in that area: we are aware that we have many players who speak German, Spanish and French, but as much as we'd love to translate the game into those languages, we have no one who speaks those fluently (my knowledge of German is somewhat intermediate, while my Spanish and French are, well, basic at best ). So I thought "Perhaps we should go open-source with our translations?" and give our community a way to join in. We would really appreciate any help with any language (not just the three I mentioned) and you'd be able to contribute in any amount that you have time for (even if you translate 1 phrase only - that still helps!). The languages would exist as an open sheet that is possible to edit by anyone, so obviously some moderation would be required. Accordingly, I am looking to create a forum-based group of "Localization Managers" who would have access to this sheet and the ability to review each other's changes. If you like this idea and would like to volunteer to help translate the game into your language - please post!
  12. Ah, that was a bug, I'm afraid. Yes, in one of the previous versions some bases have detached from their lands, which allowed duplicate construction and also growing of that land via land capture. But that is wrong as the base is supposed to grow during "level ups" only. My apologies for confusion; this bug was spotted too late!
  13. "Maximum base level" was just an exaggerated example, that it beside the point. The main thing is that: a) This doesn't require any travel, which defeats the purpose of this game. Those who never leave home must not be able to catch up with active travellers; otherwise that discourages real-world exploration. b) This would encourage even more Player-vs-Player battles and it's hard enough for new players to start as things are. So I'm afraid this aspect will not change. I am positive though that there will be more changes to the land merging mechanics and additional ways to expand your base (other than land captures)!
  14. Mr. D

    Shield

    Ah, that makes sense, yes. I don't think this needs to be a building of any sort though, just a non-optional protection until the new player attacks someone themselves. Will add that to the list!
  15. Sorry, I don't think I fully understand your scenario... if you've had no base in that area before (in a 100km radius) - yes, the first land to reach level 5 converts into a base (and is no longer a land you can upgrade). If there is a base nearby then a land will never convert into a base. In my post above I was referring to changes in the way "base presence" is calculated: it uses the growing circle now instead of the static small one (which was never a standalone land, just a circle on a map showing how far you need to go to leave your base). But no land merging/conversion functionality has been changed, everything works exactly as it did before the update.
  16. Hi! You should be able to move the base from "My Lands" tab, by swiping your base name to the right and pressing "Move" - this will instantly relocate base to your current position! If that doesn't work, please let me know what message you're seeing after tapping "Move"!
  17. There isn't a reset as such, but you are correct: looks like the time format gets limited to 2 digits! I'll look into it.
  18. Yes, this is done on purpose as the alternative is a fairly serious exploit defeating the purpose of all travel: obtain 2 mobile devices with 2 accounts, capture 1 land outside of your base, build 1 soldier on both accounts, keep capturing each other's land infinitely without stepping outside for a second and voila - maximum base size.
  19. Mr. D

    Building sorting

    Ok, I'll have a think about possible options!
  20. Not currently, but I feel that this feature will be added soon due to high demand. Stay tuned!
  21. A fix has just been uploaded to the Play Store; please download version 1.10.3 as soon as you see it and let me know if the game still doesn't work then! In any case, thank you very much for the report; it helped a lot of Android 4.4 and 5.0 users!
  22. Oh wow! That looks bad... I will investigate asap! May I ask what phone you are using?
  23. No problem; I've given you one more free attempt. Use it wisely or the alternative would be what Eerienkah suggested!
  24. Unfortunately, that is the case indeed: the game uses the same sound channel as some of the other apps, so whenever it plays something - these apps pause. As a solution to that you can try disabling the in-game sounds (set volume to 0) and save the profile!
  25. Mr. D

    Building sorting

    Oh wow, I did not realize this was the case! There wasn't any sorting applied to the primary base, the buildings simply appeared in the order of their creation, which I agree can be confusing! Unfortunately, I can't sort buildings alphabetically, as the game is theoretically designed for many languages and this particular sorting aspect is performed by the server (and the server doesn't know which language your device is using currently). However, I've changed the sorting to be the same across all bases (using our internal identifiers for each building), please let me know if that's better!
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