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  1. Hi all, Version 1.16 is out on both platforms (Android and iOS) and introduces a massive change to the construction system and high-level land capture mechanics! Featuring: Building upgrade option has moved from "Construct" window into "Existing Buildings" (new button appearing at the top of the list of buildings in "Construct"). Accordingly, if you want to upgrade your wall from level 1 to level 2 look for the "Upgrade" button within the "Existing Buildings" section. Options listed within the "Construct" window are now associated with brand new constructions only. Multiple Building Placement It is now possible to construct multiple buildings of the same kind on high-level lands (level 100 and above). You will not see any difference in construction options until your land reaches level 100, but after that your list of available buildings will reset and display all the options, including those already existing on this land. Clicking on "Build" will require you to manually select a placement location within your captured territory and you can build as many walls and guard towers as the free space allows you (each building occupies a 50m radius circle). Additionally, it is now possible to build Supply Factories on level 100+ lands. Attack Ranges It matters where your Guard Towers are placed! Attack radius of Guard Towers, Missile Launchers and Nuclear Silos no longer depends on the size of your land and uses 500m radius as a default distance unit (i.e. Guard Tower level 1 has a radius of 500m, level 2 - 1km, level 3 - 1.5km), but its center and reach are calculated from the spot where the building is located, not from the centre of your land. Accordingly, some towers placed closer to the land's edge will reach further out than those protecting the middle. Wall Stacks Having multiple walls within the same land does not increase the total defence points provided by these walls, but increases the amount of damage an invading army has to deal to start damaging other structures. Only the highest level wall is considered for the purpose of all defence score calculations. For example, if you have 99 walls of level 1 and one wall of level 10, your land will be protected by the defence score of the level 10 wall (until it's destroyed), but all 100 lands have to be destroyed before any other building can be damaged. Utility Structures It is now possible to use "Land Capture" (flag button) anywhere within your captured territory of level 100 or above; this action allows creating a one of the four new buildings for free: 1) Sentry Turret An automated defence system protecting your land even if there's no army stationed nearby to defend it. It has a variable chance to activate depending on its level and the amount of soldiers it can target grows with its level as well. 2) Solar Panel An "add on" building to all resource stations you capture, adding a variable chance (1% per level) to generate Money whenever Resource Collection is performed every hour. It doesn't matter what kind of resource stations are captured currently, Solar Panel will always produce Money in addition to any other resource collected. It will not function if you have no resource stations captured currently. 3) Silo Similar to Solar Panel, Silo generates additional Supplies whenever resource collection is performed. 4) Communication Relay Another resource station "add on" generating personnel upon resource collection. Each of the 4 Utility Structures can be upgraded by capturing land within 50m from them, and can grow up to level 1000: each hundredth level unlocks an additional effect, allowing buildings to activate twice or more times. E.g. a level 160 Sentry Turret has a 100% chance to kill 1 enemy soldier and 60% chance to kill one more. Level 1000 Sentry is guaranteed to kill 10 enemy soldiers every round. Upgrading Utility Structures counts as a land capture, advancing your base level and generating new resources. Please note that only the Utility Structure levels can grow via land capture, but Walls and attack structures purchased from the "Construct" tab will restore between 1-2 hit points whenever you check-in nearby (this action also counts as land capture and advances your base). If the nearby building is currently at full health, this action will only generate additional resources nearby. Utility Structures do not have hit points and cannot be repaired remotely: their levels work as their health (exactly as lands') and when damaged their levels start dropping until they reach zero and the building is destroyed. Accordingly, all of your Solar Panels and Communication Relays will work as an additional layer of defence between the invading army and your land levels, but only after your sandbag walls are destroyed. As always, please post if you have any questions or feedback!
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