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mfreak
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 3:24 am |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: The problem with tick based is the structures that are meant to take less then 1 tick. Hmm. Well, 24 hours is a little too much for a 3 tick or a 2 tick world.
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ads126
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 3:29 am |
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Joined: Sat Jul 17, 2010 2:35 am Posts: 2011 Location: You see that mansion across the road? Yeah, there Gender: male
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yeah what mfreak said imagine on the four tick solo world it would take 4x24=96 ticks
96 ticks to build the gate structure i think it should be done in ticks for these structures e.g 12 ticks and 24 ticks it would be fairer for the faster worlds because in this instant the one ticks have a huge advantage by they can have the gate structure done 72 ticks before the 4 tick worlds
EDIT:
Idea what about being able to hurry structures like for gate 2500 metal 1500 oil 100 enrgy and 50 workers
just an idea don't scream at me
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simmen
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 3:52 am |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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mfreak wrote: Quote: The problem with tick based is the structures that are meant to take less then 1 tick. Hmm. Well, 24 hours is a little too much for a 3 tick or a 2 tick world. I'll talk to Michael about what we can do about it. It has been something I've been thinking about as well.
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Jamie900
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 5:37 am |
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Joined: Mon Aug 29, 2011 5:35 pm Posts: 1
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i dont like the 12hours and 24hours update will lose alot of players with that one man
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simmen
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 6:08 am |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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I kinda doubt that. Its nothing that a high enough rage factor that we'll lost players.
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Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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Jamie80
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 6:24 am |
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Joined: Wed Jan 26, 2011 7:25 pm Posts: 10
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Quote: I kinda doubt that. Its nothing that a high enough rage factor that we'll lost players. well so far alot of bad feedback has been given on the 12-24 building times
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simmen
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 6:26 am |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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Its a mixed feedback, at least here at the forum.
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Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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psg188
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 8:56 am |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Ninja update.
Click on an allied wing of squads and click the "?" bubble. They added my squad details menu suggestion!
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Andrew
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 8:58 am |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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Green1 wrote: I For 1 hate This UpDate with the Gate and stuff = Bad if you ask me really andrew i was just starting too like you and now you do this. grrrr
~Greeny The gates was a bug that got carried through by mistake. It's part of a new babysit feature we're working on, one that we discussed a LOOOONG time ago and finally decided to put it in.
Also for the build times for faster worlds we'll look at balancing these with a modifier to lower build times according to tick speed to keep it balanced.
-Andrew
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shelton9778
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 10:28 am |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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That would be awesome it may help alot
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