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Village

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Posts posted by Village

  1. I tested a bit, it doesn't look like anything on our end, I think it's an issue with your phone's autocomplete or something (only way I was able to reproduce it). We don't control the editor really anyway, the most I can do is update the version of the editor we use. :(

  2. 9 hours ago, herr oof said:

    @Village since nukes are that destructive (intended to be that way) soo yeah. maybe a little of them would you consider with making their chance smaller (since i am bad at putting them) but i dont know

    The VDS chance already got increased slightly in the last update, I don't think we have any plans, desire, or reason to add any other chance outside of the project ones.

  3. 2 hours ago, Lordygon said:

    Why is the "Beloved" achievement present two times on the spreadhseet ?

    Whoopsie, all fixed up. Also neat idea for Rick Rolled!

     

    2 hours ago, Union of Khulna said:

    I think you should receive more money for landing on mars than landing on the moon, but other than that it looks good!

    I'll take a look at that, I kinda mentally made a few example reward "tiers" and used the same "tier" for both achievements.

     

    1 hour ago, Lysander said:

     

    I'm hoping this will open the gateway to do stuff, I had this exact post in mind when I designed this one! :)

    1 hour ago, Lord Tyrion said:

    Why are you trying to move to 2.5x change without addressing the other issues that will stem from it? Also, no change won the vote and of the people who voted for a change, most of them picked the lowest change option presented. You should do what you said and do another poll for 1.75x v 2x v 2.25x v 2.5x. You even said this in your response. Why is this being rushed and pushed through? 

     

    Exactly what Krampus said, the result of the vote was for change, so (as I stated in the thread later on) we picked the change that was most popular. I also never said I would do another poll, I said it was an oversight to not include those options and that I'll rectify it for the next post. In any case, that's not the subject of this post.

     

    1 hour ago, Shwin said:

    I think some achievements involving treasures could be cool. Like an achievement to hold/spawn a treasure, one for stealing a treasure, one for holding more than 1 treasure, and a rarer one for holding all 30 treasures at some point.

    Agreed, I'll be sure to add a bunch! :)

    • Upvote 1
  4. 6 hours ago, Sam Cooper said:

    Village are you going to consider the fact that there are more people in favour of increasing the range than against it? but the way this poll is posted there won't be any change because the votes in favour are scattered between 4 different options while votes against any change are consolidated into one option. And why is "no cap" even an option when it is so impractical that you cannot implement it even if it somehow wins the poll?

    I am yeah, should probably have mentioned it in the post (I'll be sure to do so in the future), but my plan was to tally up the votes for change and the votes against change, if a change is voted for then pick the change that had the most votes as the one to move forward with. If anyone has other good ideas for the future then please let me know. :) As well, I mostly added no cap for posterity across the various suggestions I've seen for it, although in hindsight I probably shouldn't have included it.

    5 hours ago, im317 said:

    if it were up to me i would do another poll with

     

    no change

    2x

    2.25x

    2.5x

     

    and maybe even another poll with less options after that

    We might end up doing that, I'm not sure yet and that's going to depend on the outcome of this poll first.

    3 hours ago, Malakai said:

    @VillageHave you considered making it so that a nation at war experiences a boost in moral or patriotism and gets a military production boost? Think of the rallying of the entire nation behind one cause after Pearl Harbor; women filled the roles of men to produce tanks, bombs, etc. for the men on the frontlines; not to mention the expansion of the workforce after the war ended. So what if a nation in a defensive war gets to enlist/build +X% more military units than they would in a normal build up process. You could take it a step further to increase the bonus X% for every defensive war they are engaged in.

     

    I haven't no, but it sounds like an interesting idea. Would you be able to make a post in the game suggestions forum so folks can comment on it if they wish and it doesn't get lost?

    23 minutes ago, Lord Tyrion said:

    If you are seriously going to consider changing the updeclare range then you need to re-look at multiple other factors, such as nation scores to begin with and the potency of nukes/missiles. Recently I couldn't even get in range to downdeclare a counter on a person 5 cities above me that had almost no infra and max mil. That is a problem. But the bigger problem with expanding your updeclare range is people with very little investment (low infra/military) can more easily nuke people who have expensive infra cities. And the whales can't downdeclare and counter or cycle these people. So if you want to expand the updeclare range, then you need to re-look at what nukes and missiles can do. I would suggest if you have all three of GS, AS and Blockade on someone that their nation is effectively occupied and they can't launch any further nukes/missiles (at least do it for defensive wars only then). You need to prevent a mechanism where low cost pirates just nuke destroy expensive stuff of others when they are defeated militarily and this would only make it easier.

    That's a fair point, in particular for the score section I know we'd like to do a score rework at some point (I don't have a timeline on that though sadly), as for re-evaluating nukes and missiles, personally I'm not so sure on that one, I definitely see what you mean about harpooning up as a low tier pirate though.

  5. 9 hours ago, Kosta said:
    • Locked permissions: Our current government hierarchy has locked permissions for some reason. Four of the nine positions in the Control panel have locked permissions that cannot be changed. Two of the ranks at the bottom don't even display on the front page and are pretty much useless. Please fix. 

    That's intentional, the four ranks are the default base ranks you can't edit beyond the name, and anything below position level 3 is a member rank and doesn't show on the nation page.

     

    I'll put this on the list as something to maybe consider in the future, but I think a lot of it is still mostly just flavor on top of an already existing system, alliances aren't presently meant to be giant democratic entities, they're meant as basic hierarchical structures that the playerbase can then fill in on their own. The dual control system is interesting for sure though, and probably would help things. That might end up getting done separately I'm not sure.

    • Upvote 1
  6. Just now, im317 said:

    231 nations can hit the current top nation. exactly how far of an up declare do we really want? you can get to that range with 33+ cities if you actually bother to have military and some infra. even the smallest % increase in the poll gets us very close to having 1000 nations that can hit them. at 250% it actually gets to where the nation with the most cities could hit them with 0 infra and 0 military just due to city and project score. 2.5x should be the largest increase i this poll not the smallest 

    I should've included a 2x and 2.25x option yeah, that's my bad. The goal isn't to reach a set number of nations able to declare, but to eliminate situations where the nation cannot reasonably be hit.

  7. Just now, im317 said:

    cant you also declare on nations up to x ranks higher or lower then you?

    You can, but only 10. Meaning it's basically useless unless you're in the C50s area trying to declare on someone else is your area. Even if that was expanded to something like 100, it's not guaranteed to fulfill the criteria, it goes from a certain fix to a circumstantial one completely dependent on your own place in the rankings.

  8. Thanks for the suggestion! I'll put both down as things to look at, the MDMAP should be straightforward to add and I'll probably knock it off sometime soon, the extension treaty sounds super cool but would be very complicated, so is likely not something I'll be looking at for a while. :)

    • Upvote 4
  9. Radiation is a core mechanic in the game, it's the primary balancing mechanism to curtail food production so it's not really something we want to be nerfing. At the moment I don't really see any reason why we should be re-evaluating nukes at the moment, they achieve all the goals they're meant to and do so fairly well, there's no way to avoid being nuked being unpleasant but that's just how the mechanic will work no matter how it gets balanced.

    • Upvote 2
  10. Hey, thanks for the feedback! I'll put this on my list to bring up with the design team, but I don't think anything is really going to shake out. Overall, nukes are fairly well balanced and when used in warfare generally have good odds and damage, beyond which there's already projects to help mitigate some of the fallout and I don't think things should just generally be nerfed for no clear reason.

    • Upvote 1
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