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Everything posted by Shakyr
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I'm seeing <br /> in my Custom Description on my Nation page, instead of a line break.
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Include project purchases in your activity log
Shakyr replied to Isolatar's topic in Game Suggestions
Now all the OCD people will have to rebuy their projects ... Love the update -
Yeah, I was never quite that curious to test it, but thanks for your sacrifice! Looks like I'll have to update my files, to cap it at 100
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*shrug* that's how I know the formula, though true, it could just be Disease Rate * Infra. And yeah, my point was that there is nothing in the Disease Rate formula to cap it, at 100. I guess it would be a question for Sheepy/Malone, whether the game does cap it at 100 (as you can't end up with a negative population). Source: http://politicsandwar.com/forums/index.php?/topic/67-faq-read-first/
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It wasn't really anything to do with trying to fix poor planning, nothing can really fix that. I was more thinking with regards to "Center for Civil Engineering" Project, whereby Oil/Iron/Bauxite is required. Now I could just buy the resources off the Market, but when you're mining 60+ tons yourself daily, it would be nice if you could use that, to offset the amount that you have to purchase off the Market.
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Include project purchases in your activity log
Shakyr replied to Isolatar's topic in Game Suggestions
Agreed! It's irritating that they don't show up in the log (recently bought projects myself). -
Don't make it consecutive days, as there are times when someone may not be able to login (outside of their control) and it seems unfair to punish players for that. Instead, just make it so that when you login on a new day, you get the next bonus on the list. Guild Wars 2 does this (across 30 days) and it's great. Person A logins in once a week, for 4 weeks, they end up getting 4 bonuses out of the 30 total. Person B logs in daily for 4 weeks, they're up to 28 bonuses out of 30. Still encourages players to login regularly, but doesn't punish them for not logging in.
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Been sick lately, brain a bit melted. I'll blame that for getting the Base Population wrong, originally. Nothing in the formula though, to stop a Disease Rate going over 100. I've laid the calculations out below, hopefully not screwing up anything, this time.
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Is there a way to retrieve an alliance by knowing it's name (and not ID)? If not, could we at least get a page that we could access, that is simply an array of "Alliance Name" => ID? EDIT: Also, there is no way to currently retrieve a list of nation IDs, of all the members in an alliance. This would make the alliance API alot more useful, if this was added.
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500 infra (500,000 base population) and 20 sq. mi. of land, you will have a disease rate of (approx) 625 and you will most likely not even have 10 people, as that disease rate will kill off (approx) 300,000 people. Providing I haven't screwed up a formula somewhere. EDIT: Replaced tilde with (approx) EDIT: I did screw up something, see below post.
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Ban & Unban Option for Alliance Membership
Shakyr replied to Dwynn's topic in Announcements & Updates
I'm a bit wary of testing this myself, but are there checks in place so that Officers can't ban Heirs or Leaders and Heirs can't ban Leaders? -
Just had a thought recently, that it would be nice if you could disable (temporarily) production of Aluminium, Steel, Munitions or Gasoline for situations where you want to stockpile the raw resource. Maybe a button for deactivating them (as opposed to destroying), which still counts them towards your improvement total and costs you half the upkeep (to maintain the deactivated manufacturing improvement). There could be a restriction also, that they can't be reactivated for 12-24 turns (as opposed to saying it would take 12-24 turns to bring them back online), just to stop people deactivating them on and off repeatedly, over a short time period.
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Why not a small chance of 1% for any ground triumphant victory, increasing to 10% for the 6th ground triumphant victory? Then add in a similar 1% for air/navy attacks, if they target infrastructure and get a triumphant victory. There would still be the higher chance of a meltdown when beiged, but it would add in a small chance that attacks targeting your cities would cause a meltdown. You could then introduce a project that upgraded your nuclear power plants with safeguards, dropping the % chance (say 1% to 0% and 10% to 5%, respectively). Just my 5c (as there is no 2c coins in Australia)
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There would be no purpose to limiting missiles/nukes, as having more of those, does not improve your offensive/defensive odds against missiles/nukes. Speaking of bad comparisons.
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I'll add my thanks for #8
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When you switch Resources, can it please go back to Page 1? As it currently stands after the update, it's confusing, that if you're 3 pages deep into results for Steel and then you switch to Aluminum, you're starting 3 pages deep into the results for Aluminum.
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Retracted my comment. Was a misread. I do agree that limits should be put in place, like requests per timeframe. Though with that, it would be ideal if you could request information about the status of any limits. See https://dev.twitter.com/rest/public/rate-limitingfor example. A "developer" API key, that could be requested from within https://politicsandwar.com/account/or similar, would give a unique way to restrict access to the API (and better keep track, of who is making requests). Restricted to one per nation, of course (and lost if the nation is deleted).
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A simple javascript confirm: OK is left, Cancel is right. Exactly the same within Windows itself, for Settings windows and such. These are things that alot of people use, across life. Every day. But as I said above, it does not matter which way, so long as the userscript is consistent with the changes it makes and it is consistent with the unchanged sections of PnW.
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Having Nation/City/War/Trade information available via API, means that it is readily accessible to more people, without them having to scrape and parse the website. Which requires some pretty specific knowledge and skills. I should know, I taught myself how to scrape Nation/Alliance/Trade screens, for a certain other game. I've actually been waiting for the API, before I do any large coding projects for PnW, simply because scraping and parsing webpages is resource intensive. There is precedent already, for putting limits on some types of scripting, with the current bans on Market Trading. So I don't see an issue there. Plus, the API is read only. So not like you'll be able to automate running a nation, using it. Tools may make recommendations, but the user will still have to login and make the changes to their nation, themselves.
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It's being duplicated under "Trade Activity", which is annoying, as it's not exactly a trade. If it has to be duplicated under anything, add a "System Activity" section, or something similar.
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It's not exactly a secret, that the city population grows with age. Sigh.
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Left or right, is just personal preference, it doesn't really matter which way it is, so long as it's consistent. Which is pretty much what "UI best practice" guidelines do, is try and make things consistent. No thanks. If you put them next to each other, it will make it easier to accidentally click the wrong one. Even if there is a confirmation, it's added annoyance, to dismiss the confirmation on a misclick.
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Orbis doesn't use electronic funds transfer? Or are we airdropping piles of cash, instead?
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Please elaborate, as to how cities are too much and not really useful. Because I'm pretty lost, as to what you're trying to say. To explain my point again though, just incase you didn't understand. As mentioned, by myself and others, there is currently no way to go from the Nation API to the City API, without manually looking up City IDs ingame yourself. All I asked for, was a simple quality of life change, so that the API flowed a bit nicer.
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Pandemics by definition are widespread outbreaks of plague. Since I'm good at overcomplicating things, I figured I'd share a few random thoughts. Definitely slightly more complicated than maybe required! Also pretty harsh on an affected nation. So not saying it should ever be implemented this way. - On a plague developing initially, have a strain be randomly generated, with the following attributes: Lethality and Spread/Contagion (or similar wording) - Lethality determines how many people are killed each turn and determines the chance a citizen will "recover" without dying. - Spread/Contagion determines how fast the plague spreads. This is two fold. First it acts as a multiplier of lethality over time (so that the longer the plague is around, the more people die). Secondly, it determines how much of a chance the plague will spread to another nation, by Trade, War and Espionage. - Hospitals lower lethality and spread/contagion, slowing the spread. Also, having hospitals will increase the chance a citizen will "recover" without dying. - Each turn, an increasing number of your citizens will quarantine themselves (hiding in their houses), meaning that they cannot be killed off by the disease. They also cannot be taxed, as they aren't working. - The plague ends when the citizens who have quarantined themselves + the number of citizens who have recovered + the number of citizens killed = normal population - If a plague is transferred to another nation via trade/war/espionage, it transfers over with it's current lethality/spread modifiers (without reductions from hospitals). Also, with regards to whether or not to show a nation has a pandemic. - If the pandemic spontaneously appears, have it not be displayed until it infected another nation via trade/war/espionage or until 25% of the population has been killed. - If a nation is infected via trade/war/espionage, it is immediately displayed.