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Shakyr

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Everything posted by Shakyr

  1. Any update on this? I've personally been waiting around for it to be available via the API, before I did anything more. Not sure on any of the players, who use the API.
  2. Propaganda Bureau and Uranium Enrichment Program were added over a year ago (21/Jan/2016). There is currently only 6 projects that are basically required for all nations (7 if you include Mass Irrigation). The rest are dependent on both your economic and military strategy, in that a nation that doesn't make Gasoline, doesn't need the Emergency Gasoline Reserve. This means that pretty much once a nation hits 40,000 or higher infrastructure, they start running out of projects that they can build (without wasting resources buying projects that are useless to them). There is also a nice collection of nations who are over 70,000 infrastructure, which means they could potentially own every single project that exists. I know there is an issue of balance with adding new projects, but I do believe this is one of the few things that could be done regularly, to keep the game fluid.
  3. Yeah we've been trying for months to get the API to be consistent. Good luck I've got notes around somewhere on each of the API endpoints, what they should be for consistency. Even posted a few of them.
  4. (Total Cities for Nations over x days old) / (Number of Nations over x days old)Where x is say 180 days (6 months), long enough to have an 'impact' on the world. This would remove all newer nations from the equation and hopefully lead to a gradual rise in the limit. Note: I was too lazy to actually check what the average would be, so 180 days could be too high or too low.
  5. Shakyr

    Banks

    It would depend upon how the player(s) wants to run the bank. I think the vast majority though are backed by an alliance bank though. Among other things, alliance banks have recorded bank to bank and bank to nation transfers (which would help maintain a record). Now if Sheepy would allow nations to send funds directly to an alliance bank ... that would make things vastly easier
  6. Is it possible to add a check then, if you request an alliance via the API, with no members, it deletes the alliance and serves back an error?
  7. Is there a delay between having no members (and generating that warning ingame), before it gets cleaned up? That would explain the issue.
  8. You should be checking for the existence of the key first anyways, before referencing it. Keys have been renamed in the past. Hopefully the issue with deleted alliances showing up in the API will get resolved soon, though.
  9. What price the two nations agree on, is irrelevant to the suggestion and just derails the topic. It's the functionality of being able to setup an automatic trade that happens every turn (for x turns), that is relevant. The point isn't to necessarily buy only when you're low. That's a completely separate suggestion (though not bad in itself). The point is to allow you to string out a large (and likely expensive) purchase over time. One which either party could cancel at any time, should market prices change. It would make it easier for casual players who don't have the time to sit on the market for hours and hours (not naming names). Instead they can organise an automatic trade, that they don't have to save for (as it'd be taken out of net revenue first) and when they login every day or two, they have more resources. An alliance could also easily organise a couple of automatic trades among members and redistribute resources (as most nations only make one or two resources).
  10. Soon has a very broad definition. Also relevant: http://www.urbandictionary.com/define.php?term=soon%20 Personally, I just did it for the challenge. Even if you had said "next week" for the API, I would have still likely worked out how to parse the table. Though I've done it so many times over the years (for PnW and the other one), it's not really much of a challenge anymore to parse any page (in PHP or JavaScript).
  11. A bit late to the party, but I've been on holidays. Can you please drop that second value? It's completely useless and irrelevant. It also makes parsing the table a pain in the ass
  12. Sure, I'll agree to the ability to send money/resources directly to any alliance, on one condition: Sheepy opens up bank transaction records (excluding tax records) for alliances, so they can be viewed by anyone.
  13. I'd expand it from a simple "Are you sure?" alert. Having a "purchase summary" confirmation, like they do in banking before you transfer money, would be better. I'm thinking a modal with the following (or similar):
  14. Because that would mean storing the nation's previous colour Sheepy tracks enough as it is
  15. I've said plenty on both Fortify, Banks and War Mechanics in general. I'm not going to repeat it here, in yet another topic. Feel free to go through my post history.
  16. Everywhere. Little black tooltips. The easiest to find is the season near the clock (hover over the icon).
  17. Not sure if there are any other bugs related to the new tooltips, but figured I'd start a generic topic for people to report them, as they're found. I'll update my own list below, as I find any more bugs Revenue Hovering over 'Per Turn' displays the tooltip '10 minutes' and an empty table cell appears between 'Per Turn' and 'Per Day' 'Breakdown x Expenses', if the arrow is clicked to display the breakdown, the tooltip will not disappear until you click somewhere else on the page Same with 'Show/Hide Alliance Taxes' tooltip View Nation Bank Activity Tooltip for the transaction message does not handle long messages, for example when you defeat a nation and get their alliance bank contentsView Alliance Bank Activity Transaction message still uses old tooltips for Manual Transactions. Tax Records has the new tooltips.
  18. The thing you're forgetting though, is the numbers could be changed. -50% after a week and -100% after two weeks, would still do the job of reducing tax income from inactives. It's no more or less hostile than any other nerf to the game. You would just have to adapt. Run 50% taxes and have nations send you the other 50% once a week/fortnight/month, for example.
  19. New players already are punished. If you're not active for 3 or more days, you're likely to come back and find a few raiders have dropped by and looted your nation. Such a change would also remove one incentive for raiding inactive nations, as they'd potentially very quickly run out of money (as they lose all revenue after a week).
  20. If that is the case, it's a known issue with alot of inputs. Usually though, it trims the amount at the last comma (in this case $112) and uses that.
  21. This has been mentioned before and it's an absurdly bad idea. It would enable a situation where a nation with no military and no resources would win the war, looting the opposing nation, simply because they've fortified (and maybe nuked at the last minute, to drop the other nation's resistance down).
  22. https://politicsandwar.com/forums/index.php?/topic/7076-api-discussion/
  23. That was why I setup my post as I did, with allowing ground to kill air and navy to target everything (via bombardments). Along with the changes to how aircraft losses are calculated, so that it's not just opposing planes that factor.
  24. From a design perspective, I'd actually have a simpler idea. Just create a single "Military Management" page, where we can buy our military and decomm back to a specific military level (with the game working out how many to sell). What the layout of the page would be, I don't know. I'm sure Sheepy would be able to work out something, if he decided to do it, that could be critiqued on the test server. But in terms of buttons I'd have a Save Changes/Buy All/Decomm All buttons. The first would be for if you only wanted to buy like 10000 soldiers and 1000 tanks, you could make your changes and save. What I had an issue with was the reposting of an idea, implying it was your brilliant idea, with no attribution or reference of the previous suggestion. This in real life is called plagiarism. Now if you had posted a suggestion that was a variation of a previous suggestion or included a link to the previous suggestion, I would have likely had no issue.
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