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KindaEpicMoah

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Everything posted by KindaEpicMoah

  1. Sky-gazers across Orbis are in for a treat on April 13th when a total solar Eclipse will pass over The Knights Radiant, Event Horizon, and Rose (soon™). Hordes of people are expected to come out to watch the event, however, experts warn that directly staring at the Eclipse can result in blindness or disrupted vision. They also warn against conspiracy theories floating around online that unsuspecting individuals have fallen prey to. TL;DR - Eclipse celebrates 4 years of existence. The people of Orbis are also invited to Eclipse's anniversary events, which will include Scribble, movie night, Chess, Among Us, Putt Party, Tetris, and Hunger games, on April 20th in the Eclipse server. Here's to another 4 years of hell Eclipse!
  2. It is on all victories. And it is from both sides. Correct, it is only from attacks you initiated.
  3. Yes, the upgrade allows you to purchase only tier 1 upgrades at level 7. I appreciate the suggestion. Yes to the former. Not sure about the latter since it could be a slippery slope towards giving a bonus for every treaty type.
  4. 3/26/24 Update - Technically this was all changed like two months ago in response to feedback I got from the 1/24 update, but it was never publicly released, so my bad. Purchasable Traits Traits can now be purchased using General XP. Generals can continue to gain XP after level 10. There are now three tiers of traits instead of two. Tier 1 traits will cost 250 XP, tier 2 traits will cost 750 XP, and tier 3 traits will cost 1000 XP. Tier 1 traits will require a level 8 general to purchase, tier 2 traits will require a level 9 general to purchase, tier 3 traits will require a level 10 general to purchase. There is no longer a pop-up allowing players to decide when a general randomly develops a trait, but players do get a notification telling them a general has done so. Traits can be overwritten by purchased traits or rerolled traits, but if a general has a trait, they can no longer randomly develop one. Trait rerolls now choose a trait within the same tier Generals can still randomly develop traits past level 8 (with reduced chances) There is a 2% chance from training battles/3% chance from any war attack you initiate of a general developing a trait at level 8. Can only develop tier 1 traits. A 4% from training battles/5% chance from any war attack you initiate of a general developing a trait at level 9. Can develop tier 1 or 2 traits. A 6% from training battles/7% chance from any war attack you initiate of a general developing a trait at level 10. Can develop tier 1, 2, or 3 traits. Traits can be overwritten by purchased traits or rerolled traits, but if a general has a trait, they can no longer randomly develop one. Effect/Cost Change General effect has been increased by 50% (from +1% to +1.5%). Tier 2 and tier 3 traits will decrease the bonus per level to +1.125%. The cost of training battles and military exercises has been increased. Military exercises will consume around 4.5 gasoline and 7.5 munitions per city per day (or 0.375 gasoline and 0.625 munitions per turn). Training battles will consume 7.5 gasoline, 10.5 munitions, 6 aluminum, and 3 steel per city Minor Changes Anti-air Specialist now affects offensive instead of defensive airstrikes. Raiders has been readded to the ground traits. Enhanced Battle Engineering's effect has been changed to "Generals can now gain a second tier 1 trait". Not using all of your available military decreases your XP gains by 50% (but the minimum amount of XP you can gain from a battle is 1). Generals is basically at the coding stage, but I'm still open to hearing feedback.
  5. My one big grievance is that Sketchy didn't choose the best Grievous
  6. So Rose is Emperor Palpatine then?
  7. I agree with the general idea behind the suggestion, but I'm not sure what you specifically offer is the best way of going about it. Additionally, the army value changes already did this to some degree, though those operate on a percentile basis rather than a change to the total numbers.
  8. One of the alliance affairs posts of all time
  9. Maybe if you didn't have 3.3k infra as a city 31 you wouldn't look so tempting...
  10. Wow I can't believe I got the RoH post stolen from me
  11. Do you think it'd be too strong if it applied to offensive attacks instead of defensive attacks? At the moment, it's the only "defense-only" trait, and it was done so to make it less strong, but I feel like it's still somewhat useful. Shell shock isn't meant to directly compete with AS (i.e. you'd never choose SS over AS), both because traits aren't meant to compete with the current war statuses, but also because you'd never naval in a situation where you could airstrike instead. The idea is that it serves as a soft counter to AS since it temporarily negates the gains given by AS (basically just as a stall tactic). That sounds cool but AoE effects are very tricky to balance and I think it would have to be cut down to 1 turn only to be balanced. It'd also be very strong for whales if you could group debuff the people trying to drag you by navalling someone you've already killed.
  12. No, I don't think everyone will log in every day to train their generals every day (unless their alliance starts spam dming people to do it, which will have varying levels of effectiveness depending on the alliance). The point is to reward the most active players with a military edge while also introducing a continual resource sink. The most active players, which are typically raiders, will have the easiest time in leveling up their generals since war provides the most XP. Sure, leveling up generals has been made significantly slower, but that was because I believed people (especially people not frequently warring) would already level up their generals too quickly. I mean, you believe that it takes too long for people farming to level up their generals, and M'Baku believes that it is too easy for them, so there's very clearly a balance that needs to be struck here between attainability and actually needing a good amount of effort/dedication to get high level generals. I know that some have said that it takes too long to level up for the amount of time that you get the benefit, but even if you log in every other day and only do one training battle and get your daily exercise XP, you can still get a general to level 10 in 60 days of their 150 day lifespan. Regarding it being too expensive: I mean, it's 2.4m for a city 50, who make like 85m a day during peacetime. Getting a general to level 10 would cost them ~$180m, which, sure, is expensive. And sure, the marginal benefit of +7.1% more army power (per unit group) on average seems weak. But remember, this is a game where people buy multi-billion dollar cities that only give 2-3% more army power. For a city 50, their next city will cost 5.2b, and gives them only 2% more army power, and yet people still buy city 51. I know it is an instant purchase versus a prolonged commitment, but that's the tradeoff. Now, when it comes to the RNG aspect of Generals, I am pretty sympathetic to the arguments that it sucks. I believe most of this is targeted at traits, since deaths aren't fairly prevalent, but if people feel like the grace period or death odds needs to be modified, I'm open to that. When it comes to Traits, randomness was added for two reasons. Firstly, because it encouraged players to make the most out of what they had, rather than chasing whatever the most optimal choice was. Secondly, and perhaps more importantly, it exists as a balancing crutch due to the imbalance that currently exists in war mechanics (between the different types of units). I have a couple of different ideas on how to address the issue and make it more tolerable for players to deal with the RNG, but I wanted to ask, would players tolerate being able to further mitigate the RNG nature of obtaining traits (like with the Enhanced Battle Engineering upgrade), or do you expressly want the ability to choose what traits you get? The latter will invariably pose some balancing issues, but I'm happy to adjust values as need be until they're in a good state. I agree that it'd be cool to see alliance-wide generals strategy, but I think deeper mechanical changes would be needed to make a significant shift away from the plane spam meta. Getting advanced battle engineering without getting military training zone is a bit odd. And while I think it is possible to do this, you're still being limited by A) how much the enemy rebuilds (I mean, hardly anyone rebuilds planes nowadays when they're losing besides idiots), and B ) your capacity to produce level 7 generals quick enough to farm trait generation. Yeah, it should probably be in tier 1 since it doesn't provide any military benefit. Not sure what you mean by a simulated war tbh. You get, at most, 2 simulated/training battles a day, which makes the process to develop a trait from training battles pretty long unless you're at level 10. No, only one does. No, you can choose which unit group you want to focus for each training battle. I'm not sure what you mean here, could you elaborate? Yes. This is true regardless of whether you have the upgrade or not. I mean, even at level 9, you only have a 1 in 25 chance of getting a trait. You will likely have a trait by the time you reach level 10 (which takes ~26 training battles assuming no friendly bonus and that you have the upgrade), but that still takes ~13 days from 9 to 10, and it takes ~26 days to get from 1 to 9. Best case scenario, you get a trait general by the time they're level 8 (17 days), but in all likelihood, it'll be skewed towards trait generals taking 26-39 days to develop.
  13. Will make a longer post tomorrow since I'm currently wiped after getting off work, but I wanted to answer all of the technical/clarifying bits first. Good point! Thanks for bringing this up. Like you said it's a tough one to balance since you don't want to create too much of a disparity between small/large players, but at the same time this does have the potential to become an issue. I'll have to think more on it. One for each army group, so up to three. I assume you're talking about Improved Logistics. The "up to 4" bit was a remanent from when the upgrades were purchased linearly (so you couldn't purchase advanced before improved), and I've changed the wording to reflect the fact that improved gives you +1 max generals and advanced gives you +2 max generals. Yes and no. You can forcefully retire generals, and while you won't be reimbursed for it, you can do so to free up a slot. Apologies, I should've clarified this in the update post. The answer to all of those questions is yes. Basically think of them as training battles that you do with someone else. They still count towards the daily limit, but give bonus % XP for the extra effort/consumption. Yes for all of these except: Offensive War Attacks - I made a typo/math error here. The increase should be by 1.5x not 1.33x. So: IT gives 8 XP (12 with 180 XP academy upgrade) MS gives 24 XP (36 with 180 XP academy upgrade) PV gives 40 XP (60 with 180 XP academy upgrade) UF gives 8 XP (12 with 180 XP academy upgrade) IT XP reduction to 4 XP (6 with the 180 XP academy upgrade)/ 1 XP for attacking with more than 2x / 3.2x opponent’s military. Training Battles - 30 XP (60 with 450 XP academy upgrade), multiplied by 1.1 if against anyone, multiplied by 1.2 if against alliance mate And for clarity, I'll post the updated General requirements here: Generals will become Level 1 at 100 points Level 2 at 225 points Level 3 at 375 points Level 4 at 600 points Level 5 at 900 points Level 6 at 1275 points Level 7 at 1725 points Level 8 at 2550 points Level 9 at 3450 points and Level 10 at 4500 points And therefore, This would be 6 Generals - 1725 points to the ability to develop traits for each, which would take 11.5 days (or 10.5 days assuming you're maxing out the friendly battle bonuses), and this wouldn't be guaranteed to develop a trait since if you stop training them as soon as you reach level 7, the only way they're going to develop a trait is if you fight with them.
  14. Technically they do increase your average army value by changing that lower end modifier (by up to ~7.15%), though this isn't final and it's possible that things will change again once we have the opportunity to test things on the test server so we can gauge if the score formula is appropriate or not and get more feedback from people actually using it in-game before we finalize things for the live server.
  15. 1/23/24 Update - Hello! I’m back with an update after a couple of months. There have been a couple of changes here and there, and I’m excited to say that after this, Generals should officially begin coding development! So look out for Generals coming to a game near you in 2027. Small Changes The first change is that the score formula has been changed to ((City score/50) + ((military score) * (General level/10)) * 0.02) + (military score/city count * trait modifier). The bolded number was previously 0.07, but I believed that to be too high and not reflective of a General’s true value. Additionally only deployed Generals give score. The second change is that the steel consumption of training battles has been reduced to 2 from 3. The third change is a new tier 1 naval trait, which increases the chance of blocking the missiles/nukes of a nation you’re blockading by 10% (this is multiplicative to the current 30%/25% chance). The fourth change is that the deploy cooldown to move Generals to and from army groups has been slightly altered. Instead, deployed Generals do not provide any perks or attack bonuses for the first 12 turns they are assigned to a unit group. This cooldown is reduced to 1 turn if the previous General assigned to that group dies or retires. The fifth change is that Generals recruitment are now capped at one purchase per day. The sixth change is that XP gains from all sources have been reduced by ~33%. The seventh change is that General traits are visible in the API and on the factbook page. The eighth change is that XP requirements for every General level have been increased by ~50%. New Addition: Generals History There will be a page for General history under the Factbook page, which shows all of the above information for the past 10 deceased or retired Generals a nation has had (along with date of death or retirement). New Addition: Friendly Battles Friendly battles have been added! Friendly training battles with other players will increase the consumption of the battle by 10% for each player, but improve XP gains by 10%. Additionally, doing a training battle with someone in the same alliance as yourself will improve XP gains by an additional 10%. The General with less XP gets a further 5% bonus to their XP gains (only if there is at least a 2 level difference). You can queue up to be automatically put into a training battle with someone else, or host a private training battle (like a challenge game). New Addition: Military Academy The last, and most major change, is the complete removal of all 3 Generals-related projects. Due to the flaws in the Project system, and because I wanted to create an experience that wasn’t unduly limited by your city count, I have created a non-linear progression system through (drumroll please) Military Academy Upgrades! There are 10 upgrades in total, and each upgrade is bought with the XP you get from training your Generals. Upgrades can be purchased in any order, though it may be smarter to purchase certain upgrades before others. How it works: Players start with no upgrades for their Academy. Players can upgrade their academy once the construction timer ends. Rather than paying for upgrades through resources or cash, players must choose to sacrifice some of their XP for an upgrade. Generals cannot have XP transferred from them if it would cause them to level down. Players can save XP onto an upgrade until they are able to purchase it, even if they do not meet the requirements. Unlike project/city timers, players do not receive the benefit from an upgrade until the construction timer is over. Players can accelerate the construction timer by one day through spending 120 XP from any General. Players can also assign an upgrade to automatically transfer XP to whenever a General receives XP. Upgrade list can be found here.
  16. They are a member of Yarr. The alliance is an extension.
  17. Ancap emoji use is a valid CB imo
  18. Player of the Year: Alexios Most Influential Player: Lysander Most Likely to Succeed in 2024: Hurhy Best Alliance Leader: Shwinn Worst Alliance Leader: Anri Best In-Character Poster: Anri Best Villain: Lucianus Nicest Player: Deca Most Controversial Player: Lysander Most Missed Player: Hughes Best Nation Page: Dryad Best Fighter: Hwan Best High Government Member: Putmir Most Online/Likely to respond in 1 minute: Singularity Shills Best War Criminal: Hatebi
  19. Funniest Event - Reserved Biggest Controversy - Midgard leaks Best Declaration of War (please link) - Reserved Best Wall of Text (please link) - Reserved Best Leak (please link) - Singularity Merge Leak Best Meme (please link) - Reserved Best Discord Server - Ducc News Network Best Ad (please link) - Reserved Best Community Contributor - Reserved Best New Player 2023 - Themonia Sexiest Voice - Vein
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