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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 08, 2011 02:45 
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Joined: Sun Mar 21, 2004 10:35
Posts: 145
This shit really takes too long.


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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 08, 2011 04:43 
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Joined: Thu Oct 09, 2008 07:08
Posts: 645
I say we lose a large portion of the player base during this time where people come to the site and nothing is happening and they don't understand why or don't want to check the site for 5 years to see if the round has started yet.

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he is pwning you with a wooden spoon!
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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 08, 2011 04:55 
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Joined: Wed Nov 25, 2009 04:56
Posts: 455
Location: True as toasted toads
Sizzler wrote:
This shit really takes too long.


/signed

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Nick says:
brb putting pizza in the oven
lol typing it so much fun
like think about it
you're pressing lil buttons
lol

Shane says:
haha


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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 08, 2011 07:07 
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Joined: Fri Jul 30, 2010 01:38
Posts: 83
Lordrahl22 wrote:
Sizzler wrote:
This shit really takes too long.


/signed


agreed.


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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 08, 2011 09:16 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Attempt #2:
Code:
Slinger   2.0  1.0  12.0  9.0  100              250g
Gardener       1.0        6.0  100              175g
- Gardeners train from peasants
- Gardener produces 2.5 food/hour

Slingers changed into a hybrid spec. Gardeners changed into a transitional def unit.

Massive slinger pushes will still ruin the econ, and be limited by workers. However, the 1 def will allow the halfling a chance, of not flaring out, if they do specs OOP.

Gardeners train from peasants to allow the player to train def even if they are low on workers (it also gives more gold when sacrificing). 6 hr train times gives the player tactical reasons for training an inefficient unit. The 2.5 fd/hr is to boost the efficiency of the unit up to the equivalent of a 2 def unit (and thematically it makes sense).

Other changes:
"-8% Income" clarified, "-8% gold production"
Brewer produces 3.5 food/hour, from 1 food/hour
Bowman -50g, from 800g to 750g


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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 08, 2011 11:06 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
hiraishin wrote:
Lordrahl22 wrote:
Sizzler wrote:
This shit really takes too long.


/signed


agreed.


Whine


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 Post subject: Re: Changes round 1
PostPosted: Sat Jul 09, 2011 01:13 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
Final changes are determined, but not yet anywhere in this topic!

Waiting for zip to post them when he decides if they are code-able etc :)


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 Post subject: Re: Changes round 1
PostPosted: Sat Jul 09, 2011 05:08 
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Joined: Sun May 13, 2007 08:27
Posts: 416
Location: The Lion City
Out Of Protection (OOP) will be at 06:00 Tuesday, 19th of July

again 0600 ST... can it be something else since i was already penalised twice (OOP and last hit of the round) last round...

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 Post subject: Re: Changes round 1
PostPosted: Sat Jul 09, 2011 05:12 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Do a delayed OOP. (Halflings should do extremely well with the high peasant population
)


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 Post subject: Re: Changes round 1
PostPosted: Sat Jul 09, 2011 10:57 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
Indeed, OOP system will be changed making other type of OOPs viable again


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 Post subject: Re: Changes round 1
PostPosted: Sat Jul 09, 2011 17:22 
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Development Team Spokesperson
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
B wrote:
Indeed, OOP system will be changed making other type of OOPs viable again

sure

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Changes round 1
PostPosted: Tue Jul 12, 2011 11:09 
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Joined: Thu Sep 29, 2005 18:29
Posts: 1037
"After game time 240, increase Pack realms to a maximum of 8."

Did you change the requirements or are the old ones still valid (<1500 acres/<4000 XP)?


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 Post subject: Re: Changes round 1
PostPosted: Tue Jul 12, 2011 11:46 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
The requirements are the same.

Most likely, it will be lowered in the future, because a kingdom at 1500 acres at day 10 might still be able to become a contender if a 6men realm picks him up as 7th (especially after land def *2.5, which means less land inflation)

We felt we might as well try to see how it works out with the current requirements, so that we at least have seen it being abused and have reason to lower it in future rounds.


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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 15, 2011 02:35 
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Joined: Wed Jun 17, 2009 23:09
Posts: 1288
Are the Achievements in?

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Our pack's Royal Family Message every round now:

"Please don't hit active guys with huge OP--even if they leave land DP!!!"


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 Post subject: Re: Changes round 1
PostPosted: Fri Jul 15, 2011 07:44 
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Joined: Fri Jul 30, 2010 01:38
Posts: 83
MisterBarca wrote:
Are the Achievements in?


i think it is postponed till next round.


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