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Post by v4lkyri3m4ni4c on Oct 24, 2018 21:50:47 GMT -8
The timeout is only 10 min, 6h and 12h. How do they work btw?
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Post by kaibaman on Oct 25, 2018 0:27:45 GMT -8
The timeout is only 10 min, 6h and 12h. How do they work btw? if it is ur turn and ye did not move during da time limit. u lose
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Post by kaibaman on Oct 25, 2018 0:28:24 GMT -8
still waiting for ya valkirie . come online brotha
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Post by v4lkyri3m4ni4c on Oct 25, 2018 2:06:04 GMT -8
The timeout is only 10 min, 6h and 12h. How do they work btw? if it is ur turn and ye did not move during da time limit. u lose Like the turn is automatically over? Looks like toyknight is on the brink of allowing AI to control AFK players' armies.
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Post by toyknight on Oct 25, 2018 10:12:54 GMT -8
if it is ur turn and ye did not move during da time limit. u lose Like the turn is automatically over? Looks like toyknight is on the brink of allowing AI to control AFK players' armies. Automatically end turn sounds like a better solution.
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Post by v4lkyri3m4ni4c on Oct 25, 2018 14:25:55 GMT -8
Like the turn is automatically over? Looks like toyknight is on the brink of allowing AI to control AFK players' armies. Automatically end turn sounds like a better solution. btw, I managed to draw out a total of 2 new units' arts. But then adding new units is always a headache.
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Post by aditya22082002 on Oct 26, 2018 8:52:07 GMT -8
Like the turn is automatically over? Looks like toyknight is on the brink of allowing AI to control AFK players' armies. Automatically end turn sounds like a better solution. seems better to me as well or else we can use our own options in game instead of providing only 1 choice
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Post by v4lkyri3m4ni4c on Oct 26, 2018 14:15:28 GMT -8
Automatically end turn sounds like a better solution. between automatically eliminating the game and causing the player to surrender automatically, in the situation when a player has not moved within the time limit, yes, the last thing sounds better, if you can implement it first, I think many will appreciate this improvement. Maybe later you can add the function so that the team of the player who did not move within the established limit will be controlled by the AI, so the team that is closest to the castle of the player who has left the game is not so easy to obtain and if possible, let another player continue to control the team (the AI would move when it is their turn, but while it is the turn of other players would be available so that another player can choose the team that had been abandoned) AI? One player controls 2 teams? Hmm... a hard choice... well, 3.1.7 will be system update and if possible, new terrains. (But new units are headaches, as always)
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Post by v4lkyri3m4ni4c on Nov 2, 2018 23:36:55 GMT -8
AI? One player controls 2 teams? Hmm... a hard choice... well, 3.1.7 will be system update and if possible, new terrains. (But new units are headaches, as always) (Well, currently, a player can control 2 teams or even more teams if available, but only if it is a private game.) I will try to explain better what I said about another player controlling the team .... establish a third option, for example: when a game is created, this game is "open", when the game started, it is "started", the third option is to establish a "semi-open" state. A semi-open game, would occur when a player ran out of time, so that player would be automatically expelled from the game and the game at the same time would enter a "semi-open" state, in this state another player can enter the game, but only the player's team that ran out of time will be available, when a new player chooses the available team, the game would start immediately (it's like a small pause to find a player who does remember to move before the time runs out ). This would be to avoid leaving the AI in command of the team, after all, the AI on equal terms when competing with other players is quite inferior performance. mmmm ... more land designs? it only occurs to me to better balance terrestrial and aquatic lands, I mean, for example: in terrestrial lands there are currently limitations of movement, as in the case of mountainous or rocky terrain that costs 3 spaces ( for any unit, whether aquatic or terrestrial, please do not take into account those who fly or have special skills for these lands), however in the water the aquatic units do not currently have these types of limitations and for the land units they all cost 3 spaces (....), so my proposal is to add and / or modify aquatic land to balance the land, I will leave some of my ideas: 1. Giant iceberg: accumulation of ice as hard as rock. cost of movement 3. sirens and elementals of water will now cost you 3 movement to go through the giant iceberg, ice elemental 1 and would be compatible with the golem. defend 15. 2. ice shelf: frozen water similar to a road. movement cost 2 for aquatic units (siren and elemental water), 1 for land units. defend 10. 3. aquatic village: unlike the aquatic temple, this village can be next to a terrestrial land. It provides the same benefits as a normal village, but a soldier will cost 3 moves, while a mermaid 1. And if only toyknight consider adding nature-related terrains like grass that'll be also considerable...
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Post by kaibaman on Nov 2, 2018 23:38:27 GMT -8
I agree with jano idea
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Post by v4lkyri3m4ni4c on Nov 3, 2018 0:58:47 GMT -8
Now we must wait for toyknight's decision. He revealed that XunZheZhe was busy now so that he got no time to redraw the forest temple that I suggested to him.
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