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bashar
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Joined: 18 Feb 2005
Posts: 1442
Location: Bucharest

PostPosted: Mon Feb 25, 2008 1:08 am    Post subject: NEW FACE Reply with quote

new site first page Smile

I AM BACK !!!
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j0hn_c3na
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Joined: 19 Jun 2005
Posts: 384
Location: Portugal

PostPosted: Wed Feb 27, 2008 2:39 am    Post subject: Reply with quote

Welcome back Wink
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dorazdu



Joined: 17 May 2005
Posts: 193
Location: Bucuresti

PostPosted: Wed Feb 27, 2008 10:20 am    Post subject: Reply with quote

Lets hope you don`t stop now ... Cool
i want more changes. Laughing
what`s next ?...
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bashar
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Joined: 18 Feb 2005
Posts: 1442
Location: Bucharest

PostPosted: Mon Mar 03, 2008 10:26 pm    Post subject: Reply with quote

some advertising to raise the site page rank and of course the multiplayer part of the game.

But first i want to make(have to look on forum who's idea was) some kind of dig sites(arheological sites) where you can hire workers to dig for relics and that relics to give some bonuses to your kingdom.

And i was thinking about those titles.

The player level to be limited to some level and after they reach that level to start again from level one but with the next title.
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geopop65



Joined: 25 Oct 2005
Posts: 10

PostPosted: Tue Mar 04, 2008 10:57 am    Post subject: Reply with quote

About the relics: there isn't so much fun in the dig sites.Three things: first, the dig sites bring into play the idea of giving everyone a place to reffer to.
Second, the relics should not come out of the blue, but be created by the "real" history of kingdoms. There should be history available to all. History might be inspired from the evolutions from 1 to $max_level that had already taken place (if someone got a title). The lower the $max_level gets, the richer will be the available history.
And third, besides the major battles (not each of them), I suggest the use of the weakness state as a source of relics (treasures) because people hide valuable things when they think there's a major risk of losing them.

It seems OK to make best users go back to level 1 with the next title, but don't forget: They'll make it back to the top faster than everyone.
Here's a workaround: give them a title step, with the known bonuses, but take away one of the most important advantages that have left.
Maybe the XP neded to level up (at every level) should be increased by some percentage for each title (comparable to the extra house pricing).
Or maybe the title should also bring modifications on the abilities of the hero, some of the characteristics could be considered completed and others reset (or even removed).
I politely invite everyone to share his/hers opinion on the matter by posting it right here.
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bashar
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Joined: 18 Feb 2005
Posts: 1442
Location: Bucharest

PostPosted: Tue Mar 04, 2008 12:46 pm    Post subject: Reply with quote

That reminded me about the other problem: EXPERIENCE PER TURN

I will open 2 new topics in the Sugestion area to talk about max level and nobility titles and about exp per turn
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dorazdu



Joined: 17 May 2005
Posts: 193
Location: Bucuresti

PostPosted: Wed Mar 05, 2008 12:46 pm    Post subject: Reply with quote

I want to remenber you some things I belive is more important than exp/turn.
1. granary (to limit food production),
2. wood and iron production (free the numer of buildings),
3. resource depo for iron and wood,
4. separate production of food from gold production.
5. link some researches (bow trining depends to agility training)
6. number of queue in research depends on Research Center lvl
=> lvl1 = 1res queue
=> lvl2 = 2res queue...

I think is better to add some new building (including workers of them).
1. granary (limits food stock)
2. weapons depo (limits nr. of weapons)
3. baracks (# of soldiers)
4. treasure chamber (limit max gold deposit).
req: to build gold, stone and iron + sold to guard.

I belive it is more interesting if you must first train the worker before puting on work and first recruit people and after that transf in soldier ....

PS: What do you think about a sistem of weapons productions? Something like i commad 500 swords but i can produce only 100/ turn .... You get the ideea. Wink
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bashar
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Joined: 18 Feb 2005
Posts: 1442
Location: Bucharest

PostPosted: Wed Mar 05, 2008 2:11 pm    Post subject: Reply with quote

Well i agree with everything except:

6. number of queue in research depends on Research Center lvl
4. treasure chamber (limit max gold deposit).


But how to limit the storing capabilities?
Building storehouses and granaries and armories based on your level?
Or something like extra houses ?

Quote:

PS: What do you think about a sistem of weapons productions? Something like i commad 500 swords but i can produce only 100/ turn .... You get the ideea.

I definetly like this.[/quote]
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dorazdu



Joined: 17 May 2005
Posts: 193
Location: Bucuresti

PostPosted: Thu Mar 06, 2008 12:53 pm    Post subject: Reply with quote

i don`t like how it is show research %.
look here for a poll bar. Play with some number.
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bashar
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Joined: 18 Feb 2005
Posts: 1442
Location: Bucharest

PostPosted: Thu Mar 06, 2008 6:53 pm    Post subject: Reply with quote

dorazdu wrote:
i don`t like how it is show research %.
look here for a poll bar. Play with some number.


Ok, much more professional than mine.

can i use it ?
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bashar
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Joined: 18 Feb 2005
Posts: 1442
Location: Bucharest

PostPosted: Thu Mar 13, 2008 2:05 am    Post subject: Reply with quote

thx working excellent
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palmolive



Joined: 05 Apr 2008
Posts: 1

PostPosted: Sat Apr 05, 2008 2:55 pm    Post subject: Reply with quote

Very Happy
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