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kaoptro
Joined: 15 May 2005 Posts: 88
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Posted: Mon Sep 14, 2009 6:05 pm Post subject: Most crowded kingdom |
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I think this value is not correct.
For this values we should have something related to population.
For a correct crowded kingdom more fair is a formula as population/lands and this is an indicator .... maybe population will migrate on high density ...
this could be a new mechanism for game |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Mon Sep 14, 2009 10:46 pm Post subject: |
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Right now land is something very cheap that everybody can buy with no limit.
I want to fix land before involving it into other stuff. |
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dorazdu
Joined: 17 May 2005 Posts: 193 Location: Bucuresti
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Posted: Mon Sep 28, 2009 9:46 am Post subject: |
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some ideas about land ....
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$free_land = 245;//unused land who can be conquered, here is a random number;
$lost_land = max(min($free_land, 1), floor($free_land/100));
so .... over 200ha you will lose 2ha, over 300ha => 3ha, .....;
-> method can be used to transfer gold from one account to another
========================================
$cartographers = 200;
$land_cart = 100;// 100ha/1 cartographer;
$max_land = $cartographers*$land_cart;
if($user['land']>$max_land){
$msg = "Hire more cartographers before buying land.";
}else{
$msg = "";// normal way to buy land;
};
OBS:
1) cartographers number may depend to a certain building(town hall for example ... ... again ... );
2) $land_carth may be improve by upg.;
========================================
We may use explorers who descover new lands.
So, you can buy lands after yours explorers descover that lands.
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the best way is to use all 3 conditions. _________________ n
=> ?
(k!)
k=0 |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Tue Sep 29, 2009 1:31 pm Post subject: |
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thx
a progress bar should be introduce so when you click discover new land an amount of time to pass before discovering.
And what about people who have incredible amount of land?
I was thinking of having a defense handicap if you have to much land(more you got harder to defend) and this way people with too much land will sell. |
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kaoptro
Joined: 15 May 2005 Posts: 88
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Posted: Sun Oct 11, 2009 9:23 am Post subject: |
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bashar wrote: | thx
I was thinking of having a defense handicap if you have to much land(more you got harder to defend) and this way people with too much land will sell. |
Or they will lose more land on each defeat in defense! |
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dikjuh
Joined: 01 Mar 2007 Posts: 42
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Posted: Sun Oct 11, 2009 11:28 pm Post subject: |
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kaoptro wrote: | bashar wrote: | thx
I was thinking of having a defense handicap if you have to much land(more you got harder to defend) and this way people with too much land will sell. |
Or they will lose more land on each defeat in defense! |
What about both?
It just seems more real, if you have more land, it will be harder to defend and if you get attacked, logically you lose more. |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Mon Oct 12, 2009 8:35 am Post subject: |
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never thought of that
it will be done |
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dorazdu
Joined: 17 May 2005 Posts: 193 Location: Bucuresti
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Posted: Mon Oct 12, 2009 11:34 am Post subject: |
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i think we must see the battle from both sides:
defender: $ttl_army_d = 12575;$ttl_merc_d = 250000;$civils = 25257;
attacker: $ttl_army_a = 10575;$ttl_merc_a = 350000;
a) defender;
$free_land = 245;//unused land who can be conquered, here is a random number;
discussion: ??? used land can be conquered ???
$spha = 10;// soldier nead to protect 1 ha;
$mpha = 100;// mercenary nead to protect 1 ha;
$cpha = 500;// civils nead to protect 1 ha;
$land_protect = floor($ttl_army_d/$spha + $ttl_merc_d/$mpha + $civils/$cpha) + 1;
$land_unprotect = max(0, ($user['land'] - $land_protect));
$lost_land = max(min($free_land, 1), floor(min($free_land, $land_unprotect)/100));
b) attacker;
$mcha = 25000;// mercenary nead to capture 1 ha;
$scha = 2500;// soldier nead to capture 1 ha;
$land_conq = floor($ttl_army_a/$scha + $ttl_merc_a/$mcha) + 1;
c) result;
$battle_transf_land = min($lost_land, $land_conq);
i think the idea is o.k but must pass the numbers test. _________________ n
=> ?
(k!)
k=0 |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Mon Oct 12, 2009 12:15 pm Post subject: |
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the problem is that at different levels, numbers change and it will be difficult to set them right. +not all soldiers are the same, maybe more units will be introduced in the game, i want to keep everything in percentages cause this way if something in the game changes and maximum soldiers a player can have will decrease drastically, not to go and revise every formula in the game.
maybe it can be done but i still prefer a simpler approach.
We need a coefficient to correctly reflect everything in a very simple and quick way.
I believe offense and defense of a player reflects all upgrades, researches he has.
I prefer to just first compute the difference in percents between the attacker offense and defender defense.
And then 2 approaches that i can think of:
1. Have a table with all levels and how much land a player can lose in one attack at different levels.
2. or just set the maximum land a player can loose in one attack to lets say 1% off all his conquered land.
then based on the difference of attack and defence we take a percent of that 1% and that will be the player's lost land.
EX:
lets say you have 1000 conquered land
You can loose 1% of that 1000 in one attack so you can lose 10 land.
somebody attacks you with offence that is double you defence meaning the difference between your defence and attacker offence will be 50%
So you will lose 50% from 10 land and so he will take 5 land from you. |
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kaoptro
Joined: 15 May 2005 Posts: 88
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Posted: Mon Oct 26, 2009 10:06 pm Post subject: |
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Maybe high numbers will bring to live this game.At least the fights ... conquer land ... |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Tue Oct 27, 2009 2:05 pm Post subject: |
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i am working on this
i will do this the way i said above.
too much land will get you in defense penalties
you will lose or gain more than just 1 land at each attack depending on the difference between attack and defence and your level |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Mon Nov 09, 2009 2:09 pm Post subject: |
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Land is fixed the way is talked in this post(and more).
I added a new research, fixed spy missions to allow stealing and destroying more than just one land, attacking will conquer more than just one land, + something special that you will see when i make the changes.
I am waiting 1-2 days for everybody to adjust the land.
Allowed land is 50+USER_LEVEL*80.
Surplus land is penalized with -1% defense every 100 surplus land. |
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bele
Joined: 27 Apr 2005 Posts: 103 Location: Timisoara
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Posted: Mon Nov 09, 2009 2:43 pm Post subject: |
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Add on the first page how much penalty from "too much land". |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Mon Nov 09, 2009 3:18 pm Post subject: |
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done.
Note that i plan to raise the penalty to 1% for every 50 surplus land.
So is just better for all to just sell everything till no penalty. |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Mon Nov 16, 2009 10:48 pm Post subject: |
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Land is on. |
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