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Quick question
Should imp give -30 cost to buildings :p
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Quick question
Should imp give -30 cost to buildings :p
And it doesnt reduce their attack,so broken :O⸮
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Quick question
Should imp give -30 cost to buildings :p
The logic answer is no. They are not ordinary units (ground/naval/air), they are buildings, and since the Blitzkrieg movement bonus doesn't apply to buildings, Imperialist discount should not affect them.
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4Chan Posts: 2132 From: Austria
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How about some new players and not updates ya dawg
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Written by 4Chan, 09.04.2019 at 01:30
How about some new players and not updates ya dawg
Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.
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4Chan Posts: 2132 From: Austria
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Written by Estus, 09.04.2019 at 10:13
Written by 4Chan, 09.04.2019 at 01:30
How about some new players and not updates ya dawg
Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.
bite me r6 nub
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Written by 4Chan, 09.04.2019 at 10:29
Written by Estus, 09.04.2019 at 10:13
Written by 4Chan, 09.04.2019 at 01:30
How about some new players and not updates ya dawg
Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.
bite me r6 nub
-chomp-
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Written by 4Chan, 09.04.2019 at 10:29
Written by Estus, 09.04.2019 at 10:13
Written by 4Chan, 09.04.2019 at 01:30
How about some new players and not updates ya dawg
Making updates gives to any game the feeling of activity and improvement, and new content allows to make marketing. That's the key to attract new players.
bite me r6 nub
He makes a good point oldfriend.
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Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin
I am almost positive that scenarios will lock buildings off until map makers can make our own buildings, a lot of these can destroy most scenarios
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Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.
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Btw we need to see in games whether it's buildings on or not. Today many questions are asked in game cause we cannot see. It should be the same options than for rares, through the settings.
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Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin
I am almost positive that scenarios will lock buildings off until map makers can make our own buildings, a lot of these can destroy most scenarios
I think this will be great for scenarios. So may maps use walls and gates which can now be classified as buildings, making it easier to create the needed units without having to classified them as sea units so people can't cheese with generals or blitz. It can also start a new area of having capitals feel like capitals since building can help them produce large quantities of unites and have bolstered defenses. I'm already editing my maps to see how buildings can work to benefit the overall gameplay.
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Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.
Bank reduces upkeep of units produced in a city, they don't have to be in the city to get upkeep buff if you have a bank in say Berlin, any units u produce in berlin have their upkeep removed at all times therefore saving income, for infantry it removes infantry's upkeep entirely
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Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.
Bank reduces upkeep of units produced in a city, they don't have to be in the city to get upkeep buff if you have a bank in say Berlin, any units u produce in berlin have their upkeep removed at all times therefore saving income, for infantry it removes infantry's upkeep entirely
You mean infantry upkeep is reduced by 7 at the best with lb and no gen while bank upkeep 70 and price 700 and this troops will most likely die in 2-3 reinf turns at least so bank need crazy amount of lb inf staying alive to ever pay you back
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Seems very interesting, though I am not sure how useful Bank building is. I think someone pointed it out earlier, for a cost of 700 and upkeep of 70 it really drains income which is only works out for the player by having a big stack in the city, it has a dramatic effect. It may be worth exploring the Bank as a way to reduce cost of unit and upkeep (maybe -20 cost -5 upkeep). It would work well if you are stacking like a 100 infantry in a city but honestly with the addition of the Fort unit it feels like buildings are right now just for bunkering rather than anything else.
Bank reduces upkeep of units produced in a city, they don't have to be in the city to get upkeep buff if you have a bank in say Berlin, any units u produce in berlin have their upkeep removed at all times therefore saving income, for infantry it removes infantry's upkeep entirely
Oh misread it then
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Yea I feel bank should apply to whole country instead of 1 city
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4Chan Posts: 2132 From: Austria
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Yea I feel bank should apply to whole country instead of 1 city
Get the f*** out
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Had the chance to use the buildings in a world game, the recruitment one was amazing.
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Lest we forget
Moja Bosna Ponosna
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Written by 4Chan, 11.04.2019 at 01:32
Yea I feel bank should apply to whole country instead of 1 city
Get the f*** out
lol why, a bank for 1 city is absurdly high cost to build.
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4Chan Posts: 2132 From: Austria
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Written by 4Chan, 11.04.2019 at 01:32
Yea I feel bank should apply to whole country instead of 1 city
Get the f*** out
lol why, a bank for 1 city is absurdly high cost to build.
Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob
2013 account master race
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Garde Posts: 2842 From: Canada
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Written by 4Chan, 12.04.2019 at 01:00
Written by 4Chan, 11.04.2019 at 01:32
Yea I feel bank should apply to whole country instead of 1 city
Get the f*** out
lol why, a bank for 1 city is absurdly high cost to build.
Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob
2013 account master race
i see you're afraid of changing game dynamics old man. Welcome to the new age gramps
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4Chan Posts: 2132 From: Austria
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Written by 4Chan, 12.04.2019 at 01:00
Written by 4Chan, 11.04.2019 at 01:32
Yea I feel bank should apply to whole country instead of 1 city
Get the f*** out
lol why, a bank for 1 city is absurdly high cost to build.
Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob
2013 account master race
i see you're afraid of changing game dynamics old man. Welcome to the new age gramps
I'm autistic not old.
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Buildings are broken in the map editor.
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Planet Howdy Prison = 152/89.
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Written by NewTea, 13.04.2019 at 23:47
Buildings are broken in the map editor.
Dave knows this and is working on making it work for editor
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Awesome!
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Planet Howdy Prison = 152/89.
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How do you set building settings in the Map Editor? They appear with the same settings as regular units and it confuses me, for example how do I set the amount of reinforcements it gives you? Or the unkeep?
Also, a building which increases income should be added too in my opinion.
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Aww man so dumb it's hard enough to finish a turn late game without a mouse anyways lol
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Woof
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Only stupid people don't play this game this is just like reading a book, keeps your mind in shape.
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Did they fix buildings in the map editor yet?
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Planet Howdy Prison = 152/89.
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Written by Zzzzzzzz, 17.06.2019 at 22:32
Only stupid people don't play this game this is just like reading a book, keeps your mind in shape.
LoL
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Impossible is a word to be found only in the dictionary of fools.
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Written by bubartem, 08.04.2019 at 09:11
Quick question
Should imp give -30 cost to buildings :p
And it doesnt reduce their attack,so broken :O⸮
Broken? ITS BEYOND broken my dude or girl
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Written by Zzzzzzzz, 17.06.2019 at 22:32
Only stupid people don't play this game this is just like reading a book, keeps your mind in shape.
LoL
Yes,yes and more yes Sir Yeetman has spoken.
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So units produced in a city with Bank can go to the other side of the world and they will still be with -10 upkeep?
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I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the efect gets applied to the whole country it will be op in many cases.
Maybe the solution coulde be reducing the cost of units and making it so banks return the investment throught 2-3 reinf turns since money is more valuable early on
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I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the efect gets applied to the whole country it will be op in many cases.
Maybe the solution coulde be reducing the cost of units and making it so banks return the investment throught 2-3 reinf turns since money is more valuable early on
There are plans for Buildings in 2021 already, it's going to actually make a difference on the game from now on! Get ready!
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Written by Estus, 30.01.2021 at 20:52
I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the efect gets applied to the whole country it will be op in many cases.
Maybe the solution coulde be reducing the cost of units and making it so banks return the investment throught 2-3 reinf turns since money is more valuable early on
There are plans for Buildings in 2021 already, it's going to actually make a difference on the game from now on! Get ready!
Hopefully it's still being planned, and we will get some useful stuff like a naval building (for effective coastal fort...).
Or the ability to set in map editor how much the buildings will boost (edit the values of the bank, recruitment center, etc. just like the radar array's view range) as for now we only access the default unit settings which is too limited.
Also buildings should be separated from units while playing so it can become a passive strategic thing, and not overflowing the units panel which just leads to players not using buildings at all.
Written by Mobster, 29.01.2021 at 09:16
So units produced in a city with Bank can go to the other side of the world and they will still be with -10 upkeep?
Banks should be boosting the city income in some way (maybe highlighting the city income in white and building income(s) in green underneath if you click the number to expand income sources -> like most of the strategy games(?)). This upkeep thing is rather confusing and untrackable.
That would make bank buildings much more comprehensible, less complicated and not a hell of a math. It would become an "invest for gain" thing.
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Written by 4Chan, 12.04.2019 at 01:00
Written by 4Chan, 11.04.2019 at 01:32
Yea I feel bank should apply to whole country instead of 1 city
Get the f*** out
lol why, a bank for 1 city is absurdly high cost to build.
Oh I'm sorry let me build a bank in Delhi and proceed to rip the tits off every other player in world map you dam rank 9 April 2016 joining atwar noob
2013 account master race
2013 master race lol
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Written by Estus, 30.01.2021 at 20:52
I think there is a big problem with balancing the bank. If it stays like this its underwhelming and not gona be used, on the other hand if the effect gets applied to the whole country it will be op in many cases.
Maybe the solution could be reducing the cost of units and making it so banks return the investment through 2-3 reinf turns since money is more valuable early on
There are plans for Buildings in 2021 already, it's going to actually make a difference on the game from now on! Get ready!
Hopefully it's still being planned, and we will get some useful stuff like a naval building (for effective coastal fort...).
Or the ability to set in map editor how much the buildings will boost (edit the values of the bank, recruitment center, etc. just like the radar array's view range) as for now we only access the default unit settings which is too limited.
Also buildings should be separated from units while playing so it can become a passive strategic thing, and not overflowing the units panel which just leads to players not using buildings at all.
Written by Mobster, 29.01.2021 at 09:16
So units produced in a city with Bank can go to the other side of the world and they will still be with -10 upkeep?
Banks should be boosting the city income in some way (maybe highlighting the city income in white and building income(s) in green underneath if you click the number to expand income sources -> like most of the strategy games(?)). This upkeep thing is rather confusing and untrackable.
That would make bank buildings much more comprehensible, less complicated and not a hell of a math. It would become an "invest for gain" thing.
Honestly I say scrap the entire finance thing and make it a boost to the cities income percentage - it will be easier to make a strat geared toward the percentage rates of the bank unit than managing upkeep of units or the base cost of a unit - because that interferes with scenario usability. With this concept in mind you can build buildings with other things like population growth as a boon and then change the population/collateral system to make more effective strategies [IE scorched earth] also the ability to utilize that in scenarios creates a lot of great game mechanics.
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