Yea, at least for a short time.... you can gift Luckies! Game changer!
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Yea, at least for a short time.... you can gift Luckies! Game changer!
a lvl 6 elite barracks buffed with Skunk and Vargus + Anslem and one can't really keep up with troops prod (if the player use blocks). I had to run 3 evil queen chains in a row to use recruitment guide, and i used it mostly because i felt strange to have less then 10k MS.
Well, looks like a movie day. Not going to need to hang around all day hoping to be able to actually configure my generals or anything.
I had already booked mine. Crash course on taverns and flesh wound on MMA/Nusala. 70 tomes goes pretty quickly. Good start, though, and I'll just sit back and get some ideas for the rest.
Yeppers, boy trade chat was busy busy busy for a minutes at least. All (too) good things must end. :)
If it isn't to hard please add "do you really want to do this" when using add content to deposit items. I can tell you for a fact I didn't want to add over a million coal to my level 2 mine but twitch of finger made that happen. What was wrong with the default "1"?
Noticed that I can buy only 12 Savage scouts from Merchant with gems. The Savage Scout bought with guild coins seems to have reduced the number of Savage scouts available for gems.
So if I had not yet bought the Savage scout with guild coins and bought all 13 Savage scouts with gems would I still be able to buy the one Savage scout with guild coins? Either way is unfair: if I am able to buy the one Savage scout I would have more than the people who already bought the Savage scout with guild coins and if not I lose the option to buy one Savage scout with guild coins.
Two questions on the new Combat General Skills:
Manuscript: Juggernaut Increases the attack damage by 20/40/60 - does this apply solely to the general, or also to the soldiers with that general?
Codex Tier 1: Cleave Increases the attack damage of your Elite Soldiers - does this mean the soldiers created in the Elite barracks, or only the normal Elite soldier?
Former and Latter..
Third question on the new Combat General Skills:
Tome Tier 2 (after 10 books): Unstoppable Charge Increases the maximum attack damage of your swift units by 1/2/3 - does it only apply to Cavalry, or does it also apply to Knights and Mounted Marksmen? I ask because if Elite Soldier in Codex Tier 1 (after 15 books) Cleave does not apply to units made in the Elite Barracks, then Unstoppable Charge would be the sole skill in the left vertical column which applies to units made in the Elite Barracks.
Unstoppable Charge affects Cavalry, Knights & Mounted Marksman. Knights with splash dmg (3 tomes) is a pretty good skill if you ask me.
This is all well-and-good, I guess. Not sure how that helps the situation:Quote:
...The background will now be locked upon deleting items from the Star menu...
This issue aside, I really like the changes and improvements that have been implemented. Keep it up.
- The problem with the current situation in deleting items in the Star Menu is that TSO defaults to your maximum inventory of the item in question. This leads to VERY costly mistakes. For filling deposits and the like, that is not a huge issue, as at least it went somewhere, with the delete function, I suggest that it defaults to the minimum, '1'. Then the player has to take the additional action of clicking, typing or moving the slider to delete more than the minimum.
I still wonder how often someone says they're tired of having too much of a resource and end up just deleting it, but I couldn't delete a cheese sandwich even if I wanted to. When I accidentally deleted 750k coins, I was told that there was nothing that could be done, but that the problem could be forwarded to the development team. I am satisfied that there are multiple potential warning signs/safeguards that maybe would have made me wake up and see what I was doing. But I agree that even if you still ignore all those, deleting 1 is a lot better than deleting a lot.
Precisely. I have been wondering how many peeps actually complained about having a delete button that warranted this 'feature'. Even despised items like SE (which I hoard to run... fyi), are few and far between... we have enough in-guild that use cheese sammies and the like that they are welcome to, not just delete. I lost LOTS of mining guides with this problem, on 2x separate times... between lag and buffing many buildings on a partners island, somehow I mis-clicked, hit delete and since I'm in the mode, confirmed before realizing what was there. :/
Not sure if this is related to the update, but my first Expedition in a few days since nobody is attacking them, and I noted that thought the generals move at their normal (Fast) speed on attack, they revert to slow (old Kingdom troop speed).... they tear-down the camp fast, leap of the garrison, then slow to a crawl... Gonna do a bogus one to see if it repeats.
Anyone else running expeditions notice this? Or are we all too busy with General Skills and such? :D
Addendum:
Post TSO-Fixall (refresh and clear cache):
* = Normal referring to the movement rate of Marshals prior to the most recent update.
- Marshals now attack at normal* speed.
- Marshals now move (relocate from one spot to another on same colony/home island) at a slow rate (Kingdom General rate). When moving them, the camp is broken down fast, and the Marshal takes a quick leap, then stops, goes back a step, then continues on to his target location at the slow rate.
- Verified with another player, who observed the same behavior.
Okay, was this an accidental 'feature' caused by the new General Skills?? Or is this how Marshals will move now?
TBH - The Marshals movement/attack rate was a good portion of the attraction that Expeditions have, if TSO is taking that away, I would bet dollars to donuts, many more peeps will put Expeditions on the back-burner.
Wait......... you're running expeditions?!?!?!?! (faint...........thud)
I know there was a smily at the end of the sentence, but my sarcasm radar only sort of started to activate.Quote:
Anyone else running expeditions notice this? Or are we all too busy with General Skills and such?
With that said, no, and you know why :P
Would appear to be an unintended feature that got indroduced, I sure wouldn't want them to crawl now, that was literally the onliest singlest positivest feature of Expeditions to begin with.
With a coupe of more days under my belt, I just want to say that Jog, in its current form, is pretty great. I like it better than the initial version on test, frankly.
Someone tell Raubhautz that the generals have new skills.
I plan to do expeditions when I am done leveling. 2024 sounds reasonable. Except by then the level cap will probably be 80.
That is correct; ergo my use of the term 'move' and 'movement', they do attack, retreat, get defeated and return from attack at normal (for expeditions) speed.
Not sure that this mitigates the issue. Expeditions are lusterless as it is without taking away one of its benefits -- moving fast, getting it done.
I already made level 30 for expeditions. I haven't really been doing them lately, although I do have plenty of expedition weapons to burn through still. The fact they didn't bother making a skill tree for the expedition generals does show how much the concept bombed. Shame because I did enjoy doing them.
I don't know how this did it since it should not have affected pvp in any way whatsoever, but this broke the mechanics of marshals in pvp. The battles take longer, so the blocks require more troops to die. When transferring, the demo and rebuild takes adventure general time now, and the marshal can be seen beginning to walk to the new location quickly as he should, then resetting back about one flag space and walking at slow adventure general speed. I don't know how to make a video of this but it's easy enough to test it yourself and just tell the marshal to move camp. Anyone else noticed this? I know most don't pvp, but it WAS my favorite part of game until it was broken (perhaps coincidentally) when the adventure general skill tree got added.
REPLY to Raub's earlier post: yep agree with all this, however the attacks are slower now too, if you recall how fast elite guards kill war dogs, there's an extra second there now, and in general all attacks take twice as long as they used to.
That could very well be, been down-playing to Tier 1 to get my counts up... :D Have not attacked a dog camp in a while. It would figure more was affected than just walking. The way the marshals tear camp down (fast), then jump out like they are ready to move fast, but then stop, back up, and proceed slow indicates something hanky is going on.
An interesting note here regarding the slow-down of the marshals; since the Change (16MAY2017), I have noticed something quite interesting:
- The attacks on my colonies have nearly tripled the pace prior to the update. This point is interesting to me for two reasons; one - one of the few attractions to the expedition side of TSO is the fact it was fast paced (most of the players I know who do play it, have stopped until the bug is fixed) and slow moving marshals completely nullify that. So, not only is there as much activity, but a 3-fold increase in expedition activity seems very bizarre. Add to that the fact that summer is coming and as we are seeing in global, and in guild; there is a decrease of activity as peeps do whatever it is they do for vacations and the like.
- The attacks on colonies since the update ALWAYS hit the newest colonies. I normally only keep titanium colonies I conquer, dropping the others just for experience. My experience before the update was random - sometimes the oldest colonies were attacked, and etc. Not any longer.
- Most of the attacks which succeed are done with no (not little, but no) blocking. Curious, that was never the case before.
The above stated observations make it more dubious that we are actually combating other real players, but some sort of computer generated colonies and random attacks. IDK, but seems peculiar to me.
You are only about 2 years late to this assertion, but that finally someone is coming out with this "concludes" the suspicion on my end. When a real player attacks you, regardless if won or not, you will get a battle report about it with some details.Quote:
The above stated observations make it more dubious that we are actually combating other real players, but some sort of computer generated colonies and random attacks. IDK, but seems peculiar to me.
Seeing how often my colonies have been "under attack" for hours at a time, no matter the time (keep in mind I got some 12h time difference to most of you), with varying downtimes between attacks, not to mention attacks within the first 6(?) hours of "guaranteed" safety, right before and after server maintenances....and no battle reports whatsoever has lead me to believe that these phantom attacks have to be some AI taking shots at our colonies (which is messed up btw).
I can sort of let that slide though, there are still worse issues to be had >_>
Reason 3, the fact that Marshalls are bugged isn't "widely circulated" nor were people massively "prepared" to insta rush into Expeditions following that bug.Quote:
This point is interesting to me for two reasons; one - one of the few attractions to the expedition side of TSO is the fact it was fast paced
I will claim that, at least on Ares, the fewest people are even aware of Marshalls limping to their targets.
I tired an expedition today. So my generals transfer at the slow speed but attack at the full jog speed or something like that? I like that the attack has slowed down as I was never a fan of the super fast speed they marched at. Allows me to peck away at camps where I could not retreat in time before due to that and lag. The slow transfer is horrible though. I did a full clear of the map and all in all it did not take me much longer than with the speedy generals. Maybe another 10 minutes. It adds up sure, but if you are going to continue to do colonies might as well get used to it as it takes forever and 4.3 days for bugs to get fixed around this place. Longer with expeditions.
Given that like 1% of people play expeditions, I wouldn't expect it to be fixed this year.