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Thread: Suggestions

  1. #1271
    Recruit Elinor-Bronwyn's Avatar
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    "Ok heres a thought for ya level (LV) 1 building workers walk LV 2 wheelbarrel LV 3 samll cart LV 4 big cart 1 horse LV 5 big cart 2 horses each method makes traveling with goods faster to reduce production times "

    I like this idea.
    Elinor-Bronwyn

  2. #1272
    Soldier Cuddle-Bunz's Avatar
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    Good Idea. I agree. Faster Production for each time you level up a building. Not just Quantity produced

  3. #1273
    Recruit
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    Zeus
    I have a bit of suggestion regarding generals. Right now; when you are in an adventure and you send a general back to your island in order to get troops, you have no way of knowing when your general will reach the island or if he has not already.

    I have a couple suggestions regarding that:

    A: Make it so that resupplying generals sent to the island can be done in the adventure itself. Vewing the time to reach the island etc. is included. This suggestion is not asking to directly have any control over the barracks, just the assignment to the generals with troops could be made ready in the adventure zone.

    B: A timer that can be accessed to [whether in star menu or not] that tells how much time is remaining for the general to reach the island after he have been ordered to go back.

  4. #1274
    Recruit
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    it would be nice to be able to split stacks

  5. #1275
    Soldier
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    EskaneHigh there is a time on generals look in your star and move the over "him" it will tell you how much time he has till he gets to where he is going.

  6. #1276
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    Quote Originally Posted by Faykiller View Post
    EskaneHigh there is a time on generals look in your star and move the over "him" it will tell you how much time he has till he gets to where he is going.
    I am talking about when for example; you send a General from inside the zone [SFTR] back to your island. The general and time is not visible for viewing as long as you are inside the zone. It's in the star menu - but over @ the your island not for example in SFTR.

  7. #1277
    Settler
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    I saw your note you intend to do player verses player.
    That sparked this idea for something like that.
    Design an adventure in which enemy units move without generals as one type. So 40 guard dogs move over the board as a single unit. 50 thugs move as another.
    On the map are camps containing recruits. These are friendly to the players. They don’t move, and so can be attacked by the enemy units as your AI deems fit to do.
    Players are permitted to enter the adventure once a sufficient number signal they are ready to do so. Each participating player must choose one of the groups you determine for that particular adventure. So it could wait for a player to enter with 100 recruits, a second with 50 longbows, a third with 100 cavalry, etc. You do not bring generals. You just bring the designated number of your particular unit.
    Once in, the players cannot see the names of the other players, or talk to them. This prevents novices from not playing these adventures. There is no way for more experienced players to know who they are, let alone talk to them. What the players see are the enemy units moving per your AI, and the other participants moving their particular groups of units.
    If the players defeat all the enemy units, they get rewards. The more expensive the unit they put at risk, such as soldiers not recruits, the greater their reward.
    Each player has the option to exchange his units with a camp of friendly recruits. This lets him attack with recruits an enemy unit that would chew up his existing units. Then he can reclaim his original units. Other players cannot exchange with his original units while he is using recruits.
    What if a participant parks his units to avoid battling the enemy, or walks them around while avoiding enemy units, expecting other participants to clear the enemy and win the adventure while he preserves his entry? Your AI sends enemy units at him. Actually that might become a strategy – sit still and let the enemy come at you. But you had better have a unit which can handle most of what is coming at you.
    It should be fun to be thrown onto a map with enemy units and fellow participants running around, with friendly camps of recruits, while you cannot identify or talk to the other participants. Obviously, you head for enemy units over which yours have an advantage.
    If your units are eliminated, you are removed from the map and return home. If the other participants manage to win without you, you are then notified you received your reward.
    That is my idea sparked by your plan to unveil player verses player.

  8. #1278
    Recruit
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    Make more copper mines. 6 isn't enough for me because i don't have the time to be able build another if i upgrade it and don't have the money for endless.

  9. #1279
    Recruit TwilaMoon's Avatar
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    I would like to see a way to produce triple buffs in the provision house. It could be expensive, so as not to take away from gem purchases, but I am going broke buying gems for triple buffs and deposits. I think it would be more fair to players that cannot afford to buy gems an option of getting some of the same benefits as paying players in game somehow, even if it takes a lot of resources to accomplish. It wouldn't take away from gem purchases that much, because it is still easier to click the black market for an exotic or red flying settler than use all the resources and wait for one to produce in the provision house

    i know you can buy triple buffs in TO, but it would be nice to produce your own to save coins and gems for buildings and specialists...

  10. #1280
    Noble
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    Apr 2012
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    Zeus
    I just did this by accident, and it led me here. I would love a "Set preference" feature to disable the autocomplete. I just wasted 136 gems (three weeks of logging in every day!) when I misclicked on autocomplete in the prov house on some baskets. I don't need them now, I have hundreds in my star menu.

    So my suggetion is a toggle switch to enable / disable the "autocomplete" and similar features within the game. Another option would be an "Are you sure you want to autocomplete?" popup.

    And yes I opened a ticket to try to get them back, but I'm not optimistic as it was in fact the dreaded "user error" on my part.

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