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sgtswabby
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 12:31 am |
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Joined: Fri Mar 26, 2010 1:13 am Posts: 12 Location: Washington state, Usa Gender: male
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All I have to say is I wish I dident wait to build.... lol other then that awesome. ![Cool 8-)](./images/smilies/icon_cool.gif)
_________________ Leader of. ZAG3,SoTS,GQ,HOFA,HOF
Alliances I have been in. ZAGE,RAGE,14oC,SoTS
Highest Rank:4 Most Crystals:12
-SGTSWABBY
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Andrew
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 12:38 am |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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The structures were set to 24 and 72hrs for a brief time before changed to 12hrs and 24hrs. Change was put through accidentally, sorry about that one .
All themes were updated on the battledawn.com worlds and galaxy at around 8:45pm ET(GMT-5) with the 12hrs/24hrs build times.
-Andrew
_________________ Ex-
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HenryXX
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 12:45 am |
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Private 1st class |
![Private 1st class Private 1st class](./images/ranks/rank2.png) |
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Joined: Sun Jul 17, 2011 1:30 am Posts: 10
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Well thought out changes. Really appreciate those thinking minds behind the game. Will have lesser drop outs that way.
_________________ Once WFA! Forever WFA!
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mfreak
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 1:08 am |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: 2) Level 4 and 5 structures have had their building times increased. Level 4 structures will take 12hrs and level 5 will take 24hrs. This was implemented to give a little more time before advanced tech can be used so that we don't see nukes and ion cannons in the first couple of ticks. 12 and 24 hours - It used to be this long back didn't it? What about 2 tickers? What about 3 tickers? That would mean 48 ticks for level 5 structures to build on 2 tickers and 72 ticks on 3 tickers. Which is too long. Changing it to a tick based build time will help better. Secondly, 12 and 24 hours? Ughhh. You should have made it 6 and 12 hours max. That is long enough.
_________________ Deadman - SYN ----------------
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Green1
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 1:42 am |
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Joined: Sat Mar 05, 2011 3:29 pm Posts: 26
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I For 1 hate This UpDate with the Gate and stuff = Bad if you ask me really andrew i was just starting too like you and now you do this. grrrr
~Greeny
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GreenDayIsBack!!!
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SARTHAKROCKS02
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 1:47 am |
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Joined: Thu Dec 16, 2010 5:38 am Posts: 161 Gender: male
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simmen
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 2:58 am |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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SARTHAKROCKS02 wrote: Andrew wrote: Currently the referral system is only giving out tokens for players who refer someone who purchases tokens. We're going to be revamping the referral system and this abuse is something we're aware of in the current one, we're going to be looking at ways to address it in the revamp.
-Andrew[/color] Green1 wrote: I For 1 hate This UpDate with the Gate and stuff = Bad if you ask me really andrew i was just starting too like you and now you do this. grrrr
~Greeny Don't kill the messenger mfreak wrote: Quote: 2) Level 4 and 5 structures have had their building times increased. Level 4 structures will take 12hrs and level 5 will take 24hrs. This was implemented to give a little more time before advanced tech can be used so that we don't see nukes and ion cannons in the first couple of ticks. 12 and 24 hours - It used to be this long back didn't it? What about 2 tickers? What about 3 tickers? That would mean 48 ticks for level 5 structures to build on 2 tickers and 72 ticks on 3 tickers. Which is too long. Changing it to a tick based build time will help better. Secondly, 12 and 24 hours? Ughhh. You should have made it 6 and 12 hours max. That is long enough. The problem with tick based is the structures that are meant to take less then 1 tick.
_________________
![Image](http://i249.photobucket.com/albums/gg226/gunfire72/mentorsig.png)
Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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kodak
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 3:03 am |
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Corporal |
![Corporal Corporal](./images/ranks/rank4.png) |
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Joined: Tue Jun 09, 2009 11:12 am Posts: 57
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If I start a round a little late then I want the crystal to appear before I build units so I don't lose them. This change will make that harder, but what choice do you have. Lets see how power 30 works out.
Once your crystal is gone its normally a lot easier to build units without getting attacked.
I consider the rampant farming and attack farms a much more serious problem. One round on G2 we counted over 30 colonies that appeared the same tick each with over 60 units around our hive and gate routes - this is getting ridiculous and ruins the game.
KodaK
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jordanb123
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 3:12 am |
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Joined: Sun Aug 07, 2011 2:05 pm Posts: 1
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This update for building times is terrible. If people really want nukes or ion cannon's that bad where they will boost to get them, thats fine. I mean you guys aren't ruining the game by having them built in the begining. you get 48 ticks + 6 or more depending on how far the nuke/dragon has to travel. so i think that the update is unfair :/
----Hnbc----
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simmen
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Post subject: Re: Updates! September 10th, 2011! Posted: Sun Sep 11, 2011 3:14 am |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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kodak wrote: If I start a round a little late then I want the crystal to appear before I build units so I don't lose them. This change will make that harder, but what choice do you have. Lets see how power 30 works out.
Once your crystal is gone its normally a lot easier to build units without getting attacked.
I consider the rampant farming and attack farms a much more serious problem. One round on G2 we counted over 30 colonies that appeared the same tick each with over 60 units around our hive and gate routes - this is getting ridiculous and ruins the game.
KodaK We're working on it. Taking baby steps to not rush it.
_________________
![Image](http://i249.photobucket.com/albums/gg226/gunfire72/mentorsig.png)
Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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