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Acey
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Post subject: Re: Updates! September 10th, 2011! Posted: Wed Sep 14, 2011 11:43 am |
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Joined: Sun Mar 13, 2011 7:45 pm Posts: 38
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Hate this update.
It just gives boosters more of an advantage and people who join worlds late a disadvantage. I think lvl 5 structures should be either 12 hours or 24 ticks. Everything else should stay the same.
As boosters will still be getting the structures before non boosters this balances nothing, you could even make it so lvl 5 structures can't be built until after tick 100 or something like that, to prevent any alliances from having nukes and gates too early, of course they will just get bigger armies.
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Spyda
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Post subject: Re: Updates! September 10th, 2011! Posted: Wed Sep 14, 2011 12:32 pm |
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Joined: Wed Apr 06, 2011 10:04 pm Posts: 264 Gender: male
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One other thing that was left out from the post was the "Squad details" it allows you to see some good info about allied squads in flight. There's not much extra than what you can see by hovering the mouse over it. But it's alot easier to read when there's 20+ squads or many are being sent at different eta's.
Thanks. Admins.
I agree, I think the stucture update should probably take effect at the beginning of an era. It's a good update. And I was lucky I built the teleporter 2 ticks before they changed it.... there probably are many who weren't as lucky.
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mfreak
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Post subject: Re: Updates! September 10th, 2011! Posted: Wed Sep 14, 2011 1:34 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: One other thing that was left out from the post was the "Squad details" it allows you to see some good info about allied squads in flight. There's not much extra than what you can see by hovering the mouse over it. But it's alot easier to read when there's 20+ squads or many are being sent at different eta's. This squad details thingy was probably the only useful update here. BTW I didnt know how it looked when you sent like say 100 squads? Have you tried it?
_________________ Deadman - SYN ----------------
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psg188
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Post subject: Re: Updates! September 10th, 2011! Posted: Wed Sep 14, 2011 9:51 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Most useful one here? Interesting... Want to take a wild guess who suggested it?
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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shelton9778
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Post subject: Re: Updates! September 10th, 2011! Posted: Wed Sep 14, 2011 10:09 pm |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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I am going to guess one of you or one of the admins
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Raid3r
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Post subject: Re: Updates! September 10th, 2011! Posted: Thu Sep 15, 2011 10:24 pm |
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Joined: Sun Aug 14, 2011 5:22 pm Posts: 6
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This does not give non boosters an advantage. in a world that just started im not boosting reds or blues and it will take 4 more hours to be build before i get range units and my shield is gonna go out in 2 ticks. and i need range units to start my army. well this is a 2 tick world so i guess it only helps non boosters in 1 tick worlds? ![Confused :?](./images/smilies/icon_e_confused.gif)
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ttotheoma
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Post subject: Re: Updates! September 10th, 2011! Posted: Fri Sep 16, 2011 3:16 am |
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Sergeant |
![Sergeant Sergeant](./images/ranks/rank5.png) |
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Joined: Sat Aug 29, 2009 2:08 pm Posts: 133 Location: Gibbons Gender: male
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Raid3r wrote: This does not give non boosters an advantage. in a world that just started im not boosting reds or blues and it will take 4 more hours to be build before i get range units and my shield is gonna go out in 2 ticks. and i need range units to start my army. well this is a 2 tick world so i guess it only helps non boosters in 1 tick worlds? ![Confused :?](./images/smilies/icon_e_confused.gif) it doesnt help non boosters at all i dnt see why anyone could ever think it helps them at all. this update has changed very little i still get gates tick 1 thanks to the delay as long as i boost emergecy. so if anyone can explain how anything has changed plz tell me
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etartios
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Post subject: Re: Updates! September 10th, 2011! Posted: Fri Sep 16, 2011 3:29 am |
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Joined: Tue Apr 26, 2011 3:23 am Posts: 1088 Location: Robot Island Gender: male
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I agree,and I thnink there is no difference in these new updates.
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Acey
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Post subject: Re: Updates! September 10th, 2011! Posted: Fri Sep 16, 2011 12:50 pm |
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Joined: Sun Mar 13, 2011 7:45 pm Posts: 38
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Kongregate never got this update, every non booster should move there so the game is back to normal, lets see how many conquers boosters can get if everyones moved to kong ![Laughing :lol:](./images/smilies/icon_lol.gif)
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Andrew
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Post subject: Re: Updates! September 10th, 2011! Posted: Fri Sep 16, 2011 2:38 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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MmCm6 wrote: While I still don't like the longer build times, I would like to point out that we've encountered some bugs in the system since the update, which I assume are normal at this phase. The most prominent of which is being able to select your ally's squads like it was your own, but not launch them. This is an upcoming feature, it accidentally got pushed forward in the release before it was finished .
More details will come out about the specifics of it once the coding is finished but it's a "Babysit" feature, one that we long ago considered adding in and have decided recently to go ahead with coding it.
-Andrew
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