Some changes i dont like: My production decreased by 5 times, with full research now i have again 1000MS like i never invested in research (with 200 points in each lor bonus for resources, max research and 1500 pop in each building I have a production of 13k/s... and now everithing cost 100+mill for me... thats like 2 hours of my production for level a single building). Another thing: Now takes like 6 seconds to gain lord bonus XP (that means around 3 hours/level for me with a top high population in high scores withouts cheats :P). Also just wasted all my resource enchange gold into wook, and i got less than 1% than i need for 1 building :P -- Hope this helps to improve the game.
FROM NADIAKASPER24: "...So, what I'm thinking I may do, is have max growth/t determined by your Ruler Level, or maybe even make a new skill for it entirely. Let me know what you think everyone."
/// Why not both? for example you have a growth based on your level (ie: 0.1*level/s (level 20=2%/s)), and you can add a research for change the timer like in resources (MS), also you can add a Lord bonus to increase the rate (ie: 0.01 each skillpoint(level 20+level20 bonus = 2.2%/t)). What do you think?
Yeppers...Thats right along the lines of what I was thinking. I still would like to leave it linked to food, but I may do like the millitary system is, and make it so growth only occurs when you have enough food to feed your pop per tick...0 food with a positive income means no new growth, food > pop means growth equal to the above mentoned formula. Sounds solid to me! I have a few things to do before that (like the resource exchange, which I will be doing today...no more lolly gagging :P), but it would give the players a whole new dimension of control over growth.
Hmm...I don't seem to beable to recreate this problem either in testing or on the uploaded version. I will of course look in to it, further, and I'll keep you all posted. Thanks for the report :D
@darkniko Everytime you put a point in any research, your timer (for example wood) changes, then if you have 100 wood / 1000ms (100wood/s), when you upgrade it you have exactly the same production but you produce it faster (100 wood/800ms = 100 wood/0.8s). Hope you underestand this :D
To Nadiakasper24: you forget something in the wood production in the last patch ( my total production with the same amount of workers -> wood: 4110/t; stone: 20370/t; iron: 20370/t)
Okay, it happened to me 3 times already. When I refreshed the page (to see new updates or something else) my Gold amount increased by 30M, (I had 10M before, now 40M) I dont know how to reproduce the bug, and dont think i missread the number because it happened 3 times already.
Hmmm...I've looked through the 0.6 code, and I don't seem to able to find anything that may cause that...I also can't seem to reproduce it, so, unless it becomes a game breaker, or it keeps recurring and getting worse , I will put this on the side and deal wit it if it is still an issue in 0.7
First of all: I never had my browser opened 3 consecutive days (72h) in my Kong history since 2009. I love medieval games a lot, manage your resources, your army, your buildings... Also I love idle games too so this one makes a perfect combination for me. Simply, you can manage your own kingdom by clicking "+'s" and the games does all the work! - I like everithing you mentioned in the latest Game News, can't wait to see everithing on my own screen :P
I have an idea that can helps. Total income/second in the Economy screen, and total income/second -building/habitant consumition (Example: total income = 1000 food/second, if there are 100 habitants and 200 food consumition from army, Real income = 700/second). Also I dont know how you can calculate the research numbers to display in in seconds instead of cycles. Hope it can helps. What do you think?
At present the algorithm to calculate food production is:" food production = ((farmerPop * 2) + ((farmerPop * 2) * (lordFarming * .025))) - pop; ", where the economy display is showing: " ((((farmerPop * 2) + ((farmerPop * 2) * (lordFarming * .025))) * 1000) / agricultureDelay).toFixed(2) ". so basically, with 1000 farmers, if your agriculture is at 0, you will be producing (2000 * 1000) / 1000 = 2000 food/s. With your agriculture at 125 (500ms production speed) you end up with (2000 * 1000) / 500 = 4000 food/s. Im assuming it is the division that is screwing it all up. These algorithms are partially fixed already...working on finishing them up and doing a quick playtest before releasing the patch
Yeah, i have exactly the same problem (with different numbers). Now im a bit lost, I know the production/second in the resources are Amount/Cycle and the numbers in Economy the Amount/Second. The point whre im a bit lost is in the food production, i really dont know whats my real total income... so i cant calculate the amount of farmers i need to mantain my army right now.
Would be nice if we can stop the "Growth %" when you have positive food income, because if you want to maintain your army (while you idle) you need positive food income, but every time a habitant joins your castle the production decreases.
Well, to be honest, I may take it a step further than. Since each resource now runs on its own timer, I have been toying with the notion of giving each building its own growth bonus, leading to a small (perhaps 1% or less) bonus to production and maybe worker pop max for that building per growth level of the building...meaning, if implemented, by having farmers working on the farm, the farm gains xp or growth, and when it levels up, your farms would be producing slightly more each level, which in turn means that this game could then be left idle indefinitely, because there will always be an increase in food production, and growth, so that given enough time and levels, idling farms will eventually start producing more food than your soldier max consumes per attack, leading back to a surplus growth. I dunno, just something I've been mulling about it my head. Everyone let me know what you think.
Reverted back to 0.6.4 mechanics. Lemme know if I missed anything.