Recent posts by Levgre on Kongregate

Flag Post

Topic: Other Worlds / Bug Reports

Those upgrade bugs are fixed, also figured out the metropolis bug, it was giving the culture growth based on how many of the 6th item (highways) were owned rather than how many metropolis were owned.

 
Flag Post

Topic: Other Worlds / Bug Reports

Originally posted by Rolling_Barrel:

I cannot buy the temple principal, the left of the classical era Monuments of the lizards. I have more than enough resources & leaderships, but the clicking gives no response. Tried out to buy the other one, that worked, and then restarted since I still haven’t bought the temple ever. But even now on the second try I have the same problem

This bug is fixed, was a typo in the code somewhere.

 
Flag Post

Topic: Other Worlds / Bug Reports

Originally posted by Rolling_Barrel:

I cannot buy the temple principal, the left of the classical era Monuments of the lizards. I have more than enough resources & leaderships, but the clicking gives no response. Tried out to buy the other one, that worked, and then restarted since I still haven’t bought the temple ever. But even now on the second try I have the same problem

could you PM me your save string? You can use pastebin.org to paste it.

 
Flag Post

Topic: Other Worlds / Bug Reports

Originally posted by CaiusViciatus:

I’m in space era of the lizards, during the second run. All the cooldown reducing effects for abilities have been suddenly removed and now I have to wait 15 hours for population boost instead of 5, or 12 hours intead of 2 with culture boost, for example. All related upgrades are still bought and displaying the normal information.
Besides, I don’t know if this is a bug or not, but I’ve noticed that cooldowns expire at least twice as slow when the game is active (2 hours of wait instead of the 1 shown) but it passes normally when I’m offline.

As far as I know this isn’t a code related bug, one person wrote about this in the comments, let me know if it helps

“First, thanks for responding so quickly! Regarding my comment yesterday about 1/2 speed questing – I was able to get the quests to return to their appropriate speed. The issue didn’t resolve after refreshing the page or restarting the browser. I cleaned out a bunch of old files from my temp folder and restarted my computer, and that seemed to fix the issue. I’m not sure as to why that would have resulted in almost exactly 1 click per 2 seconds, but I would recommend giving that a shot to anyone else that encounters that problem.”

 
Flag Post

Topic: Other Worlds / Bug Reports

that should be fixed, I accidentally had survival mode being designated as ‘on’ which has slower resource gain.

 
Flag Post

Topic: Other Worlds / Bug Reports

Originally posted by doctito:

it seems that the wonder archievment “25%” “50” diplomacy doesnt work, still have “0” (+150%) diplomacy.
checked all other archievment bonuses and they doesnt work, cos some bonuses are smaller as the current stats

Hm I checked the code and there is no reason I can see they shouldn’t work. They also work when I unlock all achievements in game. Remember you have to reset before those bonuses are applied. Also you could send me the save string and I’ll look into it.

 
Flag Post

Topic: Other Worlds / Bug Reports

Originally posted by Teroc:

Bug with the random events.

Basically whenever I’m away for a long time, the random event doesn’t stack. It only shows the last event but as if it just appeared. I have to refresh the game if I want to see the random event appeared stacked to its maximum value.

Hope it makes sense.

I think this is actually by design, since random events can’t fire if there is one on the screen. So you have say a 30 minute charged event, then immediately once you’d resolve it another one would show, or in your case you refresh to get that one stacked (maybe I’ll code so you can’t do that, i.e. save how strong your event was when you refresh)

 
Flag Post

Topic: Other Worlds / High Scores

Hmm i’ll look into this should be a simple fix. Gonna be getting a lot done this week.

 
Flag Post

Topic: Other Worlds / Data request: stat windows for players with lots of achievements

Someone elses posted for reference (36/36 wonders)

 
Flag Post

Topic: Other Worlds / Survival mode design thread

I could just make the negative events use a separate system that auto completes the event when it pops up, rather than when the player confirms. The only drawback there is it wouldn’t allow for choices, but the negative events don’t necessarily need that, especially if positive/neutral events still have choice in them.

And it’s not just events that are bad, those will serve a pretty minor role. The bigger punishers will be the enemy nations that attack, and challenges (sort of like major quests) that need to be finished. Enemy nations will attack while the player is offline as well.

Although since you grow while offline and losing an attack isn’t too devastating, it won’t be a death sentence to play idle. It would most likely result in losing more quickly and having to restart survival mode more. But the perks will have choices that make the player more durable while offline.
 
Flag Post

Topic: Other Worlds / Data request: stat windows for players with lots of achievements

To balance survival mode, the mode has to be difficult from beginning in era 1 for players with most/all achievements. Then through the prestige upgrades and repeated playthroughs you get farther.

So if anyone with lots of achievements can supply their stat window for their game, either post the screenshot here or PM, that’d be very helpful.

 
Flag Post

Topic: Other Worlds / Military + Diplomacy Boost nerf

I hope to get survival mode up this week, and at the same time I’ll work in the fix to make quest refreshing go in order.

 
Flag Post

Topic: Other Worlds / Update thread/log

2-17-16

Significant change to Military and Diplomacy boosts

Military boost is now 15 minute base CD and 90 second duration, Diplomacy still 10 minute and 60 second duration

Now the don’t overlap with quest types

Military boosts population, unity, and military quests

Diplomacy boosts commerce, science, and diplomacy quests

2-17-16 pt. 2

Teleporter in era 6 now costs leadership instead of resources

 
Flag Post

Topic: Other Worlds / For Hard Reset: Save string with no achievements/progress

If this ever breaks the game let me know and I’ll update it, I’ll try to keep it up to date with patches but may miss it

 
Flag Post

Topic: Other Worlds / Feature Request thread

Post features you’d like to see added to the game

Currently in the works:

Autobuy toggle-able to buy leadership items

Quests refreshing in order when a quest slot is locked (i.e. population 1-2-3, commerce 1-2-3, instead of random).

Survival Mode

 
Flag Post

Topic: Other Worlds / Balance feedback

post any thoughts on balance in this thread.

Currently dealing with:

Tradition/culture/population and some other stats not growing enough, or the boosts not being powerful enough (or military/diplomacy possibly being too powerful)

 
Flag Post

Topic: Other Worlds / Bug Reports

Post any suspected or confirmed bugs in this thread

Currently dealing with:

negative cooldowns on some boosts

incorrect wonder counts in some achievement menus

Sound not working for some Firefox users

 
Flag Post

Topic: Other Worlds / Survival mode design thread

(second post, initially made on 15 Feb 2016)

So the main goals of survival mode are A. to make more decisions B. to make the game hard. Here are some of the planned features to help this.
Other countries that you ‘attack’ and also attack you. There will be more than one method of attack, for example military war, economic competition, or cultural competition. Success in these, both defense and offense, will be based on a combination of stats. For example:

military war power = 100% military, 50% commerce, 50% science, 50% unity

Economic war power = 100% commerce, 50% diplomacy, 50% population

Culture war power = 100% tradition, 100% culture

Further, the amount of items used will add to success rates. The player decides how many of the relevant items (for example riflers and fuel) they want to send to war, whatever isn’t sent on offense will be used to defend against attacks from other nations (the war takes time to complete).

This war may also be used for ‘non-attacks’ to improve diplomatic relations. For example if you have a weaker economy than another country, attacking would benefit them and have a cost for the player. But they’d become more friendly towards you, thus less likely to attack and perhaps other benefits. However doing a military attack against a stronger nation would not help relations.

In addition to these attacks on other nations, there will be major missions/goals that will have to be completed to keep afloat. They will have stat/item requirements, and perhaps leadership will be usable to reduce the difficulty of these challenges.

Boosts may play a role in both these things, for example a boost being activated while a war or mission is active will help. So this will encourage more precise timing of boosts.

An additional prestige upgrade system will be used for survival, which in part will be focused on strengthening specific strategies for survival mode. For example, an upgrade may double per hour growth of tradition or culture to help a more idle survival strategy, while others bolster the benefits of active play.

 
Flag Post

Topic: Other Worlds / Survival mode design thread

(first post, initially made on 23 Jan 2016)

This will be a game mode that you essentially lose every time as pressures mount up against you. You gain bonuses according to how far you made it, and start over again.

one of the main mechanisms will be ‘goals’. These will require the player to achieve something within a time frame, for example get to a certain stat amount. Failure will result in a penalty such as stat loss. Reaching 0 in any stat will result in a ‘game over’, or at the least severely cripple your nation and lead to game over in the near future. For example 0 science may not cause immediate loss but would eventually. Maybe there’d be a chance fr the player to recover.

Random events will be more varied, such as being completely negative, or being more performance linked… i.e. a % increase in stats. Right now random events are mostly flat bonuses.

Era progression will not work the same, although I’m not exactly sure what it will be yet. I believe eras will progress much slower. There may be an option to start at an era you have already reached in survival mode (a checkpoint, essentially). Eras may progress automatically after a certain period of time, OR challenges will simply get harder due to the rest of the world advancing, whether you have yet or not.

I am considering adding new game mechanics such as fighting wars or managing religion/culture, however no sure plans on this yet. Wars may just be a smaller part of the goal system.

As of now there is no plan for the survival mode to be beatable. It will essentially be an endless mode where you go as far as possible before you get game over. I may add the possibility for victory at some point.

 
Flag Post

Topic: Other Worlds / For Hard Reset: Save string with no achievements/progress

https://www.reddit.com/r/OtherWorldsGame/comments/45cbm7/for_hard_reset_save_string_with_no/

 
Flag Post

Topic: Other Worlds / Welcome to "Other Worlds" Kong Forum!

Feel free to post strategy, ideas, feedback, or miscellaneous things at all related to the game

 
Flag Post

Topic: Game Programming / Possible to use iframe with my flash game to use youtube player? (ideally w/o hosting game on other site)

I have a flash game on kongegrate that uses the youtube player API. It was using flash objects but that method is deprecated and being disabled on the 27th of this month.

So now I need to use an iframe embed for the youtube player, although it seems it is still controllable in the flash code.

https://developers.google.com/youtube/iframe_api_reference#Loading_a_Video_Player

I just started learning php/html this week, so I have a very basic understanding of it. I’m not sure what direction I should go for this. Do I upload an html file as the main game file, the swf as an additional file, and embed it with the html? Is it mandatory that I host the game at another site?

Just looking for at least some guidance so I don’t waste too much time going down dead ends… which I’ve already done for several days this week while failing to implement cloud saves using html/php through a web server :P

 
Flag Post

Topic: Game Programming / Can't get export/import to work for my as3 game

So I’ve been trying to work off the tutorial below but while I can get some variables to save, and a copy/pastable text string to show, I’ve been unable to get a clean load. I made all the variables I’m saving public wondering if that was the issue, but it didn’t help.

These are the two tutorials I’ve been using

http://jacksondunstan.com/articles/1642
http://code.tutsplus.com/tutorials/introduction-to-bytearray—active-8925

Any ideas what’s wrong here? I’ve been working on and off on this for a couple weeks and am pretty lost.


 stage.addChild(loadText);
stage.addChild(loadButton);
stage.addChild(saveButton);
 saveButton.addEventListener(MouseEvent.CLICK, clickSave);
loadButton.addEventListener(MouseEvent.CLICK, clickLoad);

 public function clickSave(e:MouseEvent)
	  {
      byteArray.writeObject(SharedObject.getLocal("otherWo"));
	  encodedSave = Base64.encodeByteArray(byteArray);
	  loadText.text = encodedSave;
	  }
	  
	 
	 private function clickLoad(Events:MouseEvent = null):void{
      try{
        decodedSave = Base64.decodeToByteArray(loadText.text);
        tempSave = SharedObject.getLocal("otherWo")
		removeEventListener(Event.ENTER_FRAME,onEnterFrame);
        //tempSave = decodedSave.readObject();
		tempSave = decodedSave.readObject() as SharedObject;
		saveGame();
		stage.addChild(confirmDialog)
		confirmDialog.x = 300;
		confirmDialog.y = 200;
         
      }catch(err:Error){
        loadText.text = "Please input a save codebefore clicking the 'Load' Button." + err.message;
    }

 
Flag Post

Topic: Reactor idle / offline progress is way too weak imo

Originally posted by kidopl:

You said 60%? i had game off for 2 days.. and got less than normally generate in 40 mins…

I meant 60% less i.e. 40% of normal progress, although I wouldn’t doubt much lower. Perhaps you capped before the 2 days ended.

 
Flag Post

Topic: Reactor idle / offline progress is way too weak imo

I’m not sure how much slower, it is but it seems 60% to possibly much higher.

Much of the time there’s absolutely no reason to have the game open anyways, there can be hour long or more gaps between purchases.

So I’m not sure if having slow offline progress benefits anyone, while it makes the game less enjoyable for people who don’t leave the game open.

Is there any reason not to have 100% offline progress (equivalent ticks to time passed), like a number of other idle games have?