Posts by WonkaMonster#COM

    My Hero used to take about 13 to 16 damage for a short adventure when i was lvl 1 and the hero still takes 13 to 16 damage for a short adventure at lvl 50 with strength maxed out. WTF!


    That's as expected -- you take more damage as you level up. So if you had put all those points into something other than strength, your hero would like be taking considerably more damage.


    Actually, it would only take 32 cages to get all the crocs.
    There are only 5 wolves and bears in your example.
    4 (passes) * 6 (animal types) = 24 and leaves:
    6 rats, 3 spiders, 1 wolf, 1 bear, 2 crocs


    The next pass (from left to right) collects 5 animals (29 total cages) and leaves:
    5 rats, 2 spiders, 1 croc


    The next pass collects 3 animals including the last croc to give a tally of 32.


    At that point you have 4 rats and a spider left -- and you'd be much better off using any remaining cages in your inventory on a different oasis at this point.
    But it would take 2 more cages to get the last spider, then 3 more to get the remaining rats -- but those are all but worthless.


    FYI, the defense values of nature animals:


    [TABLE='width: 400, align: left']

    [tr]


    [TD='align: center']Animal[/TD]
    [TD='align: center']Infantry Def[/TD]
    [TD='align: center']Cavalry Def[/TD]

    [/tr]


    [tr]


    [td]

    Rat

    [/td]


    [td]

    25

    [/td]


    [td]

    20

    [/td]


    [/tr]


    [tr]


    [td]

    Spider

    [/td]


    [td]

    35

    [/td]


    [td]

    40

    [/td]


    [/tr]


    [tr]


    [td]

    Snake

    [/td]


    [td]

    40

    [/td]


    [td]

    60

    [/td]


    [/tr]


    [tr]


    [td]

    Bat

    [/td]


    [td]

    66

    [/td]


    [td]

    50

    [/td]


    [/tr]


    [tr]


    [td]

    Boar

    [/td]


    [td]

    70

    [/td]


    [td]

    33

    [/td]


    [/tr]


    [tr]


    [td]

    Wolf

    [/td]


    [td]

    80

    [/td]


    [td]

    70

    [/td]


    [/tr]


    [tr]


    [td]

    Bear

    [/td]


    [td]

    140

    [/td]


    [td]

    200

    [/td]


    [/tr]


    [tr]


    [td]

    Crocodile

    [/td]


    [td]

    380

    [/td]


    [td]

    240

    [/td]


    [/tr]


    [tr]


    [td]

    Tiger

    [/td]


    [td]

    170

    [/td]


    [td]

    250

    [/td]


    [/tr]


    [tr]


    [td]

    Elephant

    [/td]


    [td]

    440

    [/td]


    [td]

    520

    [/td]


    [/tr]


    [/TABLE]

    Hi,
    Did you maybe search for natars before and it was loaded from your cache?


    I haven't even visited the wiki in weeks, and I highly doubt I ever searched for Natars on there.
    This is my result:



    Just as a side note -- I was NOT signed in to the game center at the time. I dunno if that matters or not.


    But while we're on the wiki subject -- why do the search results show the html tags? That makes it harder to find what you're looking for in the case where there are similar entries and you're not sure which one you want.

    If the chance variance between short and long adventures are truly equal, then they must stack diminishingly.


    ...I think you're overthinking it.
    Each reward on a long adventure is going to be determined independently.
    So it wouldn't be 10% or 9.75%, it would be 5% (for whatever item) + 95% chance for any other item (or NVF) and a then a second 5% chance at whatever item + 95% for everything else (or NVF). Getting something in the first reward of a long adventure doesn't (or shouldn't) effect what happens in the 2nd reward.

    Extra crop consumption would be useless. Gold.


    I was actually thinking along the lines of having it double --
    each player involved would pay upkeep for his/her own troops AND the king would pay upkeep for everyone involved in the attack.


    And you could always turn off NPC for the kingdom while an attack of this type is going on.

    Way overpowered.


    If you had even 2 good hammers in that kingdom, plus a little extra from some smaller ones, you'd obliterate any defense you hit, excepting only a WW.


    Would be a nice way to get smaller players involved with real attacks. But if you build your kingdom with players you already know, you could be swinging a 100k++ "kingdom hammer" at the end of the first month.


    The only way I could see to balance it would be to require extra crop consumption, as well as making the troops move slower.
    And maybe lock out any other attacks from the same alliance to that target for a ~1-hour window after a Kingdom Attack lands. That way you can't just obliterate a town of your choice quite so easily simply by sending one of these attacks with lots of waves.

    ...just extend the length of time that you can recall your reinfs by a minute this way in the event you do send a reinf as a mistake you can ensure that you can call it back. This way you wont have people sending attacks by accident and the odd time you send that reinf you can just call them back straight away


    Problem with ^this suggestion is when you're sending something to land at a specific time -- then having 90 seconds or 150 seconds isn't relevant, as you've already missed your window the moment you press "send"


    The best option is to either let the players set their own default or to have nothing selected.



    I would like to see the ability to have the additional tabs you open up default to whatever your first tab is, though.
    So if you send the first wave on Attack, the rest of your tabs will open with Attack already set.

    @All the theories
    Well, the scouting and attack I did was fairly late, like 02:00-03:00 so it is less probable (yet still plausible).


    Late for you doesn't mean late for everyone.
    Never assume that just because you're ready to go to sleep, that everyone else on the server is as well.

    I can't think of one reason why this would be desirable, and I have many reasons why this is undesirable.


    The advantage is that you gained a new village -- one which is close to fully developed.
    The disadvantage is that you now have to clear that slot -- either by chiefing that one as well or by destroying it (or by getting an ally to chief or destroy it). It's been this way since at least T3.0 and it makes complete sense to me.

    This is very odd. This is the first feature that is weaker in a new release than in the older releases.


    Actually, I find the "destroy" option to be better than the "reduce" option.
    While there are certainly times I want to remove a level or 2, it happens far more often that I want to remove the entire building.
    And taking a level 20 smithy or academy down to 0 is a real pain in the arse. Even a cranny is a major annoyance and will often take me a full day.


    That said, they really need to include both options. Especially since it is a change from all previous versions, and will lead to players eliminating buildings unintentionally.


    Quote

    Regarding the bakery or any other crop production, I had just lost a lot of troops an wanted less production.


    However, I can't for the life of me figure out any reason you would want to lower your bakery by only 1 or 2 levels.
    You either want a bakery, or you want it gone because you need the space for something else. Having a level 4 or 3 bakery instead of a level 5 makes absolutely no sense to me.

    It was like that in t3, at least before blacksmith and armory were merged into the smithy with t3.6.


    Fairly sure the smithy didn't come about until T4.
    T3.5/6 was the artifacts and some major changes to the RP.


    Been awhile though, so I could be mistaken.


    Also I'm pretty sure the game never actually kept track of the upgrade level of each individual unit. That was one of those recurring myths.
    Otherwise you could literally have 21 different levels (0 through 20) in varying numbers of the same unit at a foreign village, simply by sending them every day or so as you upgrade them. There's no way the game was tracking that.

    He was also talking about robbers, so if he loses less health on robber hideouts then there's more left to go on adventures with.
    I can barely get my hero below 80% of his health without health-focused equipment so there's something he's doing wrong


    Perhaps, but many people find just doing the adventures in the beginning can be enough to kill a hero.
    If you let a few adventures pile up (or get him to level 25 or 50 when you get rewarded with a bunch of adventures) and then have a lot of online time to keep sending him out... it is very easy to drop your hero's health significantly, regardless of equipment.



    But otherwise, yes, sending more troops against robbers will help reduce health losses.
    Personally, I used to send a ram with mine, so I could use siege mode and gain the 33% bonus.

    Honest question: what advantage would it bring to reduce it by a few levels?


    Drop from a city to a town.
    Drop warehouse and gran levels to go below cranny level
    Drop TSquare a level or 3 so you can launch at time when you're actually awake.
    Drop a cranny to level 5 or lower so it does not have any population.
    Drop a Brewery so your party lasts a little less time (maybe because you have an Op coming and need your cats to actually fire at what they're supposed to).


    From a conquered town:
    Drop a Horse Pool to level 15 (or 10) from 16-19 so it takes up less wheat per hour that isn't necessary.
    Drop an embassy for the same reason -- anything above 1 or 10 if you don't want that next oasis is just a waste of space.


    I'm sure there are more reasons for more buildings -- those are off the top of my head.

    You would surely have taken note of the travel time for the troops you sent. Scrolling down to the outbound troops landing at about the same time should not take so long.


    You're right, it shouldn't take so long.
    Unfortunately, the game can be very slow.


    Try sending out a bunch of fakes while also raiding from your town.
    Now you have 100+ raids which have to load in the RP in order, ranging from maybe a minute or 2 to many hours away, and then you have to find the fakes (or reals) which went out incorrectly among the various other fakes (or reals) which might be ok.


    And now you have to cancel them... which re-loads the RP which causes a further delay... and by the time you do that a few times, you've likely sent out at least 1 or 2 fakes (or reals) which you simply won't be able to recall in time.


    But yeah, why suggest an improvement?

    Yes, you can send fakes as always on attack - the difference in TK is that there is the spy glass hero item which reveals more units (up to 40). Instead of 19+1, it requires up to 39+1.


    Just make sure you're not using more than you need to -- a spy glass only works if the hero is in the town being attacked.
    Also note there are different spy glasses, so 39+1 is the MAX you need during the later stages of a round.
    In the early stages you'll only need 27 as a max.


    http://wiki.kingdoms.travian.c….php?page=Left+Hand+Items
    Scroll down about 1/2 way to see the Spy glass info.
    Tier I Spy glasses are 5 +/-2
    Tier II Spy glasses are 10 +/-2
    Tier III Spy glasses are 16, 17, 18, or 20.

    Well, from your point of view one more click isn't that much - designers being specialized in "user experience" as well as other players being specialized on defense might disagree


    How many of them play?
    Because I play as a hammer and the number of extra clicks due to clicking the Reinforce button would probably number a few dozen for me for an entire server.


    Why aren't you worried about the thousands and thousands (and many thousands more before the Farm lists) of "extra clicks" I expend every round in order to send raids and attacks? What about the user experience of the aggressive players?

    I'll admit that those are creative solutions that could work, but the influence thing still bugs me and there are probably more ways to exploit such a mechanic that maybe nobody has thought of yet.
    I'd say the "Confirm upgrading [village name] to a City"-button is the easiest solution.


    Yeah, ^this would be the best, and least confusing option.
    And yes, there are certainly other ways in which an upgrade with free downgrade could be exploited -- I'm sure there are ways to stop all of them if we wished, but avoiding them altogether is the best option.



    Yeah, for instance: When you're under attack and don't have CP to upgrade everything to cities: downgrade a city, upgrade the village under attack, gold-up the moat..Attacks fake/gone and still more attacks incoming? Downgrade it, upgrade another attacked village to city and upgrade the moat..It's pretty gold-intensive but it would be a definite exploit. Plenty of gold whales who'd do it.


    Just make the downgrading take time (48 hours?) and indeed lose all the CP gained by the city in the time it was a city.


    Lots of ways to fix this -- make it so building a GB, GS or moat (all of which require a city) confirm permanent city status.



    I still fail to see how upgrading to city could be done accidentally unless one happens to be in the wrong village at the time.


    Playing while drunk (which happens more than you'd think) or reallllly tired (which happens frequently) are both ways in which you could easily not realize you're in the wrong town. A mis-communication with a dual (or sitter? Don't remember if a sitter can upgrade or not). A recent renaming of your towns could cause confusion as to which one you meant to upgrade. Or just a newbie thinking, "what's a city do?" and realizing he really didn't want to do that.


    There are probably a few other ways as well, but they all amount to the same thing -- being a bit careless.
    Same thing as sending merchants (on 3x, of course, always on 3x) to the wrong town - usually 12+ hours away or sending reins to a town you meant to attack, or attacking a town you meant to rein, or training 1k lego when you meant to queue up 1k imps, or any of the zillions of other easy to make mistakes in Travian.