Once you have upgraded the troops, you can tear the smithy down and keep the upgrades
Posts by DragonReborn#COM
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For the alliance stats, that is the average per player in the alliance. [i.e. you have 10 players and 1000 attacker points each players average is 100 points]
It sorta of a way to compare alliances to each other. -
That would be nice to have, but you would need to limit a amount of people that could join a kingdom that way [maybe by pre registering for a world]. We already seen people have preformed groups to start with, but current the need to usually move to get into the kingdom they want. The issue would be the need to limit they people that can join that way. If I am a king, and I bring say 12 governors from another server with me, that would throw off the balance of the early game with just the tributes and treasures collected. My thought is you need to limit it to see players max joining a kingdom that way or you throw the early game off too much,
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I was under the impression that in end game, total VP shown includes the VP bonus given from WWs. I haven't done the math, and have no idea how many VP you may have gained or lost between the two screen shots, but it appears to me a fair approximation of the difference in VP bonus lost plus 1 VP per VP held by the two kings.
The VP that shows up for alliances is the VP that has been earned sofar and does not include the wonder bonus. If you put your mouse over the bonus amount, you get a pop up box that shows your VP with the wonder bonus.
If a king leaves the alliance you should only be losing VP that equals the number of treasures they had. If he only had 1000 treasures, you would lose 1000 VP. And to lose a million VP, you would have to lose 20,000 treasures
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I think a easy answer to the gold issue would be to do away with buying gold in the game. Instead have the gold brought in the account lobby and then you can transfer the gold into the game world that you want too. And that would also make it easier to deal with the gold remaining on an account at the end of the server. If dual 1 [owner] transferred 40% of the gold into the game world, and dual 2 transferred the other 60%, then the system can keep track of the % each one supply so at the end of the game if there was 100 gold left, dual 1 would get 40 and the second dual would get 60.
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I think the best solution is on of 2 options for a duke that gets over 4000 treasures
1] The extra treasures show up like a tribute for a king to gather
2] Treat them like a king's treasury and any extra treasure go to the next closet treasury of the kingThe current system seems to punish a active duke that is able to get more treasures. Moving them by having someone attack you is not convenient.
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I think the best solution would be for reinforce to only be the default option if your clicking on an alliance member's village and then all other villages default to raid.. That way the only time you need to change is for Attack instead of raid.
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I agree there needs to be a better system to handle a duke that get over 4000 treasures. At the very least they should be able to either sent to the closet treasury of the king or a tribute like other villages to pick up. The current way to remove the extra treasures is too have someone in your kingdom "Attack" you to pick up and at that point instead of just losing what you are over, you lose 1/3 of your total. {and some of us really do need that extra wheat]. Moving any troops that you have in your village is extra work and if your a gaul you can have a trapper that affects you teammate attacking you.
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To settle a new village you need to build a residence to level 10. Once the building is at level 10 you can build 3 settlers to build your new village.
As for a new king, all you have to do is put your new village in the kingdom in which you want to join [it is a good idea to talk to them first so they don't attack your new village]
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I not sure for kingdoms. The games rules do not mention it. I know for regular travian an alliance member was listed.
§4: about raiding
- player can raid bigger player, unlimited (when in the same alliance §2: about transfers to smaller account in this section applies)
- player can raid smaller player, unlimited (when in the same alliance §1: about transfers to bigger account in this section applies)
Connection type 1 (no connection)
§1: about transfers to bigger account- If player has less than 40 inhabitants, then he may not deliver resources to a bigger account.
- If player has more than 40 inhabitants but only one village and the recipient is not in his alliance, then he may deliver 1 hours production in 7 days to a bigger account.
- If player has more than 40 inhabitants and a second village or the recipient is an alliance colleague, then he may deliver 14 hours production in 7 days to a bigger account.§2: about transfers to smaller account
- If player has less than 40 inhabitants, then he may not deliver resources to a smaller account.
- If player has more than 40 inhabitants but only one village and the recipient is not in his alliance, then he may deliver 1 hours production in 7 days to a smaller account.
- If player has more than 40 inhabitants and a second village or the recipient is an alliance colleague, then he may deliver 21 hours production in 7 days to a smaller account.BTW Georgi when clck on the Terms & conditions it goes to http://agb.traviangames.com/terms-us.pdf and says page not found.
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[TD='width: *, align: left'][h=1]The webpage cannot be found[/h][/TD]
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[TD='class: errorCodeAndDivider, align: left']HTTP 404 [/TD]
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[TD='align: left'][h=3]Most likely causes: There might be a typing error in the address.
If you clicked on a link, it may be out of date.[/h][/TD]
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[TD='align: left'][h=3]What you can try: Retype the address.[/h][/TD]
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[TD='align: left'][h=4][/h]This error (HTTP 404 Not Found) means that Internet Explorer was able to connect to the website, but the page you wanted was not found. It’s possible that the webpage is temporarily unavailable. Alternatively, the website might have changed or removed the webpage.
For more information about HTTP errors, see Help.[/TD]
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Two ways:
1 - early on, raiding them with just your hero to reduce their numbers and then killing them off on a return trip with your army.
But with the new hero regen, you need to be careful with this, between the adventures and camps, you hero will have no HP fast
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If you go down by 10 HP you get this.
Level 1-3 100 points
Level 4-6 90 Points
Level 7-9 80 Points
Level 10-12 70points
Level 13-15 60 points
Level 16-18 40 points
Level 19-21 30 Points
Level 22-24 20 Points
Level 25-27 10 PointsI just think for early game, new players getting some health back for the hero will help more.
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Early on, it is sometimes easier to "Raid" the camp then to "Attack" them. You don't have to kill all the troops to defeat them, but need to clear out the resources.
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I still think a reducing level healing system would work best, newer players get their hero healed, while people already playing don't get a huge benefit after a certain points
Level 1-3 100 points
Level 4-6 95 Points
Level 7-9 90 Points
Level 10-12 85 points
Level 13-15 80 points
Level 16-18 75 points
Level 19-21 70 Points
Level 22-24 65 Points
Level 25-27 60 Points
Level 28-30 55 Points
Level 31-33 50 Points
-----------------------------Maybe Stop here or just give 10-15 HP for leveling up -
Another way to mark a village is to use the mark field to let you know what your have added. You can either pick a color to highlight the tile or flag the player.
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When looking at the statistics page for alliances, they system should delete the alliances that no longer have any players in the alliance. It is just adding unless information to the pages when you are trying to look at finding a new player/group to add as a duke for your kingdom. That fact that a alliance that no longer exists had so may victory points at one time doesn't help you.
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Maybe a better system for the hero is the higher regen base [20-25 per day] and increased health at leveling up. Maybe use a reducing schedule for the level up [i.e. levels 1-5 give 100%, 6-10 give 95%, 11-15 give 90%...] Thisway it allows players to keep teir hero active, instead of waiting days for he hero to recover enough to even be used.
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hero strenght doesn't matter. I second Wonka's suggestion above: try using damage reduction equipment and some ointments
Strength should count towards some of the adventure. A hero with higher Attributes points in attack should receive less damage then someone who has everything in resources. A person who puts everything in resources is getting a bonus every hour, but if you go to attack points your only getting a bonus when attacking. So a fully maxed out hero in attack is able to deal a lot more damage then another hero with no attack points, and in return takes less damage in a fight..
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As for the change... heroes in Trav never gained health until kingdoms. And even here, it hasn't been happening the whole time. So I'm not sure how everyone managed to so completely come to rely on this in such a short time.(Now, I never played T4.4, so I guess the hero could have healed there, but for all of T4 that I played, there was no health gain on a new level)
Before the current hero was brought into travain, when you made your hero from existing troops, health was one of the Attributes that you picked from, so you had control over how fast your hero would recover.
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It would be more sensible to give numbers what Ointment's selling price is. You can always find people who pay triple the worth.
It is currently selling for 41 silver apiece, but this is what we are dealing with now
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[TD='class: item'] [/TD]Ointment (28x)
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[td]00:07:17
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[TD='class: ng-binding'] 7 [/TD]
[TD='class: price ng-binding'] 11111 [/TD]
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