This post created by ignored player and thus hidden.
Double click to show.
|
|
When I look a all those white clouds on the world map, I'm really wondering if we will be able (or rather have) to explore all that ? That might last years! ;)
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
When I look a all those white clouds on the world map, I'm really wondering if we will be able (or rather have) to explore all that ? That might last years! ;)
Heh, I had the same thought. But if you have several scouts sent off at once it cuts down on the time. I've got 3 and are searching different parts of the screen. I've uncovered maybe 1/3 or so in the past couple of days.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
We will improve scouting interface so it will be less tedious to send out mass scouts. Plus later where there will be Alliances available, people in the same aliance will share their uncovered areas.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
We will improve scouting interface so it will be less tedious to send out mass scouts. Plus later where there will be Alliances available, people in the same aliance will share their uncovered areas.
Thanks Berserker! And I like the idea of the shared lack of fog too.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
I also find sending out scouts tediuos. Glad to hear this will improve!
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
I also wish that scouts could sometimes come back with building bonuses or other bonuses, to make what they find more interesting.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
I also wish that scouts could sometimes come back with building bonuses or other bonuses, to make what they find more interesting.
I don't know, I am enjoying just being able to discover my neighbours and see what kind of land/resources I could occupy.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
Same here, for me, I'm quite satisfied with the current set up. 
Edited -1 second later by mithcd.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
*DELETED*
|
I suggest i different way for scouting. At moment you send a scout to a position, he reach the position after some time (depends on distance) and he go back to your town. Other case its a important position the scout is death and you need to built a new. Because of the fact we all had other positions at world so everybody need different time to explore all. For example im at a coast and BrendaJ lives 3 more fields in the interior. We need same time to explore our near areas but BrendaJ need nearly 3 min less to explore every single position at remain whole island. At moment i need 6-10 min to explore unknown area 6-10 fields away. He would need 3-7 min for the same. This means he could explore more area at same time as i could. So my suggestion is: - You send your scout to a position, scout move there, time depends on distance from your town to this position like now. - If he is there you can see area and you got the message. Scout don't move back and stay there. - Now you can send him to next position, time depends on distance from his standing position to the selected place. (same way like civilization or games like this) If you reach i important area your scout die like it is now. So everybody needs nearly same time to explore the whole world. Dosn't matter where your town was dropped. Maybe with an addtional idea: Observation Post LvL 1 --> 1 Scout can go to 1 hidden area and wait for next order. Observation Post LvL 2 --> You can use 2 Scouts.Also you can order every scout a route along 2 hidden
areas till they need new order. If first hidden area is a important place
and your scout die and remain place is still hidden. Observation Post LvL 3 --> You can use 2 Scouts. You can give a route along 3 hidden
areas till they need new order. If a hidden area is a important place
he die and remain places will stay as hidden. and so on...
Edited 6 minutes later by *DELETED*.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
*DELETED*
|
Because of the fact we all had other positions at world so everybody need different time to explore all. For example im at a coast and BrendaJ lives 3 more fields in the interior. We need same time to explore our near areas but BrendaJ need nearly 3 min less to explore every single position at remain whole island. At moment i need 6-10 min to explore unknown area 6-10 fields away. He would need 3-7 min for the same. This means he could explore more area at same time as i could.
Now i found the screenshots and here is an screen to explain the timeproblem. To explore the area inside my red circle we both need the same time, all other places over the my circle Brendaj would need 3min less to explore. There is no place Brendaj would need more time. Including trades, attacks and so on.
Edited 11 minutes later by *DELETED*.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
knutistgut, see below, Berserker has already said that they will be changing the way the explorers will be sent out. (Quoted from upthread) We will improve scouting interface so it will be less tedious to send out mass scouts. Plus later where there will be Alliances available, people in the same aliance will share their uncovered areas.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
Unfortunately the suggestion from Knut is not possible due to game architecture - you can only hold units at special places (towns, quest locations) - that's the design of the game. And the time before the exploration is not an issue too, because everything in this game takes time - that's part of the design. The problem is constantly sending out scouts one by one by going through the number of popups over and over again. What we plan to do is when you send out mass scouts, say 5 in bult - you will be selecting 5 cells to uncover in bult. This way making a lot of scouts will be hugely beneficial to your map uncovering without being too tedious. Plus sharing opened map with Alliance members will also help.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
*DELETED*
|
knutistgut, see below, Berserker has already said that they will be changing the way the explorers will be sent out. (Quoted from upthread)
We will improve scouting interface so it will be less tedious to send out mass scouts. Plus later where there will be Alliances available, people in the same aliance will share their uncovered areas.
I read it, but this doesn't mean we should hide ideas for this improvements they work on. @berserker. Its a multiplayer online game with a hard competition inside (there is a fight for your resources and towns). At least you should try to have nearly the same requirements for every single player to have a fair competition. Time is a huge factor for games wich such kind of account development. Btw. what happens if a player attack your town out of a area you don't explore?
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
Btw. what happens if a player attack your town out of a area you don't explore?
His town will be uncovered. The same happens when you trade with someone.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
*DELETED*
|
Im not sure if somebody know the possiblities to send a special group of scouts to uncover bigger areas. As far as i know till now you can group up: 1 Scout 5 Scouts ..0.0. ...0... ..0.0.. 9 Scouts .... 0 .... .. 0 0 .. .0 0 0.. .. 0 0 .. .... 0 .... 13 Scouts .0 0 0.. .. 0 0 .. .0 0 0.. .. 0 0 .. .0 0 0.. 21 Scouts ... 0 0 .. .. 0 0 0.. .0 0 0 0.. .. 0 0 0.. .0 0 0 0.. .. 0 0 0.. ... 0 0 ..
Just 1 cell must be close to your uncovered map so you can move deeper in hidden area. Your group will go to the center of the circle, this must be a passable cell.
Edited -1 second later by *DELETED*.
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
*DELETED*
|
For all new tester this thread should be a good tipp
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
|
Wow! Nice tipp ... have sent scouts all the time one by one, it's sooo annoying. Thank ya!
|
|
|
This post created by ignored player and thus hidden.
Double click to show.
|
*DELETED*
|
With your next town you can reinforce your explorer into just 1 town. So you have a bigger group. I like to use a group of 9 or 25 explorer, because it is a square and easy to manage. For example with the cross of 5 explorer its hard to find a good position.
Edited 34 seconds later by *DELETED*.
|
|
|