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Jan 27th 2024, 18:58:51

Originally posted by Requiem:
If done right, ClanGDI can add more depth to the game and satisfy everyone to a degree.


Agreed! you can pm me in discord, I'm trying to get people to discuss what that would look like.
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Dec 18th 2023, 3:07:08

Originally posted by Requiem:
This has been brought up before, but should we pivot back to implementing pacts into the game? So an unbreakable pact is truly unbreakable, etc. **This post isn't to get into all the implementation details to prevent loopholes...

From a user's perspective, from a development, testing, and successful deployment, would this be a more straightforward change that gets most of what some people want while maintaining a certain level of uncertainty that others cherish from Earth: 2025?

My fear with ClanGDI is that it is a complex solution for what should be a pretty simple outcome. It will require much more testing and work from a developer perspective to successfully pull it off, and I wonder if we should expect Qz to spend that much time on it.


I like the idea of pacts, it's just slightly complicated
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Dec 18th 2023, 3:05:50

Bots will stay
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Dec 18th 2023, 3:05:19

100% i agree random behaviour bots would be a good thing
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Dec 11th 2023, 3:17:28

Originally posted by Coalie:
Originally posted by qzjul:

As for ii); I would like people's opinion on this. Part of my thought is that surrendering and giving up a good chunk of money & goods, while not having absorbed an FS, is a "Fair" out for clans that don't want to war.

What do you think?


You need to increase the surrender money and goods significantly higher than what was previously suggested. The previous 50% of FA is just too small, Pennies on the dollar. Warring clans could spend a long times wargaining just to earn basically “nothing much”. I don’t want to assume which degen made the suggestion to “50% of max fa” but we call guess it was a fratboi99.

It should be:

10x their max FA. This will force the surrendering clan to be more proactive with diplomacy to avoid getting declared war on the first place.



Max FA is 10% of their stuff; 10x max FA, is "all their stuff".
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Dec 11th 2023, 2:35:31

Hi All,

TLDR: Clearly the majority opinion, from both people in favour and against the feature in general, is to disable Clan GDI, at least until it can be tested and bug-fixed a bit more. I will thus do that, for next reset.


Thanks for feedback on the previous post, especially people like Tertius and Auk for engaging on the complexities. I'd also like to thank the people who answered #4 and gave some suggestions, like "make a classic 1A server", and "make the bots retal".


-----


The problem, as many have pointed out, is the general asymmetry of warfare / netting in the game. Clan GDI was the most obvious, and frankly simplest - idea I had, to formalize the warring system, and at least provide a way out of war.

Clearly, however, there have been some edge cases and loopholes; and given this is a game, everybody minimax'd to those...



So, I'll disable Clan GDI on alliance until I can more easily debug (by getting the IRC server going - hopefully over xmas!!) and getting y'all to test it a wee bit more on alphaffa. However, part of the "fix it" involves the edge cases:

Step 0: Turn off Clan GDI on Alliance for next set.
Step 1: Fix IRC server.
Step 2: Deploy series of changes to Clan GDI on Alphaffa, and have you guys test it.
Step 3: Put it back on Alliance.



So the general purposes of Clan GDI are:

0) Make it so "being at war" is formalized.
1) Prevent solo/small griefers from disrupting other alliances, by making it so there is a relative size required to "be at war"
2) Make it so there is a way to make "wars end", so you don't have a war at week 1, and have the rest of a two-month reset to endlessly die or give up...
2a) ... so that you can surrender, in some way that lets you continue playing the game in some more-meaningful way than described above;
2b) ... or so that you can win, in some way that feels like winning.
3) Nerf the FS, because it is overwhelmingly powerful, and arguably reduces the long-term enjoyment of the war.


Thus my solution was Clan GDI as described:

a) Have to be >=5 members to declare war on clans >= 5 members.
b) You can surrender by giving up money/goods (at any time)
c) You can send a peace offer (that doesn't require giving up money/goods) but that must be accepted (at any time)
d) The "war" does not go "active" until after a certain period of time (24h I believe currently)




Then, the most obvious way the system can be gamed:

i) Clans break into groups < 5 members upon being declared or tag-hop to a new tag within every 24 hours of being declared upon

... and one outcome that I consider to be semi-desirable, as a compromise between viewpoints:

ii) Surrendering before war begins


To solve i), my thought is to make it so countries can't de-tag during the "war is declared, but inactive" period. Seems simple enough? Maybe too simple?

Also, make it so that clans < 5 members can declare on clans < 5 members; seems like it would be a game of chase then, but no problem.



As for ii); I would like people's opinion on this. Part of my thought is that surrendering and giving up a good chunk of money & goods, while not having absorbed an FS, is a "Fair" out for clans that don't want to war.

What do you think?


Am I missing anything else?


Thanks,

qz

----

as a PS: I really like the "make bots retal" bit, but it's harder than you would think. It's still my plan, but I'm not sure when I'll get to it.

Edited By: qzjul on Dec 11th 2023, 3:16:30
See Original Post
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Dec 2nd 2023, 19:15:36

I think i fixed this!
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Dec 2nd 2023, 19:10:14

oh, NB: I bugfixed a couple things today, RE: 5 char limit, and war actually starting.
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Dec 2nd 2023, 19:09:46

Hey All; I've been a bit busy of late with house projects and haven't checked in. I've been aware of the sentiment of some on Clan GDI, but I thought I'd check in and get a feel for what the community would like, and post my thoughts.

I will say, it's hard for me to digest posts scattered across the forums & discord, so that's another reason I'm making this thread. That said, Clan GDI...


----------------------


So, firstly: I think the pre-ClanGDI "forever status quo" was broken, especially from a player retention pov. You get in a war in week 2, and then spend the next month and a half restarting and being killed. I have been there, it is never fun. And secondly, the FS is just so *unbelievably* OP, that unless there's a major discrepancy, you're likely to prevail.

Secondly, the "griefing" aspect: Apparently this has been slightly reduced already, but I do recall a time where one person with a grudge can really just wreck dozens of players resets. That asymmetry is just a fundamental flaw/result of the gameplay and the fact that the game has resets.



My thought with ClanGDI was to address both of these:
1) Make it so there was a formalized process to war that dulls the FS, and that has a method to actually END the war at some point
2) Make it so a clan requires a minimum number of players in order to engage in attacking a Clan, if they didn't want that sort of engagement

The one caveat that ended up in there was that there is a way to avoid being FS'd at all by surrendering in there.


Now, I'm ALSO aware that it hasn't been as debugged as it could be -- and that is partially due to lack of time, partially due to the IRC server being broken (where the game error logs go to).



So the way I see it, I have 4 main options currently for Clan GDI:


1) Bugfix as is.
2) Disable ClanGDI until it can be bug-fixed and tweak on alphaffa, and the IRC server fixed.
3) Change the Surrender-Before-FS option, so that there's a minimum of X time (24h, 48h, 72h?) that the war will actually exist before surrender is available as an option.
4) Some other change-in-place based on your feedback.


Thus, with all of the above in mind, what are the popular thoughts? Personally I lean towards 1 or 3, but I'm open to input.
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Oct 30th 2023, 0:56:30

Originally posted by HH:
are these changes live in Alliance now?
yes... but i hadn't merged some of the GUI stuff...
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Oct 30th 2023, 0:56:06

Originally posted by AndrewMose:
Where do we see the per turn expense?
It's technically listed in GDI i believe....
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Oct 30th 2023, 0:55:30

Originally posted by Tertius:
Originally posted by AndrewMose:
Regarding the expense change. I think it's worth pointing out that this will further hurt techers in primary. Oil destocks in primary are rare already. Cashers and Indy's win most sets and will now will have lower expenses during their jumping period. I guess techers can run turns for a bit longer before they stop, but because tech prices drop so low in the last couple of weeks those extra turns aren't as valuable for a techer. As it is a techer hasn't finished above 100M in primary in the past 12 months.


Yeah, this actually makes commies notably stronger in the NW range we see in primary, where they didn't really need any benefit. This makes it easier for small players to continue to get farmed with the compounding benefit. It also philosophically seems weird that military would get efficiencies of scale, because if anything (e.g. like corruption in game) it tends to be more bureaucratic and less efficient at size. Is there a reason this type of formula was considered instead of a more simple change to increase the denominator for the NW scaling like has been done in the past? Just bumping the denominator up to 600M would make a significant difference, but only for the top sizes in 1a, where the change was most needed.


This was after discussion with a couple people, admittedly it was 1a focused though. Partially I'm thinking about bots as well, and changes I'd like to make there. I forget sometimes that Primary doesn't have bots. DM me on google chat or discord and we can chat about ideas and solutions :-D
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Oct 30th 2023, 0:51:04

Originally posted by cyref:
Another Q

Clan A decs on Clan B. Clan B has 48 hours to respond. At the 20th hour Clan B accepts.
Can the shooting start immediately upon Clan B's acceptance? Or do both sides have to wait for a complete 48 hour countdown?


The former, shooting commences upon Clan B's acceptance
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Oct 30th 2023, 0:50:30

Originally posted by cyref:
I have two more questions

- Clans will have a "Defence Account", denominated in $
- Countries in Clan GDI will pay 1% of "GDP" (NW + Expenses), to this account each turn

Does that mean ALL clans will have a Defence Account but only countries in Clan GDI will pay the 1% of GDP?

And:

- Clans >= 5 members can Declare War on other Clans that are >= 5 members (whether or not either are in Clan GDI)
-> the "Defending Clan" will have 48 hours to Accept War or Surrender (after which it is auto-Accepted)

So, whether or not a tag is in Clan GDI, it cannot be surprise attacked? There will always be 48 hours to respond regardless of Clan GDI status?


1) yes
2) uh, no, if it's not in Clan GDI it becomes active right away
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Oct 30th 2023, 0:49:34

Originally posted by cyref:
HEY!
PEOPLE!
Take your 5th grade school lunchroom battles to another thread.

This is a thread about the damn Changeset, and you are burying my legit question.

GROW THE FK UP


I repeat my question

Clans >= 5 members can Declare War on other Clans that are >= 5 members (whether or not either are in Clan GDI)
-> the "Defending Clan" will have 48 hours to Accept War or Surrender (after which it is auto-Accepted)

Where is the ingame mechanism that allows a tag admin to declare war on other clans?


It's in the Clans page
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Oct 30th 2023, 0:47:30

Originally posted by DerrickICN:
When I first thought of the "countdown to war mechanic," that's actually specifically what I wanted addressed. Obviously it helps protect against blindsides/suicides which is nice, but a small tag or suicider bunch with no intention of being able to win should have the damage they do massively mitigated by the larger tag, and having the larger tag involved in the first strike should make a declaration of victory eminent. In theory, you should be able to declare victory in the early hours in a lopsided affair.

While it doesn't eliminate the ability to grief completely, it should be rather easy to win those types of war very quickly, and gain a sum of money for damage caused. It's more of a nuisance than a set ruiner.

And again, the onus has always been on the players to work SOME diplomacy to protect themselves. I can think of reasons for just about every suicider ive ever had, and whether or not I agree with the merits, I got hit because people were mad at me. You shouldn't be protected if you want to act like a big jerk all the time. It's completely fair to suffer some grief for bad politics as diplomacy is part of the game.

Also, when QZ and I discussed onboarding pacts into the game and making them ACTUALLY UNBREAKABLE, I think he liked the idea, but kinda kicked the can on it to focus on building a good ClanGDI system. Not saying it is part of the plan, but it has definitely been talked about as a good idea and something he hopes to do in the future since it's a larger programming commitment then a simple mechanics change. Leaders would need a whole new portal etc.


Yea, this is much more complicated. We've got a TON of the groundwork in now though, which is helpful. Just even having the concept of "official" clan wars is huge.

I'd also like to note that there is currently NO NEWS associated with these events. That's something I'll rectify sometime in the next while. It's not a game balance thing so I'll just put it in randomly when i get around to it.
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Oct 30th 2023, 0:45:08

Originally posted by Syko_Killa:
@ Qzjul So if your alliance has 5 members or less, another alliance who is 6+ members cannot declare war on you? I would like some clarification on that.


Yea so this is one of those corner cases I'm not sure on. I like this "you gotta be 5 members to be clanGDI" suggestion though. That seems reasonable tbh.
Originally posted by Turtle Crawler:
Since the FA now includes stock, I recommend caping it based on the corresponding potential of the other clan, otherwise you're going to see war clans make a bunch of different combinations of 6 player teams (each one only uses 4 players), and late game netting clans will find no protection from clan GDI. Without having to put skin in the game it's a "heads I win tails you lose" situation.

Honestly including stock is a breaking change and shouldn't be implemented, probably best to remove bushels and cash. It also gives a strange preference to stocking oil, so really the FA part is probably unworkable in general.


It's based on max 50% of FA capped to relative TNW currently
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Oct 30th 2023, 0:44:08

Originally posted by Syko_Killa:
@ Qzjul So if your alliance has 5 members or less, another alliance who is 6+ members cannot declare war on you? I would like some clarification on that.


Yea so this is one of those corner cases I'm not sure on. I like this "you gotta be 5 members to be clanGDI" suggestion though. That seems reasonable tbh.
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Oct 30th 2023, 0:42:06

Originally posted by DerrickICN:
TC does raise an interesting point. Most wars are decided inside the first 2 weeks. Perhaps the side with the highest ANW is declared victor after 2 weeks? Not my best suggestion but it's also the first time I've really thought about it. The declare victory option should negate his fear of inactive tags, but I understand the sentiment.

Super excited about the expenses fix. Literally can't wait to play an MBR netting for old times sake. Definitely coming outta retirement to play this, and even war in a basic sense is improved by the CS change. Love love love. Did lite testing of the expenses formula and got a small grin on my face. Thanks so much for those first 2 changes. I'm pumped.

Primary concern re: ClanGDI for me is when 3+ tags are involved in a war. For example, if 5 clans of 7 members declare war on 1 clan of 40 members, will that clan be able to declare victory over each individual tag being 5x their size? And on the other hand, if the group of 5 tags wins, will they be able to declare victory despite none being 5x the size individually?

Don't hate the idea of playing thru a set or 2, tho, to see what needs to be fixed regarding 3+ clans involved in a war. I have more questions than suggestions at this point, so they might be better answered just playing thru a couple rounds.

Awesome changeset tho QZ. You kinda nailed it.


I hope so. There might be some weird cases and loopholes, but we'll work through those.
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Oct 17th 2023, 4:10:53

Originally posted by Turtle Crawler:
Originally posted by qzjul:
Originally posted by Turtle Crawler:
My first thought is that it needs a condition to win the war without that victory being accepted.

Also not quite sure, but will the defending clan get the attacking clans reserve too if they win?


Added mechanism; defending clan would get the reserve if the attacker surrendered, yes.


But what if they never surrendered, just went inactive or left the tag?
Then eventually you'd be > 5x their TNW
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Oct 17th 2023, 4:10:13

Yea, the bot code
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Oct 17th 2023, 3:09:03

Originally posted by Celphi:
Qzjul are you accepting volunteer devs? If so, what's the process? I'm volunteering.


We've had difficulty onboarding people partially because the codebase is complicated. Right now the process is, make a significant number of improvements and modernizations to the NPC codebase, and then I'll notice & bring you into the fold. (it is open source after all!)

This would demonstrate:
a) competency in PHP
b) understanding of the underlying stuff
c) some commitment to long-term dev
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Oct 17th 2023, 3:06:30

Originally posted by Turtle Crawler:
My first thought is that it needs a condition to win the war without that victory being accepted.

Also not quite sure, but will the defending clan get the attacking clans reserve too if they win?


Added mechanism; defending clan would get the reserve if the attacker surrendered, yes.
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Oct 17th 2023, 1:33:21

Originally posted by Shweezy:
Originally posted by Lord Milk:
hey qz how about upping the number of players in team server per team to 10 or 20?


Nope, 1a needs fixing first, then whatever time is left he'll read up on that :P




Honestly I don't read much, I haven't seen any of these requests; also I wasn't reallly involved with the design of Team, so I've been hesitant to mess with it. I've only ever played alliance myself. Wouldn't be opposed to that though.
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Oct 16th 2023, 23:27:38

Hi All,

Thanks to many suggestions and a large amount of feedback, there'll be a new changeset for the first time in a while.

Firstly, a couple of things pointed out for the general base game that lead to undesirable play styles, that will apply to all servers, and then a change for Clan GDI, which only currently applies to Alliance.

1) Military Expenses Multiplier change:
This was a change that probably will allow me to change the bots for the better, and change some dynamics in general. The military expenses multiplier will be changed from:

(1+NW/(200,000,000)) → 36/(24+ln(NW+100,000))

This will result in effectively decreasing the cost per unit as NW goes up, call it due to scales of efficiency.

2) CS Destruction will be reduced, because they make wars on big land reset-wrecking.

a) AB CS destruction will decrease from 0.2389% to 0.1000%
b) BR CS destruction will decrease from 0.04% to 0.01%
c) CM CS destruction will decrease from 0.0022% to 0.0011%

NB-1: Those have many other multipliers attached to them
NB-2: This seems like this is a common theme, as the line for CS in BR's currently looks like this: 'perc_lost' => ($this->changeset >= 22 ? 0.004 : ($this->changeset >= 16 ? 0.04 : ($this->changeset >= 12 ? 0.11945 : 0.2389))),


3) Clan GDI this one is more complicated.

The initial alpha version of Clan GDI was effectively an all-or-nothing free opt-out of war. This is not *entirely* what I wanted, but was a first step given the feedback I was getting.

Thus some changes:

- Clans will have a "Defence Account", denominated in $
- Countries in Clan GDI will pay 1% of "GDP" (NW + Expenses), to this account each turn
- When Ranks are calculated, total Server Growth Rate (SGR) is calculated based on Server TNW growth (say 0.05%); the Defence Account will be multiplied by this growth rate (as in it was being invested)

- Clans >= 5 members can Declare War on other Clans that are >= 5 members (whether or not either are in Clan GDI)
-> the "Defending Clan" will have 48 hours to Accept War or Surrender (after which it is auto-Accepted)
--> If they Accept:
---- The Defence Account is given to each country in the Defending Clan
--> If they Surrender:
---- The Defence Account is zeroed, and given instead to the Attacking Clan
---- 50% of max FA amounts (including on-market goods) are transferred from each Surrendering-Clan country, pooled, and split amongst the Surrendered-To-Clan countries
-> If war is proceeding, either clan may surrender at any time, triggering the payout.
-> If war is proceeding, either clan may make an offer of peace at any time, which may be accepted at any time by the other clan
-> Clans may not declare war on a clan they have previously declared war upon. (Or that >= 20% of their members have been at war with via Clan Wars to avoid weird re-tag loopholes)
-> Clans may Declare Victory once their TNW exceeds 5x their opponents, ending the war without settlement

As always let me know your thoughts.

The Clan GDI changes are highly experimental stil (I'm still working on things technically), but hopefully this will address various parties concerns.

Thanks,

qzjul

Edited By: qzjul on Oct 17th 2023, 3:20:59
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Aug 18th 2023, 23:16:18

Well perhaps I'll add a declare war between clans mechanism then; a good chunk of the point, afterall, was the untag suiciders issue.
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Aug 17th 2023, 23:01:06

Hi All,

Just a quick heads up, I won't be changing anything currently; life's been busy and I haven't been able to digest the changes thus far.

I have a few specific changes wrt ClanGDI in mind currently for the reset that will be starting in October, and I'd like to field some thoughts.

1) If a clan wants to leave clan GDI, it will take 48 hours from clicking the button, and a message to *all* clans would go out that that is happening.

2) Something restricting countries from leaving clans in Clan GDI. Unsure what restrictions.

3) Make a bunch of the bots (33%?) tag up, so there's an advantage to not hitting.

I would also like to make some sort of formalized declaration of war possible, with a accept/decline or something with criteria but I have no idea what that would look like. In an ideal world we'd build some sort of pact-like system, but I think that's beyond the scope of this project.

I'd also like to hear from people as to how things went. I know there was much emotions on both sides, but I kindof wanted to see how things played out.

I would like to point out that part of the point of the entire idea is to provide a relative sanctuary for people who really have no interest in war. I would like there to be some sort of cost for using the system, but many of the ideas seemed a bit heavy handed or artificial.


One idea from... Marble? was to change the expenses formula. That might be in the mix for next reset, to kindof change the overall dynamic of huge countries.

Ty,

qz
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Jul 19th 2023, 20:30:10

it might have been allowed because of the spyop stuff earlier; harmful ops count as attacks
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Jul 19th 2023, 20:29:23

I'm working on it by i can't get my password to reset
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Jul 18th 2023, 17:45:32

Originally posted by ChuckNorrisBeard:
QZ - I still like you and don't actually think you, personally, are feeding information to anyone.

Out of curiosity. Do mods have access to the development threads? As in, during the discussions on change implementations on whatever forum you guys discuss things on. Are there mods who are not developers part of these discussions?

Why wouldn't these people be forbidden to play in Alliance? Single player servers, sure. Even Team to a point. But why Alliance? Last time I discussed this, I think it was something like "these people are donating their time, why punish them further". Which I agree, but it has been an issue. If I am being honest, if I had access and was told to "not share the info with anyone". I probably would ignore that and share it with the people I have been playing with for decades.


Yes, mods have access to all the dev stuff, that said, there hasn't exactly been much discussion; the last two hotfixes, incidentally, were relatively little code, and what code there was most was Dev'd by pang like 4 years ago; when complaints were raised recently, I basically said, "well, we can try the clan GDI mechanic, because it's been idling there for years, untested". And so i merged it in.

My thought was (and still is!) that it's a mechanic that was envisioned to solve an ongoing vocal issue; and while it certainly may not be perfect, I get more data on how it's imperfect by implementing it than by people sitting and discussing it off and on for 4 years. Where's the harm in trying it eh?
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Jul 18th 2023, 3:43:27

What's the declare war bug?

To be clear: I've generally tried to do things that are balanced (often to LaF's chagrin), but griefing and long standing war grudges have been issues for a long time. I think trying this is worth a shot. It effectively isolates a clan from everybody else.

I *will* try to make some bots tag up, which will make it so there are effectively penalties for being in ClanGDI.
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Jul 18th 2023, 2:40:20

Hi All,

I've added spyops into the ClanGDI mechanic; hostile ops are treated exactly as if they were attacks. I was hoping to do this later, because adjusting the display stuff is slightly annoying. Consequently you'll just see an error code rather than an english sentence when you run afoul of the restrictions.

It would seem like this somehow offended both sides of the arguments in this channel, so, here it is!

Thanks,

qz

PS Let me know if there are cases i missed.
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Jul 16th 2023, 19:10:15

Originally posted by Oceana:
IS this Not a WAR GAME?


I mean, I would say it's a country game...
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Jul 16th 2023, 17:02:26

Originally posted by Getafix:
Its too bad Qzjul doesn't use his God like powers to muzzle you.


I don't think I've ever muzzled anyone.
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Jun 21st 2023, 18:25:52

Originally posted by Real Man:
Originally posted by qzjul:
Maybe like, give it a chance for a couple of sets and see what happens eh? We can always adjust things. Better to try something new every now and again than to stagnate.


I think it’s the suspect timing that has irked everyone, given the results of last set. Also why did you add more bots?


Ehh the numbers were always kindof an off the top of my head sorta thing. I've always wanted to make it more like 20k bots per server, but I'm not sure my comp would like that. That said, I want to make 'em do more....
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Jun 21st 2023, 18:08:48

Originally posted by llaar:
havent read all the posts but something that i find annoying is a 40k acre country hits me and then i retal and get 800 acres..... like can the fact that the aggressor hit you remove the nerfed returns for a fatty country? maybe for those in this clan GDI that would be a deterrent from massive countries hitting this clan at least, cause retals would be true old retals for the land you have
At first glance this seems fair, but I realllly don't remember the math on all those things.
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Jun 21st 2023, 18:06:48

Originally posted by Graves:
New player to the server here - you know, the type of person this game needs to keep to survive.

Interesting change. Of course the alliance server should have more alliance based features and benefits. Not saying this change will work 100% as intended. But it's good the devs are playing around and trying to improve things.

Give it a go. See how it goes. Have fun and play the damn game


This is the sentiment I'm mostly hoping for. Try it!! If it's bad, I can change it. Honestly part of the biggest problem with developing for this game is that no matter what we do, or don't, we get like INFINITE flak for it. Hence why we've been doing nothing. I feel like it's worth giving this a shot for a couple resets, see how things shake out. Maybe there needs to be a cost, maybe we remove it. Maybe we make players in Clan GDI have 100x as many earthquakes, i dunno =/
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Jun 21st 2023, 18:01:14

Originally posted by Havoc:
can we fix the commie bots first?
fix how?
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Jun 21st 2023, 18:00:42

Maybe like, give it a chance for a couple of sets and see what happens eh? We can always adjust things. Better to try something new every now and again than to stagnate.
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Jun 21st 2023, 17:58:44

Hm I have some stats, but the number of complaints i've gotten has increased.

Part of my thinking is, the options are basically:
a) do nothing
b) do something

At this point, it's difficult to dedicate time to outrageously complicated mechanisms; so I'm working with what I've got.

Part of the goal is to not shed more users, of course.


I kindof figure that changing things up a tiiiny bit every half decade isn't that crazy. We can always adjust things if it doesn't all work out. A lot of players don't have the time to attend war chats, and drop out when that becomes necessary. This provides somewhat more choice in that regards.
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Jun 19th 2023, 17:14:22

Was really hoping you could get the retaliation bots up and running.

I'm actually somewhat motivated to do this, so we'll see
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Jun 19th 2023, 17:04:26



Want to confirm:

If I'm an untag, a country from clan GDI LG me, I can:
1) Hit that country without having to declare war (due to that country has attacked me personally?) OR
2) Still have to declare war in order to hit that country (due to that country is in clan GDI)?

And can further clarify on the word "recently" from this statement?
"have not attacked their clan recently"
- recently up to how many hours or days?



Very good question! It will be so that if you've been attacked, you will not need to declare war to hit back within 72 hours of the last hit by that country. I think that makes most sense.

Currently "has attacked clan recently" is 72 hours; and "has attacked by country" is all reset (well, 1 year technically, but only alphaffa is that long)

Edited By: qzjul on Jun 19th 2023, 17:13:46
See Original Post
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Jun 19th 2023, 16:58:13

Originally posted by Primeval:
I think one of the main reasons thus stalled was still too many conceptual and philosophical unknowns still to resolve. I feel like this go-live is a version of an unfinished project still.


Yes, but I think the unknowns are easier to solve with it live than with it in a concept stage, at this point. See what it does for a few resets, adjust accordingly.
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Jun 19th 2023, 16:57:27

Originally posted by Gerdler:
Maybe this should be under bugs and sugs but:

"Your clan has joined Clan GDI -- you cannot leave for 48 hours"
should be 10 days according to this post.


I swear I fixed that. Maybe there's just one more spot...
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Jun 19th 2023, 2:42:41

Any chance it can have the same stipulations as normal gdi? Countries pay based on the amount of land they have. I see no reason for clans not to go into gdi.


Could do that. I was thinking about making it buy up goods or something. But yea, something like that perhaps.


Could also script some of the bots to join a bot clan that is not in gdi.


I actually really really want to do this. Also, it's like 50% of the way there, and has been for years. So maybe sooner than later.
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