Welcome Guest ( Log In | Register )











Milanin Posted on: 05-Apr-2018, 09:57 AM

Replies: 0
Views: 1,604
The site has lost it's stability and is leaking out of bounds of the elements that it's supposed to stay within.

Example:
user posted image
  Forum: Bug Reports  ·  Post Preview: #316619

Milanin Posted on: 28-Jan-2018, 02:27 AM

Replies: 13
Views: 3,204
QUOTE (Crebain @ 04-Jan-2018, 10:24 AM)
Buildings are not worth any points when the score is calculated, so as long as you only have buildings you can stay low and at the same time build up a huge amount of resource income.

The reason to stay low in the score is that only the ones lower than youre score and the ones close above your score can attack you.
So staying with a 30 or 120 score while developing your kingdom will make you almost invulnerable.

And when the time seems right you start building your army.
The army will get your score up in the sky.

You should be careful with workers, they are mainly useless and not worth the money, they will only raise your score a bit and make you an easy target.
So next time only use the 3 workers you get at the game start.
Begin with doing research and construction, after that only buildings.
And after several months when you are satisfied with your incomes start with your army.

Hope my tips will help your kingdom to be even stronger next game round.

/Crebain

What are your building numbers at?
  Forum: Bug Reports  ·  Post Preview: #316491

Milanin Posted on: 27-Jan-2018, 06:24 AM

Replies: 0
Views: 1,682
I seem to have hit over the intended rate for resources with the static font.

user posted image
  Forum: Bug Reports  ·  Post Preview: #316490

Milanin Posted on: 04-Jan-2018, 04:07 AM

Replies: 13
Views: 3,204
QUOTE (Crebain @ 03-Jan-2018, 11:02 AM)
The whole game is a bug!

Do this and you are guaranteed to be rich:
Only have 3 workers.
Invest your money in buildings and do that every day.
Stay in the lower ranks to avoid attacks.

By the way, if I hadn't been strucked by the tax bug I should probably be twice as rich by now...

What I'm more interested in is: What the heck caused you to jump so high
  Forum: Bug Reports  ·  Post Preview: #316412

Milanin Posted on: 02-Jan-2018, 02:29 PM

Replies: 13
Views: 3,204
#1 Crebain of Crowland 1:4:2 3 1,157,769
#2 Milanin of Antare 1:8:6 1,133 234,683

... I mean, I took since the last restart to get to 234,683, with 1,133 workers boosting my score...
But Crebain just up and took it
  Forum: Bug Reports  ·  Post Preview: #316405

Milanin Posted on: 22-Nov-2017, 11:55 PM

Replies: 2
Views: 2,105
I would like to have some information about this not working, as I have tried it again after this while that has passed since the initial post and reached the following result:

user posted image
  Forum: Bug Reports  ·  Post Preview: #316339

Milanin Posted on: 13-Nov-2017, 06:41 AM

Replies: 3
Views: 1,793
Fascinating indeed

13-Nov-2017 02:10am

Greetings from the noble court of Camelot. I bring great news of the many fine deeds that have been accomplished by his Royal Majesty through your continued monetary support. A note of appreciation for your weekly tax payment of $2,073,060.38 representing an annualized tax rate of 500%. This tax rate can change as your wealth grows.

By your steadfast commitment to this court and King we continue to provide for the poor, destitute and launch military campaigns in protection of these Medieval Kingdoms. The Saxon threat looms great and in times like these it is important to fund the Kings treasury at an adequate level. Please remember that sanctions for seizure of property as payment can be made for outstanding taxes due.

You remain in good favor of the King.

- Tax Collector
  Forum: Bug Reports  ·  Post Preview: #316330

Milanin Posted on: 08-Nov-2017, 04:28 AM

Replies: 3
Views: 1,793
I also got a fascinating tax rate, but it was only 500%.
  Forum: Bug Reports  ·  Post Preview: #316313

Milanin Posted on: 04-Oct-2017, 01:58 AM

Replies: 0
Views: 1,571
So, I was trying to recruit workers, so I put up 20, 10, 10 of workers respectively, and following clicking to confirm, the page started to 'load' yet not.

So, in good 'clicking many more times solves the problem' fashion, I have managed to recruit 40, 20, 20...

... But it wasn't for free.

I have been charged with the gold used and now I am in the negative.

user posted image
  Forum: Bug Reports  ·  Post Preview: #316204

Milanin Posted on: 02-Sep-2017, 07:52 PM

Replies: 2
Views: 2,105
I have tried creating a clan, but even after a 'confirmation' screen, where it said that it was made, the clan was not established.
Is there a 'cooling period' until it appears or is this a bug?

Thanks in advance.
Milanin

---
Name: Valoval
Tag: Val
Image URL: https://whispereditions.com/uploads/1400014...600-xxx_q85.jpg
user posted image
Description: Just a clan. Floating on the waves of time[
  Forum: Bug Reports  ·  Post Preview: #316072

Milanin Posted on: 21-Jul-2017, 11:21 PM

Replies: 4
Views: 2,910
QUOTE (FloridaCracker @ 12-Jul-2017, 09:35 AM)
Has anyone else had difficulty recruiting workers? I have tried to recruit workers a couple time lately and nothing happens. My gold isn't used and I am using more gold than the minimum amount required. Any ideas?

I'm also having the same problem.
Only noticed it when I fell to spot 3 in the Kingdom Rankings, noticed Olorin has 15,667 workers, and wanted to recruit some myself to boost my score up again.

That's been a while already, but I hadn't reported it back then.
  Forum: Bug Reports  ·  Post Preview: #315984

Milanin Posted on: 05-Jun-2017, 10:14 AM

Replies: 4
Views: 1,803
Thanks for the fix.

Personally don't need resources, don't know about anyone else though.
  Forum: Bug Reports  ·  Post Preview: #315957

Milanin Posted on: 03-Jun-2017, 05:05 AM

Replies: 4
Views: 1,803
Hello.

I have come across a bug where after ordering the construction of Buildings (all 3 resource production + Guard Tower, doesn't have to be all, even single ones cause the bug), the resources are consumed but the queue isn't updated with the order.

I have tried it over the course of two days just to be sure, but it does not seem to just be invisible but in fact a error somewhere.

I have lost resources worth a few of each resource building and 1 Guard tower.

As resource amount isn't too grave as my production is good enough, I do not need a refund, but I would love to see it fixed as I do not know if it is possibly happening to the others.

Cheers,
Milanin
  Forum: Bug Reports  ·  Post Preview: #315948

Milanin Posted on: 16-May-2017, 01:17 PM

Replies: 3
Views: 2,899
A few extra researches would be nice.
Every time I click on the Research, I hope to see something, yet come up empty.
Like perhaps a infinite research that increases it's price like the recruitment of workers? Just a addition of like 0.01% to production or such. "Refining techniques".
Perhaps have threshold at which a 'breakthrough' of adding a 0.1% or so happens. Adding a chance element to it by doing random 1-100, between the three resources, which would then lower or increase the threshold of the lowest or highest random number's resource.
Ex:
Kingdom A has better woodcutters/carpenters than Kingdom B,
while B has better farming techniques.
Kingdom C also has better woodcutters,
but worse farmers than A,
while A's mining/trade is lower than either B or C.
  Forum: Suggestion Box  ·  Post Preview: #315922

Milanin Posted on: 11-Apr-2017, 08:22 AM

Replies: 3
Views: 2,899
With building construction, is it possible to implement a way to use other resources for the construction, which would be at a ratio?
Example:
Current:
Gold Mine
Produce a viable income for your kingdom through mining gold seams.

Gold: 15,000
Food: 5,000
Wood: 5,000
Time: 14 months

Suggestion:
When using less of a resource, like if you'd try using 14,000 Gold, you'd have to supply at a ratio of 2:1 or such for Food or Wood, causing it to be for example
Gold: 14,000
Food: 7,000
Wood: 5,000
Time: 14 months
Or
Gold: 14,000
Food: 5,000
Wood: 7,000
Time: 14 months
Or
Gold: 14,000
Food: 6,000
Wood: 6,000
Time: 14 months
etc.

Possibly by using sliders and a input box?
  Forum: Suggestion Box  ·  Post Preview: #315868

Milanin Posted on: 06-Apr-2017, 07:19 AM

Replies: 3
Views: 2,899
Hello!

I've only been playing for a while, but I'd like to give some suggestions for the few things that slightly caught my attention.


Workers:
When deleting the number and not replacing it with a 0, the number stays at whichever it was before deletion. For instance, at the current version, you write in a number, click out of the input box, it updates how much it would cost, but if you delete the number without replacing it with a 0, it doesn't assume that there is supposed to be a 0 there and doesn't even register the change.
-I would like to suggest that there is a detection if/when the field of how many workers is empty.

A small quip is that I'd love a -1/+1 on the sides just so that when one already can click around, those could be done too. Possibly a +/all available (non-currently being allocated) workers/ button.

Under Missions for worker recruitment, would it be possible to input the minimum amount required above, under or somewhere in that space? As I've already started to see the increase (Currently at 4 recruited workers) to 380 minimum requirement.
The first I no longer remember, but I have tried doing it with the minimum with the second worker at the price of 260 and got 0 workers from it, but then put forth 800 or so and got 3 in one go.

Maybe I'll have some other suggestions at a later time, when I reach more of the game.
  Forum: Suggestion Box  ·  Post Preview: #315864

Milanin Posted on: 03-Apr-2017, 04:16 PM

Replies: 46
Views: 36,287
So... Hello!
I've just joined in the game, have no idea what I'm getting myself into, have no idea if I'll be able to keep playing for much.

Just, as there will be time I'm here, just wanted to say my greetings to the community.
Was looking where to post my first post into, came across this.

Well, first things first, I hope I didn't mess it up completely by researching food immediately.
  Forum: Medieval Kingdom  ·  Post Preview: #315863

New Posts  Open Topic (new replies)
No New Posts  Open Topic (no new replies)
Hot topic  Hot Topic (new replies)
No new  Hot Topic (no new replies)
Poll  Poll (new votes)
No new votes  Poll (no new votes)
Closed  Locked Topic
Moved  Moved Topic







Celtic Radio Network
Celtic Radio is a TorontoCast radio station that is based in Canada.
TorontoCast provides music license coverage through SOCAN.
All rights and trademarks reserved. Read our Privacy Policy.








[Home] [Top]