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May 5th 2024, 19:21:55

This is fixed for servers on change set 25. I believe that all of the issues mentioned here are fully resolved. If any premium users want to try it they can go to the Alpha or Alpha Cooperation servers.

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May 5th 2024, 19:20:27

This means that spying a country will show its tech percentages along with a bit more information than before. I believe I also corrected all of the previous discrepancies between the initial spy op and the saved spy op (formatting, missing defense bonus, ally costs, etc).

Edited By: Slagpit on May 5th 2024, 22:37:15

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May 5th 2024, 18:28:43

That lines up with some work I was already doing for a different server. I expect that it will be added to Primary starting with the July reset.

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May 5th 2024, 16:17:34

I didn't imply that m0bzta was a jerk. He's played the game as a warrer for a long time and I appreciate that. In general, the only things I have a problem with are rule breakers and people who maliciously chase others out of the game.

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May 5th 2024, 4:33:28

Instead of full attack history what you need is current DR and the ability to exclude countries that you've already attacked, right?

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May 5th 2024, 2:01:13

Do you guys want a better target search in game?

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May 4th 2024, 20:15:18

I made some changes to the saved spy op functionality. It only changes what you see when you click the "Review Saved Country Spy Operation Results" link on the spy page. It does not change what data is sent to third party sites via spy op upload.

1) Users will be able to see all spy ops done by their clan members.
2) Users cannot manually save or delete spy ops but they are no longer automatically deleted after 72 hours.
3) The saved spy op page will send less data to the client. This is intended to help mobile users in clans with lots of saved spy ops. I removed the javascript functionality we had and moved the requested spy op to the top of the page.

Feel free to try it out and let me know what you think. Testing on mobile would be especially helpful.

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May 4th 2024, 20:03:52

Should saved spy ops be hidden for dead targets?

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May 4th 2024, 13:56:46

classic advisor = blue headers, 3 columns, does not show tech percentages
old advisor = blue headers, 3 columns, does show tech percentages
new advisor = red headers, 2 columns

As far as I can tell, changing the advisor style for the user only changes what you see on your country's advisor page. It doesn't change what you see when getting a spy op (which is always classic) or when viewing a saved spy op (which is always new). I would like to retire the classic and old advisors and make everything use the new advisor. The new advisor shows the most information and it renders correctly even when the country has large numbers for some fields.

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May 4th 2024, 2:12:03

I can keep the sorting in cnum order if that's useful. I just assumed it wasn't.

No plan to add other informational ops. It would be too much for too little gain.

The system for uploading spy ops to a third party hosting site is entirely separate from the saved spy ops in game, so there should be no interaction between the two. I'm not sure what you're asking with the last question.

On a mostly unrelated note, does anyone prefer seeing the classic advisor for when you get the initial op? I've found it pretty annoying not being able to see tech percentages in the spy op itself.

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May 4th 2024, 1:03:31

The spy op html when you get the op will be changed to the new advisor style which shows tech percentages. I may change this immediately instead of waiting for Change Set 25.

I plan to make the following changes as part of Change Set 25:

1) The various display issues in saved spy ops will be resolved and saved ops will accurately reflect what was seen at the time of the original spy ops.
2) Users will be able to see all spy ops done by their clan members, but ops are associated with clans now.
3) Users will be able to delete spy ops only while untagged.
4) Users cannot manually save spy ops but they are no longer deleted after 72 hours.
5) The saved spy op page will send less data to the client (intended to help mobile users in clans with lots of saved spy ops).

Let me know if any of these proposed changes would cause problems for you.

Edited By: Slagpit on May 4th 2024, 19:56:14
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May 1st 2024, 16:53:51

FA packages aren't allowed, warfare and SDI tech are removed, tech leeching is less effective, countries can put goods on the market for up to 60 days, and standing orders were changed to make low price market transfers more difficult. The server isn't designed for players to aid a country to as high of a NW as possible, but of course players are permitted to attempt this if they like.

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May 1st 2024, 16:27:51

How would a player's tag be meaningful under those rules?

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May 1st 2024, 13:30:14

Thanks for checking. I think that Pang created it originally but it only showed up for users who had access to Alpha servers before we had Premium.

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May 1st 2024, 5:01:46

The toggle button should appear now. Are you able to see it?

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Apr 30th 2024, 15:55:50

I think I see the issue why it isn't showing up on desktop and will fix it later today. There's a bunch of "hidden-phone" stuff that I don't understand so I don't know if it should show up on mobile.

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Apr 30th 2024, 14:13:52

Originally posted by Turtle Crawler:
Originally posted by Slagpit:
Would you be so kind as to post the optimal farmer strat then? Since all players are going to play optimally anyway there's no harm in you posting it, right?


Extra turns you have to cash to get enough money to grab again benefits one strategy: techer. Because it's turns spent earning are far more productive.

To balance tech with other strategies you need to have a tradeoff between income and growth. But in the rules you implement you need that income to grow, so the tradeoff is gone and it becomes the only playable strat.


If you have a suggestion to make techer more balanced I will consider it. The server isn't live yet so it's not too late to make changes. Perhaps it will help to know that the npc countries on this server will not infinitely buy tech like they do on the Alliance server. They only buy tech at prices that they think will benefit them.

Edited By: Slagpit on Apr 30th 2024, 14:17:19
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Apr 30th 2024, 13:59:02

It's on the portal: https://imgur.com/a/vFB14nx

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Apr 30th 2024, 6:07:23

Which browser are you using? Are you using a phone or a desktop?

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Apr 30th 2024, 5:03:14

During the round, you can see game profiles for all countries in your clan. You can also see country statuses for countries in your tag if the owner allows it based on privacy options. The links are visible when viewing country ranks for your clan. You can't see statuses for other clans.

I added this to give players an easy way to see how well their clan mates are doing. This feature is only available on the Cooperation server.

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Apr 30th 2024, 4:54:24

It's just a display issue. You aren't losing resources or anything.

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Apr 30th 2024, 4:53:57

It's for the current ui. I see it on the mobile version but I'm on desktop.

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Apr 30th 2024, 3:35:31

It looks to be? I thought we didn't support that site anymore though. Maybe I heard wrong.

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Apr 30th 2024, 1:40:02

I added this

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Apr 30th 2024, 1:27:10

We always had a button to show and hide alpha servers but some users couldn't see it. I changed the code so all premium users can see the button on the portal page. I've heard scattered reports that alpha servers don't always show up and I'm hoping that this button resolves the issue. Please post here if alpha servers are incorrectly hidden for you and the toggle button isn't working.

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Apr 30th 2024, 0:58:23

Would you be so kind as to post the optimal farmer strat then? Since all players are going to play optimally anyway there's no harm in you posting it, right?

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Apr 29th 2024, 17:43:53

There are a number of things that players can do to mitigate the higher SS cost:

* doing a tech start
* getting offensive allies
* getting medical tech, weapons tech, and mstrat tech
* having your clan get a sufficient number of spy ops
* saving turns
* building cs later than usual
* playing as the right government. dictatorship is the obvious choice to reduce the cost of SS but there are others that are helpful

Your ending networth is entirely up to the choices that you make. I expect elite players to make the right choices to maximize their networth. If anything, I expect this server to be more competitive than Alliance in that highly skilled players are better able to distinguish themselves.

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Apr 29th 2024, 14:32:19

Originally posted by UgolinoII:
I thought I read somewhere that losing bonus (e.g build cost reduction, expense, resource decay etc) on govt switch would be removed?

I tested on Alpha and you still lose it :(

Did I imagine this?


That's intended for change set 25 (which Cooperation will start on).

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Apr 28th 2024, 18:58:51

Dedicated testing is finished at this point but please let me know if anything feels off while playing on Alpha Cooperation.

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Apr 28th 2024, 18:47:44

There's a bug right now that prevents users from getting their Patron status displayed on the forums after making the purchase. We're investigating the cause of the issue. I believe I already fixed all users who were previously impacted by this bug, but message me if you think that you're missing the Patron badge on the forums.

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Apr 28th 2024, 15:48:43

does mr ford still drive a chevy?

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Apr 28th 2024, 4:39:30

Thanks, this was fairly valuable data. A few comments:

* We used to grab each other back in the old days before NPC countries so it is possible.
* In the current era, I think part of the problem is that there aren't enough countries punishing those who run with very low defense. I personally think the game works better when the player feels a tension between buying enough defense and enough tech. Perhaps making the NPC countries grab will solve this problem.
* It feels pretty hard/annoying to play techer and indy right now because the public market is too slow at times. A single player can easily dominate the market as well. I think I checked a few years back and as a farmer I bought around 33% of all agri tech sold on the market? It was some ridiculous number.
* Changing the culture to one where countries should expect to get grabbed with low defense may make indies easier to play. If we can make the NPC countries good enough then we can increase the number of them to improve public market activity.
* I am starting to like more and more the idea of reducing max turns to 240 (240) or something. Players can hold up to 40% of the round's turns right now without losing any. The current setting of 360 (360) makes retals too unpredictable, can lead to huge spikes in market activity, and makes private market destocking incredibly powerful.

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Apr 26th 2024, 13:24:06

Who is your FA?

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Apr 26th 2024, 1:39:12

This has been added for style = 2. If there are problems please post in the API users forum.

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Apr 25th 2024, 17:31:08

There are other threads that you can find using forum search. I guess the info is spread all over the place.

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Apr 25th 2024, 17:19:12

This post probably provides the best single post info for how the NPCs changed: https://www.earthempires.com/...pril-13-2021-50020#974910

I also totally forgot the round where I grabbed on a single oil rig and just did 100 jet SS the whole time: https://eestats.lafamiglia-ee.eu/express/oldcountry/2327/18

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Apr 25th 2024, 16:50:48

Originally posted by UgolinoII:
As much as I love easy bot farming being able to hit multiple targets with <10k turrets, at this stage in the set that seems weird (unless i'm not remembering right).


I'm guessing that what you're seeing here is either rainbows which deliberately have bad countries or countries that highly prioritize buying tech instead of military. There are different "buying schedules" now. You can read the NPC code for more details~

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Apr 25th 2024, 16:49:48

Originally posted by VicRattlehead:
Originally posted by Slagpit:
Sounds like a price fixing attempt to me!

My initial impression is that it's a bit too annoying right now to play techer or indy on Express but I'm not sure what, if anything, could be done about it. I wonder what changing max turns to 270 (270) would do.


There are a ton more PC commies this set, maybe seeing some do well last set inspired people? And now the market sucks.


Well it's not all bad. Tech and bushels are cheap and oil is a reasonable price.

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Apr 25th 2024, 16:38:42

It's still there: https://www.earthempires.com/alphacoop/main

It seems there's some bug that makes it sometimes not appear that I haven't tracked down yet

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Apr 25th 2024, 16:23:54

You're looking at resets with different turn counts. They got 2900 turns for round 889 but only 1900 turns for round 954. They also didn't get farmed by players the whole round. For round 889, bushels spike so high that some NPC countries end up stocking tech and military instead. If I remember right one or two techers could often destock before the bushel market crashed. That's why https://www.earthempires.com/ai/889/ranks/139 had such a large victory. The market dynamics for some of those rounds were honestly quite educational, though military demand was of course too low to be realistic.

The NPC code has effectively been the same since 2021. Qz only fixed a few small bugs since then.

Edited By: Slagpit on Apr 25th 2024, 16:26:30
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Apr 25th 2024, 15:25:38

Sounds like a price fixing attempt to me!

My initial impression is that it's a bit too annoying right now to play techer or indy on Express but I'm not sure what, if anything, could be done about it. I wonder what changing max turns to 270 (270) would do.

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Apr 25th 2024, 15:05:18

no collusion

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Apr 25th 2024, 3:33:25

TAN is so dumb that not only did he have to name himself after a color, he also picked one of the shortest ones that's easy to spell

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Apr 24th 2024, 22:59:56

Please don't do that. It's honestly a major inconvenience.