Repairing clan buildings

stay tuned

Moderator: Game Administrators

User avatar
ayZuse
Posts: 519
Joined: Thu Mar 06, 2014 1:30 am
Location: Bay City MICHIGAN

Re: Repairing clan buildings

Post by ayZuse »

About time i suggested this over a year ago. But i was told to much work.
Isoril-Mage-5620
Knighty-Mage-2400~~~~PERM MUTE
OhhGrr-Oger-1001
GodsHitMan-Archer- 257


Facebook--------- Zuse FT

The only manor of beast im afraid of hasn't been born yet. And it's mama is already dead.
blitzcraig
Posts: 3032
Joined: Fri Oct 18, 2013 12:00 am
Location: United States of America

Re: Repairing clan buildings

Post by blitzcraig »

if I understand it correctly, this should be a great, great update... no more "wasted" time for the attackers, which should encourage better clan v clan pvp wars (instead of just short battles) - in turn, this should also serve to eventually remove some of the inactive and "bloated" clans. very nice compbatant
Beeware the Spiral Blitzbees...
⬜ 💣 🌏
User avatar
terminator
Posts: 537
Joined: Wed Apr 09, 2014 5:03 am

Re: Repairing clan buildings

Post by terminator »

When i was about to lvl my castle i noticed, it said 500m/380m hp??Then i lvled it and it only had 380m hp.....WHY???
Terminator-2000+() archer
Terminator3-85()dwarf
Terminator4-175()Mage
xMortalZ-227 Dwarf
My quest is to promote the future and prevent ill history from repeating itself.
User avatar
terminator
Posts: 537
Joined: Wed Apr 09, 2014 5:03 am

Re: Repairing clan buildings

Post by terminator »

Confused
Attachments
Untitled.png
Untitled.png (224.81 KiB) Viewed 5726 times
Terminator-2000+() archer
Terminator3-85()dwarf
Terminator4-175()Mage
xMortalZ-227 Dwarf
My quest is to promote the future and prevent ill history from repeating itself.
User avatar
Crescent Q
Posts: 127
Joined: Wed Aug 26, 2015 9:08 am
Location: Spokane, Washington

Re: Repairing clan buildings

Post by Crescent Q »

I really think I like this update here lol and wanted to recap a feature I like, that Compbatant put in there.

Quoted by Compbatant: Creating new buildings also a little changed. After you click to build it you get new building with 25% of full HP.
It costs you at this moment also only 25% of gold. Now you need to bring the rest 75% of planks and stones and also 75% of gold to finish it.

I like the idea of spending less when trying to position new buildings and also the fact when an opposing Clan is Spamming buildings around your Place, since they haven't fixed that issue yet lol, that it's only at 25% Health which makes it much easier to destroy an irritating Tactic like that on Clan Maps during WarFare Battles while receiving xp for it.

But what about walls? Was wondering if it had same rules.

And what about selling the buildings? Should we stand next to it or can we sell from a far like it has been at a certain distance?

Awesome update Compbatant, now I am going to play and truly test out new things you've set into play...thanks as always bud for your dedication in improving this game.

Sincerely,
Crescent Q 8-)
Duke of Army of Deliverance
8-) Crescent Q

:arrow: Forgotten Tales 8-) Evolution 8-) for the Win :!:
User avatar
Cleopatra
Posts: 868
Joined: Sat Jul 06, 2013 12:00 am
Location: USA

Re: Repairing clan buildings

Post by Cleopatra »

"initial Building Material needed" I have been calling "foundation" it just makes more sense
Languages Spoken: English
Facebook name: Cleopatra Ft
I'm a veteran GM of almost 2 years
Dwarf = Worf, Soldier = Captn Kirk, Archer = Tuvok, Ogre = Quark, Mage = Almighty Q
If you can't play honestly then plz honestly don't play!
User avatar
kollex
Posts: 579
Joined: Tue Nov 11, 2014 11:02 am
Location: Kyiv, Ukraine

Re: Repairing clan buildings

Post by kollex »

Cleopatra wrote:"initial Building Material needed" I have been calling "foundation" it just makes more sense
but it's not only a foundation. it's a fully functional building of level 1.

Crescent Q wrote: But what about walls? Was wondering if it had same rules.
the rules are same for all types of buildings. so walls start at 25% HP too.
Crescent Q wrote:And what about selling the buildings? Should we stand next to it or can we sell from a far like it has been at a certain distance?
You could easily check this yourself - you can sell them from a distance now. I think it's ok in a large scheme of things. Correct solution to selling the building about to be destroyed would be forbidding that action. Though with current system you only get the corresponding part of your gold back when selling, so considering time and resources spent it seems fine to me too.
User avatar
_NICKPAN_
Posts: 679
Joined: Mon Jun 22, 2015 6:39 pm

Re: Repairing clan buildings

Post by _NICKPAN_ »

Its good idea. Or atleast better than taxes
But i saw many bugs was found,i hope all will be fixed now.
Boo
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Repairing clan buildings

Post by RyoHazuki »

Why are all.our buildings now only worth a fraction of what they were worth? One kf my towers should be worth at least 900-1100m yet they are currently worth about 300m.
maleficence
Posts: 44
Joined: Sun Aug 14, 2016 11:23 am

Re: Repairing clan buildings

Post by maleficence »

Was the building exp glitch ever fixed? I noticed last time I was in a clan; exp for the building skill would overlap. If a building required stone and plank and you had both materials in inventory, it would use both materials simultaneously but give skill exp as if only one material was used.

A good thing to keep in mind if you're looking raise your building skill faster, is to carry only one material at a time.

Example: a tower that requires 4 planks and 8 stone blocks would give 8 exp if you had all the materials in your inventory at once. Or 12 exp if you carried only one material at a time and completed the required amounts separately.
It's the developers role to make changes that encourage gameplay in all of its aspects.
It's the players role to enhance gameplay and make it enjoyable for others.

Dejahlia(111) Faerie.
DejahIia (4) Freya (Valkyrie)
Post Reply