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| Ikariam.com - Alpha Discussion forum for the Ikariam.com Alpha server. |
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#1 (permalink) |
![]() ![]() ![]() Join Date: Aug 2004
Location: Fairfax, Virginia
Age: 26
Posts: 2,142
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Updated to 0.2.0
I was right in the middle of queuing up a pillage and I'm told I ran out of action points
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#3 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,087
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Re: Updated to 0.2.0
BOO! 0.2.0 exponentially increased the cost of establishing and maintaining colonies!
Pre 0.2.0 you only needed to expand your palace to set up new colonies Post 0.2.0 you need to expand your palace to set up new colonies AND you need 1 mansion in each colony equal level to your palace to negate corruption. That means to have 2 colonies you need the equivalent of 3 level 2 palaces.
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#4 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 40
Posts: 1,593
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Re: Updated to 0.2.0
Soooooooooo, how do you get more action points?????? I think this was just stupid...lol. Although it does regulate "chain-pillaging".
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"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - General George Patton Jr |
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#5 (permalink) |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,709
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Re: Updated to 0.2.0
You need to keep upgrading your town hall, every 5 levels brings you another action point.
My town hall is level 13, and I only have 5 total points. I believe the game gives you a default of 2 or 3 starting out. |
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#6 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Austintown, Ohio
Age: 35
Posts: 2,144
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Re: Updated to 0.2.0
http://board.ikariam.com/thread.php?...7952#post17952
Looks like action points limit the number of simultaneous ship/army movements and are returned when that movement is complete.
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Ikariam (Alpha) Toruos[44:84]>Non Sequitur(c)-Sulfur :: Nyyos[44:85]>Obesa Cantavit-Wine Tiaayos[43:84]>Stercus Accidit-Marble :: Emytia[45:85]>Vacca Foeda-Crystal |
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#7 (permalink) |
![]() Join Date: May 2005
Location: Casting useless spells in Oklahoma.
Age: 27
Posts: 2,668
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Re: Updated to 0.2.0
Action points are no fun at all. Who's bright idea was that any way?
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#8 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,087
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Re: Updated to 0.2.0
Well it does encourage use of the trading post I guess. I don't think purchases automatically made via the trading post require action points so higher level posts may now be more useful.
On the inverse since it imposes such sever restrictions on off market trades and colonization it'll make resources harder to acquire. That leads to larger stockpiles of resources in cities which then leads to more successful (if fewer) pillages. Though there is probably an exploit in all that conjecture. If trade post purchases aren't limited by action points then that means if your settlements are close together you can put the goods you want to send for sale at an extremely high price and then buy it yourself to transfer the goods without expending any gold. Oh yeah, since action points are also redeemed when the action is completed that means military treaties will have more meaning. If you were to attack a distant island then you would lose the use of your action point until your force returns. However if you station an expeditionary force closer to the target you will get your action points back faster and thus be able to make more sorties.
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My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. |
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#10 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,087
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Re: Updated to 0.2.0
Yeah, the jury is still out on that verdict at the moment. As it stands now it radically changes key game play elements, but it does so in a way that expands upon previously overlooked features in the game.
I just wish they nuked the cost of the GR and just have the palace upgrade scale with cost and make up the difference. BTW, if you haven't built palaces/GRs yet in your colonies then you need to get started and fast. The current rate is actually the lowest rate of corruption we'll see and it will quickly scale up until it reaches the point the developers want. Consider it the 'grace period' right now for the change. If you don't counter corruption now you may see stagnation and difficulties later on. I feel especially bad for people who have sent colonies long distance because that means you'll tie up action points shuttling enough resources to build and upgrade your GR up to specs.
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My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. |
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#11 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 40
Posts: 1,593
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Re: Updated to 0.2.0
My GR is being built now in my colony....wasted no time with this one.
__________________
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - General George Patton Jr |
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#12 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,087
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Re: Updated to 0.2.0
Well the trading post idea got kicked in the head. As soon as I had enough APs to give it a shot I tried it out. 1 AP is expended by the buyer for every trade you accept.
__________________
My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. |
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#13 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Austintown, Ohio
Age: 35
Posts: 2,144
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Re: Updated to 0.2.0
Time at the top of the game is now displayed in server time. At least we will be able to tell each other shipment times without the need for a time mathematics exercise.
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Ikariam (Alpha) Toruos[44:84]>Non Sequitur(c)-Sulfur :: Nyyos[44:85]>Obesa Cantavit-Wine Tiaayos[43:84]>Stercus Accidit-Marble :: Emytia[45:85]>Vacca Foeda-Crystal |
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#14 (permalink) |
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Join Date: Aug 2005
Posts: 514
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Re: Updated to 0.2.0
Just confirmed this, Buying at a trade post requires action points. So any action where you have to send a ship/troop requires an action point.
Although some good news. You get actions points back when the trade/battle finishes not when your ships return home. So long live chain pillaging! |
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#15 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,087
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Re: Updated to 0.2.0
Meh...they just stopped the time readjustments after loading draeh. Pre-patch you could still see server time when you reloaded a page, but a few seconds later it'd readjust to quasi-local time for some reason. Its a nice change since I don't have a keep reloading to get accurate ETAs.
__________________
My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. |
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