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Title: WOE14 (Non Reg) Errors


Bhaal - May 23, 2008 03:54 AM (GMT)
The Non Reg version of WOE has gone live. This is going to be a full age beta, and I hope it will lead to a new type of WOE. As usual, list errors here. Feature requests will be in another thread.

http://www.warofempires.com/WOE14NR/EN/login.jsp

bippo - May 23, 2008 04:09 AM (GMT)
Unless you guys have all untrained your one token troop, then the troop status is wrong.

I untrained my troop, re-trained him, now my troops status is light, whereas everyone else is weak.

Yllnath - May 23, 2008 07:09 AM (GMT)
On the buildings page under special tab and on the overview page, the image for the temple wont show.
And the temple description says: "The happier your people are, the more your workers will produce." How does happiness influence production?

Rubgish - May 23, 2008 07:11 AM (GMT)
1 - before you train any of your spare peasants, it shows you having no production. After it shows you do and you get the production like you should.

2 - in order for your expected peasants to update, you have to train/retrain a peasant.

3 - the expected seems wrong to me, i have Expected recruits for next 4 hours: 9, 10, 9, 10 - but i don't have enough housing for this.

4 - i can't see it listing how much space i have left in my barracks or peasant buildings anywhere.

5 - the game still says next day above the clock, surely this is of no importance now?

6 - Is it ever possible to get a wall happiness of 100%? The formula is 1-(population/wall*wall*7+40), so it means people will never be fully happy with the wall you have, should that be the case?

7 - Troop buildings and defence's don't increase your population, where as everything else, including siege buildings do, should they not at least have some effect? They are still impressive buildings and would encourage people to join you.

Yllnath - May 23, 2008 07:36 AM (GMT)
Some rather strange things as to the happiness page under command view. From my starting point until now, I only assigned my recruits and bought one house. From being at 0% at every topic, I'm only left with 3 red issues, all others are green. I say my population seems to be pleased to fast at the time being.

Edit: And I still don't have much of an idea on how to interpretate the numbers on the happiness page. What does it mean to have 200% or 150% of something.

DarkDepths - May 24, 2008 02:08 AM (GMT)

Population Happiness:
QUOTE
Measures the size of your population. The larger it is, the worse this number is.



Erm, this doesn't make sense. A larger population leads to less happiness?

bippo - May 24, 2008 05:51 AM (GMT)
Not really an error, but i think there should be some tweaking with regards to either production, or start with more houses in the beginning.

I am having trouble building enough houses to house the recruits to train them to make more gold and resources to build more houses, oh it just goes on and on.

Yllnath - May 24, 2008 09:00 AM (GMT)
I have the same problem as Bippo. Also there just doesn't seem to be enough gold going around in the game, so I can't possibly safe up on getting more houses or anything. Is it ok if we all make a few duplicate accounts to fill up the player list a bit and have more targets?

Rubgish - May 24, 2008 09:09 AM (GMT)
the XP - modifier for happiness looks like it is way too high at the moment and will be too low later on in the game. I'm contemplating untraining some troops as it will probably be better for me have no troops and 100% XP happiness with a 0% troop:worker happiness than my current 8% XP happiness and 75% troop:worker happiness.

Yllnath - May 24, 2008 09:19 AM (GMT)
Now we even have 2 advisors saying the troops are fat and dull. That's harsh.

Anyway, is it correct that we can have as many as unassigned recruits that we want to have without having the housing for them? I have 6 unassigned recruits at the moment that I can't assign because I don't have housing or barracks. Will those 6 guys just sit there until I have housing for them? Will I still continue to get more recruits even if I can't give them houses?

Rubgish - May 24, 2008 11:35 AM (GMT)
"Your troops refuse to disband. By doing so they will leave the population vulnerable to slave raids"

Slave-raiding no longer exists, and niether does destroy population, so this needs to be changed.

Edit: Also the wall space formula needs to be changed, at the moment it is set way too low to begin with. With a stockade, level 1/2 prods and various other low level buildings, which are what you would normally have, my wall space happiness with non-full population is 4%.

Rubgish - May 24, 2008 01:53 PM (GMT)
Wow erm, wall space can go down into negative happiness, is that meant to be allowed? Its kinda killing my production :(

Shira - May 24, 2008 07:10 PM (GMT)
OMG it's hard to adjust to a different style of play! I want to close the gates to my empire and not let any more peasants enter until I can actually house them (and build huge walls!) But it's great fun to try different things :)

I actually found something I can't see that it has been reported yet (so there is a point to this post). On the buildings page, only my stone, ore and gold storages have the little green bars that show the repair state. It seems an odd error that no other buildings have them, but I guess it's not that important until someone starts destroying the buildings.

Oh, and I have a feature request: I'd love a little "therapy button" on the happiness page, where if I press it, it will say something like "the ruler screams at the spoiled peasants! I will get round to giving you more walls, more exp or whatever you like, but for now, shut up and be happy!" :lol: (This button would have absolutely no effect on anything, it would just make me feel better when the peasants complain about everything)


Shira - May 24, 2008 10:18 PM (GMT)
No matter how much I research, the happiness factor for research hasn't budged from its 80%. Sure, my population has grown since I started researching, but it seems strange to me that the percentage hasn't changed at all.

DarkDepths - May 24, 2008 11:52 PM (GMT)
QUOTE (Shira @ May 24 2008, 10:18 PM)
No matter how much I research, the happiness factor for research hasn't budged from its 80%. Sure, my population has grown since I started researching, but it seems strange to me that the percentage hasn't changed at all.

Have you completed any research yet?

Shokian - May 25, 2008 02:22 AM (GMT)
QUOTE (DarkDepths @ May 24 2008, 07:52 PM)
Have you completed any research yet?

i just finished my first level of research, and still get the message of not being too smart, and get the 80% bonus

bippo - May 25, 2008 02:23 AM (GMT)
I have bought a research building, but when i go to my buildings page, it says upgrade to level 1, which i have already bought.

ALEX310 - May 25, 2008 03:32 AM (GMT)
For the storage upgrade section does the level matter or the amount that is wasted on the building ?

Because I see that a lv 1 bank for resources and gold give the same population increase but the cost for the gold bank is way cheaper

Shouldnt the population increase also depend on how much is put into the empire instead of just the building ?

Shira - May 25, 2008 07:06 AM (GMT)
QUOTE (DarkDepths @ May 24 2008, 11:52 PM)
Have you completed any research yet?

Yes, I completed one level yesterday, and am close to my second now, but it still doesn't move.

QUOTE
as long as you keep buying houses for peasants


Oh, they come even without the housing! And when you build housing, you seem to get another recruit for each house you build, so you need more housing... It's a bad circle... I never thought that I'd get too many recruits, but I feel like they are invading me! I think they might be trying to take over... :lol:

Edit: Yikes! This morning, all I have done so far is build 1 peasant house (with room for 5 of my 16 unassigned recruits), and then trained 5 recruits. And now I have expected arrivals for the next few hours 1, 1, 1, 1. That almost cancels the housing completely! Until the troops start dying in battle, that is a little much... When they do die, however, I will be happy that the return factor is high, so I guess I might have to live with it for now :)

Rubgish - May 25, 2008 08:28 AM (GMT)
The formula for research happiness is

// Check research happiness
double researchHappiness=0.8;
if(totalResearch>0){
researchHappiness=(totalResearch*1.0)/(population*1000.0);
if(researchHappiness>1.2){
researchHappiness=1.2;
}
if(researchHappiness<.8){
researchHappiness=.8;

What this basically means, is that if you don't have any research, its 0.8. If you have less research than 800 times your population, your research is still 0.8, if its above 800 times your population, then you will start to go above 0.8 to a max of 1.2

I'm guessing you have at least 50 population, so you would need at least 40000 research to make a difference to that 0.8 - but the first research is only 2500, and the second not much more so you won't have reached that number yet. Like wall space, this number is way too hard to get at the start of the game, and probably a little too easy at the end of the game.

DarkDepths - May 26, 2008 03:41 AM (GMT)
QUOTE (Shokian @ May 25 2008, 11:30 PM)
My temple still shows as 0, on both the overview and the specialty pages

Mine did the same. I build a level 1 temple, then kept checking to see if that factor went up on my happiness page, but it wasn't until I read Shokian's post that I went and checked and found that no temple seems to exist. Damn, I knew I should have paid only 50% up front and 50% on satisfactory completion.

Yllnath - May 26, 2008 11:00 AM (GMT)
While getting a hang of it now, I feel this needs to be said. Apart from the minor issues, I love this new type so far. It's fun and a challenge in a whole different way.

The only major issue I would like to see changed is that we either
- start with more houses and barracks or
- decreased cost of housing and barracks or
- increased effect of the two or
- as Bhaal mentioned before, just one type of housing for both

Also, it might be good that the +population effect might be a bit smaller in the start. Nations grow at godspeed at this point and in a real age where there are a lot more people playing (so more proper player farming), the really good players can grow to incredible heights in no time at all and the difference can become really big.

IronFist - May 26, 2008 04:04 PM (GMT)
Not a bug, just a bit of lack of information... A few of the happiness factors have names that don't make sense. It's not apparent (unless checking the help thingy) that resource/gold happiness are related to attacks. Perhaps using the words plunderer and raider there would make sense? Also, it took me a moment's thought to figure out wall space happiness, and that one doesn't have a very good help text either.. The word 'defenses' should probably be used somewhere to make it clear that it's talking about those.

Also, if this is the right place to comment on the formulae used: XP happiness is off at the beginning, no way can I get the proper amount of XP. By the way, the way it is now there is simply no way I am going to get more troops than the ones I have now until the very end of the age... It's just not beneficial as far as I can see. Unless I'm mistaken, getting more troops will bring your 'troop to worker' ratio up, while it will worsen both your peasant count (and thus income) and your experience happiness.

Kaldar - May 26, 2008 04:25 PM (GMT)
I think the population increase for a building should be varied based on the lvl of the building. For example a building may give 1 point / building lvl ..... so a lvl 1 prod building may give 1 pop increase , while a prod 4 may give 4. Just throwing out numbers , but something like that to start the initial increase off slower and provide for more later ........


Yllnath - May 26, 2008 04:31 PM (GMT)
Rub, you mean it would be great costwise, but it would even worsen the fact that I need no troops at all. Like you said, I only buy barracks because it's cheaper and I have 30 men waiting outside anyway, it's a waste to not turn them into troops. Take away barracks and I'll have 100% workers and probably gain more than someone with troops who is fighting.

Kaldar - May 26, 2008 04:48 PM (GMT)
maybe what you all should be suggesting is that the troop happiness formula be althered to give a much greater penalty to a lower troop count , atleast enough to counter the advantages of the increased peasants from not having the troops

Shokian - May 27, 2008 12:53 AM (GMT)
Bhaal, how are higher level battles supposed to work? If i dont attack for a couple days, save up 500 turns or so, and then start attacking.. generally, i might lose 20-50 mercs per attack, and i just buy them back and keep going.. now, i would be losing my troops and cant get them back... will i ever use my attack turns at higher levels? assuming all other happyness is good, will my recruiting raise enough to regenerate my lost troops quick enough? otherwise, i could see combat being avoided..

bippo - May 27, 2008 01:14 AM (GMT)
Shokian, if you look at your recruiting before you manage to kill someone, then look at it after you have gained a kill, your recruiting jumps up massively. They should no doubt easily compensate for the troops losses.

You will however still need gold and ore and wood in reserve to replace them easily enough, which would be expensive for bigger battles.

Shokian - May 27, 2008 01:21 AM (GMT)
Im pretty sure that the fluctuation we're seeing in recruiting, due to attacks, is because right now all our numbers are so low.. if i have 3 kills, and 1 death, then my slayer happyness is at +200%, then if i have 3 kills and 5 deaths, i go down to +50%.

bippo - May 27, 2008 01:44 AM (GMT)
On the greatest battles page it still has the 2/0 figures for the reg kills there.

Kaldar - May 27, 2008 03:02 AM (GMT)
Space in peasant huts: -1

Yllnath - May 27, 2008 05:08 AM (GMT)
QUOTE (DarkDepths @ May 26 2008, 10:38 PM)
There's no re-buying, guys. Your troops are killed, but your infrastructure remains, so the population comes back.

You still need to spend resources and gold on turning all those new recruits into troops again, whereas mercs only cost gold. So for races with an ore bonus, they are actually getting an easier time and races with an ore penalty, it's actually getting more expensive than mercs would be.

Shira - May 27, 2008 05:36 AM (GMT)
I love having room for my people :) Well, I'll have to build a lot to make room for everyone on their way in, but it felt so good not to have any unassigned peasants :)

As an Off-lass, who logs in quickly in the morning, and then for an hour or so in the evening, I would love if there was some way to assign at least some of the people coming in over the next few hours. Since regency is still around, I assume that one will turn some unassigned people into troops if any die in battle? If so, the text needs a little changing. It currently says that you need the gold and ore to get the troops, but now you need wood, too, so maybe gold and resources would be a better text? And I'd love a similar thing for peasants. You'd need the gold and the housing, and then a percentage of the new guys would start working when they arrive. To simplify, you could make it so you can only choose one type of worker to assign, then there will not need to be any calculation regarding how many will do what.

The above is because, even though I agree that you can log on quickly, and always have something to do, for someone who cannot log on at all for 8-12 hours (depending on how long I have to work), it's a little frustrating to see that the things you just did means that lots of people will wander into your empire over the next few hours, and then sit around doing nothing until you get home and can start assigning them. (Right now I can see that 120 will come to live with me within the next 4 hours, and I'll only just be around to welcome the first bunch)

bippo - May 27, 2008 06:20 AM (GMT)
QUOTE (Yllnath @ May 27 2008, 05:08 AM)
You still need to spend resources and gold on turning all those new recruits into troops again, whereas mercs only cost gold. So for races with an ore bonus, they are actually getting an easier time and races with an ore penalty, it's actually getting more expensive than mercs would be.

Not so much as you think they would Yllnath. I am playing as a dwarf, and even though the troop buy back with ore isnt as hard for me, the building with wood is. Wood and ore on the market are at the same value, so i dont see how you can think they are at an advantage. Also i have another player as a human and he is probably fairing the best due to being able to switch between resources at a moments notice.

Rubgish - May 27, 2008 10:43 AM (GMT)
If the guy is smaller than you, and you are surrendering, they must have higher level troops. Upgrade your troops and you should be fine.

DarkDepths - May 27, 2008 11:51 AM (GMT)
QUOTE (Rubgish @ May 27 2008, 10:43 AM)
If the guy is smaller than you, and you are surrendering, they must have higher level troops. Upgrade your troops and you should be fine.

No, my troops are always hesitant in attacking, and so they don't fight at full force, then I lose. I got hit pretty hard just as I was about to upgrade, then everyone wanted a piece of me, now it seems I can't fight back. It really sucks.

DarkDepths - May 27, 2008 11:52 AM (GMT)
While the day turn concept is somewhat outmoded, we still use it for banking turns, incentives, etc, so please bring back the indicator.

Rubgish - May 27, 2008 12:42 PM (GMT)
This is bizarre, the game won't let me train to 175 troops. I have trained up to 174 and its perfectly happy with it, but when i try and train the 175th is just says "null".

It won't let me train above 175 troops either. So i'm stuck at 174 troops. Its not my housing as i had 60 or so space left at the time. And after that i could still train peasants.

Also: The Population Happiness needs changing, i think its going in the wrong direction, considering its meant to go down the more population you have... well... mine is kinda headed upwards. Like its already 400% :S

Edit: I upgraded my housing 1 level, and now i can build more troops. I will see how many more in a second once i have some gold.

Also, my population happiness is now 500%....

Edit 2: Problem found, you can only have your housing * 5 as troops, where as it says you can have your housing * 10 as peasants. This means if your housing is full the best you can get is 1:1 troops:peasants.

Bhaal - May 27, 2008 02:34 PM (GMT)
QUOTE
Also, this has got to be the funniest comment i have ever read in WoE -

Your people despise you! They are refusing to work hard for you until you improve conditions.


Personally, this is my favourite one.

"Your people think your incompetence in protecting our resources is legendary. They would erect a statue for you but they figure you would probably let that get stolen also."

Rubgish - May 27, 2008 02:45 PM (GMT)
I personally prefer:

"Your people are tired of living in the stone age! They want some buildings to be upgraded in order to make their lives easier."




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