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Messages - cloud

#16
Turbo Discussion / Re: Turbo awards
March 04, 2012, 05:03:34 PM
Quote from: Shadow on March 04, 2012, 04:49:05 PM
they would still be relatively good on food, everyone would just eat more absolutely.

Increasing food production and then increasing consumption would just cancel out the changes you just made. It seems to be fine the way it is, I'm already going through food like crazy and I'm not even at the top this round.
#17
Turbo Discussion / Re: Turbo awards
March 04, 2012, 03:40:08 PM
Quote from: Ian2424 on March 04, 2012, 03:37:25 PM
But wouldn't skiffs need no food at all? Since, you know, they're boats...

I concur. You could make a new resource called "fuel" and without enough fuel the skiffs can't fight.
#18
Turbo Discussion / Re: Advice
March 04, 2012, 01:15:59 PM
Also people seem to forget the land farm makes cash/food now. I was able to steal a few billion $, and a few million food, from him this last run which gave me a nice boost to the start of my run.
#19
Development / Re: Land flood
March 04, 2012, 01:14:52 PM
Quote from: Shadow on March 04, 2012, 01:01:20 PM
would it interfere with things if we disallowed scouting for an hour after you dropped any amount of land?

That shouldn't be a problem.
#20
Development / Re: Land flood
March 04, 2012, 12:54:40 PM
it's useful for passing land among clanmates/allies.
#21
Reg Discussion / Re: Bounty
March 03, 2012, 10:12:01 PM
No one really accepts bounties these days...too much risk.
#22
Development / Re: Plan for next round
March 02, 2012, 11:42:50 PM
Quote from: The Obliterator on March 02, 2012, 11:13:03 PM
Did the net value of food get changed from what it was in 2.0?

No, it was just much harder to produce last round, should be balanced now though.
#23
Development / Re: Plan for next round
March 02, 2012, 02:02:42 PM
Quote from: Shadow on March 02, 2012, 02:00:40 PM
yea, there was a bracket error in the food output for workers, it is now tuned to $15 per food, given the same number of markets and foragers at 50-50 eco settings.

Yea, just noticed an increase on my army page for production.
#24
Development / Re: Plan for next round
March 02, 2012, 01:57:50 PM
I just feel that if equal markets/foragers are built and cash/food are 50% then the amount of cash that's made should = around food * $15/unit. Right now with the production rate food seems to be at least $50/unit (on the low end).
#25
Development / Re: Plan for next round
March 02, 2012, 01:26:32 PM
foraging still seems to be Way underpowered. No one's currently putting food on the market, so I tried to make my own, splitting food and cash production 40:60 and only made about 75mill food, but earned enough cash to buy ~ 1 billion food. Food seems to be underpowered by at least 500%.
#26
Clans / Re: Cloud's Legion
February 29, 2012, 11:55:23 PM
Clan's up now BTW.
#27
Clans / Re: Cloud's Legion
February 29, 2012, 07:37:28 PM
Hah, you said "erect"
#28
Strategy / Re: Marten strategy
February 29, 2012, 04:44:34 PM
The only problem I had with the new missions is how they were based on numbers rather than ratios. Change that and I think they'd be perfect. I agree with snare that bringing back the old missions will likely cause problems.
#29
Clans / Re: Cloud's Legion
February 29, 2012, 04:40:42 PM
Quote from: Wolf Snare on February 29, 2012, 04:39:38 PM
So you think. I told you what was really up and you copy pasted me like a little girl in 5th grade. Doesn't mean I'm a minion by any means.

You don't actually think I ever believe anything you tell me?
#30
Clans / Re: Cloud's Legion
February 29, 2012, 04:36:59 PM
Quote from: Wolf Snare on February 29, 2012, 04:34:49 PM
we = sevz & I
envy / hate


I dislike Sevz because he has serious mental issues. I dislike you because you follow him blindly.