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 Post subject: Release V1.074
PostPosted: 22 Apr 2010, 20:17
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Moderator

Joined: 14 Apr 2008, 20:36
Posts: 1713
Location: United Kingdom
Noticable to the player:
Enhancements:
  1. Make use of the new features in the updated MySQL to cut down (hopefully totally) the number of table repairs required (#611).
  2. Allow transfer of gold between colonies (#622), but ...
  3. Prevent kingdoms from buying goods from their own colonies (#630).
  4. Use the new icon for unread forum threads (with thanks to TravisSB) (#636).
  5. Make the reason why diplomats can't be trained more explicit (#640).

Premium features:
  1. Display the amount of available trade cogs and wagon trains on the market screen, to make it easier to get multiple market purchases right first time (#587).

Bug Fixes:
  1. Stop the occasional "tick error" caused by the introduction of "grouped" market purchases (#0).
  2. Update MySQL to stop problems around the start of Daylight Savings Time (#421).
    (Yes, I know this was done outside of a normal release, but it's included here for reference)
  3. If you attempted to purchase an item from someone in the market who had insufficient funds to pay the sellers fee, a typo ensured you got an error message rather than something sensible (#633).
  4. Ensure the correct amount of resources are returned when cancelling buildings in progress (#639).
  5. Give the user feedback if we can't update their premium settings (#641).

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 Post subject: Re: Release V1.074
PostPosted: 22 Apr 2010, 22:59
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Journeyman

Joined: 09 Apr 2009, 09:11
Posts: 154
Location: California
Why prevent the buying of Goods from colonies?

Was that an actual problem?

I never heard any complaints. Just seems unneccessary.


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 Post subject: Re: Release V1.074
PostPosted: 22 Apr 2010, 23:16
Wandering traveller

Joined: 13 May 2009, 18:39
Posts: 33
Manny asked why prevent buying from colonies.

It looks like moving gold is capped at 500,000 per cog. With a market purchase you could move an unlimited amount in one transaction and with one cog.

That is a pretty big change. In fact it just totally messed up my plans for the next research I was going to do.

But it looks like that is the reason.

IN fact with the kind of cash I think you move around, that will be a big change.

Moving 5 mil will take ten cogs.
Moving 20 mill will take 40 cogs.


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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 00:34
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Wisened traveller

Joined: 27 Nov 2008, 05:55
Posts: 58
Paul Hutson wrote:
[*]Use the new icon for unread forum threads (with thanks to TravisSB) (#636).


:mrgreen:
Those will take a little getting use to but I can see them much better on my screen.

Thanks Paul

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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 01:21
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Apprentice

Joined: 16 Aug 2008, 23:25
Posts: 625
Location: San Diego, CA
I'm pretty sure he did that because he wants to add a little realism so now you can only fit 500k gc on a cog instead of it being unlimited, makes sense to me. at least now you don't lose any gc to market fees and you only need a few extra cogs.

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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 01:24
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Wandering traveller

Joined: 13 Jan 2010, 12:36
Posts: 19
I am posting things to the market and they keep returning after a tick or two... Is this a bug with the new patch?


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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 01:29
Journeyman

Joined: 13 May 2008, 03:14
Posts: 303
Location: USA
Chargerland w1 wrote:
I'm pretty sure he did that because he wants to add a little realism so now you can only fit 500k gc on a cog instead of it being unlimited, makes sense to me.


It's more realistic that a ship that can carry 50,000 bags of food can only carry 500,000 gold coins?


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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 01:46
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Apprentice

Joined: 16 Aug 2008, 23:25
Posts: 625
Location: San Diego, CA
Pangea wrote:
Chargerland w1 wrote:
I'm pretty sure he did that because he wants to add a little realism so now you can only fit 500k gc on a cog instead of it being unlimited, makes sense to me.


It's more realistic that a ship that can carry 50,000 bags of food can only carry 500,000 gold coins?

did I say that? no. I said it's realistic that you can't fit an unlimited amount of gc on a trade cog.
All of the other resources are capped on how much you can send so why not gc?

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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 04:45
Journeyman

Joined: 08 Oct 2008, 13:55
Posts: 169
Location:
Paul maybe you aren't watching the bug board.
Markets are messed up as Epsilon posted.

Really would be nice to get a quick fix on this.


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 Post subject: Re: Release V1.074
PostPosted: 23 Apr 2010, 13:53
Wandering traveller

Joined: 18 Sep 2008, 01:58
Posts: 24
Location: USA
I haven't tried this yet, but what happens if somebody sells an item in the open market (for a ridiculous price), and it is purchased from overseas? In other words, does verbiage pop up stating how many cogs will be required, you don't have enough cogs to send the gold coin, etc.?

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