Joined: 14 Apr 2008, 20:36 Posts: 1713 Location: United Kingdom
Noticable to the player: Enhancements:
Make use of the new features in the updated MySQL to cut down (hopefully totally) the number of table repairs required (#611).
Allow transfer of gold between colonies (#622), but ...
Prevent kingdoms from buying goods from their own colonies (#630).
Use the new icon for unread forum threads (with thanks to TravisSB) (#636).
Make the reason why diplomats can't be trained more explicit (#640).
Premium features:
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:
Stop the occasional "tick error" caused by the introduction of "grouped" market purchases (#0).
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)
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).
Ensure the correct amount of resources are returned when cancelling buildings in progress (#639).
Give the user feedback if we can't update their premium settings (#641).
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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.
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?
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?
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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