also got the same exact problem...
it started to be the case afther the recent update on the 14th.
and i am 100% sure i got over 10 spy reports all the time.
its very irritating to play like this considering i spy alot whenever i encounter an inactive player(s) with how long it takes to spy already. and then not even able to keep spy reports for some time....
Posts by stev
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hopefully the wall x18 is an overside from the prev unit adjusted going from 18 to 20.
feels bad having weaker overall walls
considering units dont got a limit on upgrading.eventuelly they can outperform max lvl walls easily with enough time.
i do hope that it would be an overside if not i would atleast like to see a 2nd wall defence option.
thinking of a 2nd build slot for walls to build a weakened wall.
-weakened wall hase half the damage,armor,hp of the current wall. gives no garrison limit or atleast half that.
-will force a 2nd battlefield when 1 wall is breached of main walls if no front/range defenders are pressent.
-this battlefield is a forced destroy all walls to win section.
-it fully restocks both the attacker+defenders ammo on battle.
-2nd last thing would be this wall hase a 24 hours cooldown period or more to be used again if its fully destroyed.
-then the last thing is the wall wont work when the player hasent logged on for more then 7 days. inactivity should be punishing afther all not give the defender a 2nd protective line
the cost to make this should be double the resource cost per lvl up from the normal wall. -
The blocking was removed with implementing occupation. And inactive players are not meant to be occupied. Here I can only suggest to pay attention to the time for how long the player's fleet is being scattered.
very late one but if inactive players arent ment to be occupied then why does the active occupation not get removed when people turn inactive.
another thing if there not ment to be occupied why not remove the fleet frontline check on an inactive player(s) with that i mean when someone turns inactive all ships will be able to be moved to the frontline this means everysingle ship including tenders will join the battle when inactivity navy battle starts -
or 1-2 mission to force troops to scatter if there no active ships/land troops in play that can fight the front only useable on inactive player(s)
No. No. No. Imagine, a weak player can, with almost no army, pillage a heavyly-secured town, only, because he scattered the defense.
i dont think ya get what i mean ya first spy the troops if there is for example only any of these ships only ya can do a scatter mission for sea thats tenders,padde speedboats,rockets,submarines,tenders,balloon carriers.and catapult ships.
reason why is because these ships are 100% protected because ya cannot destroy them without a front the land section ya only got cooks and chefs.. they dont block a pillage mission when returning or anything like that. these ships on the other hands do... even a tender can make transport scatter which is just dumb or the paddleboat that only attack bombers will scatter transports
it wont work if there is an active front that is able to fight so it wont allow weak players to hit a fortiefied front just if there is no active normal front or 2nd line ya can do the mission. its just a missons that demoralizes weak combatants which are these ships and the siege line
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Hey,
Me and two of my friends are each playing their own user that they developed.
From time to time we go out to the same house and play together at the same time.
Each of us is a separate user and cares about our cities.
When we tried to trade goods between us we got a message that it recognized that we use the same ip address and therefore we cannot transfer.
Any ideas what can be done? Is it not possible to transfer goods between us? Is it possible to transfer when we are not using the same Wi-Fi?
We have nothing to declare about ip sharing since the three of us manage separate accounts and this is not a multi-account situation.
I would love to receive instructions on what I should do to transfer goods between us.
I assure you that we are talking here in an innocent situation where three friends occasionally play together and each of them has their own user and each is interested in their own developmentlet me try to make everything a bit more clearer
when using the same ip adress ya need to use the ip share contract with the players that are on the same ip. to do this use the diplomacy on that player and request an ip share. while under the ip share no trading or helping ea other out is allowed this means. ya cannot attack the same target,defend eaothers city's or trade with 1 another resources,hand them out
now if ya no longer together using the same exact network so ip adress and wish to help ea other out again cancel it. go to diplomacy and cancel the ip share. then ya can interact with 1 another again so trade.attack,steal piracy points,station troops etc.
dont forget ya need to re-apply the ip share again whenever ya guys plan to be together on the same internet acces so ip . make sure there is no interactions comming in with 1 another if ya plan to be together would suck if ya trading resources that so happen to come in when playing on the same ip.
if ya got more then 1 ikariam account ya play with dont risk it and use an ip share contract or ya might get screwed.
also keep in mind this is stil at own risk its in the gray zone but still if its the wrong admin or mistake happends when something get there when ya on the same ip at that time it could get ya banned
if having a family member that also plays on same ip also use the ip share. now if there also at work or somewhere else so on a different ip ya could trade with them i guess just dont forget to cancel the ip and re-apply when ya go back together to the same house
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more spy options sounds like a wonderfull idea but the ones suggested seems a bit to powerfull or give out more personal information then needed
rather see these type's of suggestion/effects.search,kill.capture active spy's.
3 missions
1.st search info on active spy's can fail or succeed can be used in hideout on your own city or in other players city.
2nd mission kill spy. this mission can only be used if there was a search spy mission recently. like have it reset with the normal day or so. when this succeeds it kills the spy if it fails spy retreats
3. mission same as the kill mission needs the 1st mission within the 24 hour reset. would capture spy very low % rate ofcourse effective capture reveals the information of the player that spyed ya making the spy retreat. if this fails just makes them spy leave the city to avoid capture.
or 1-2 mission to force troops to scatter if there no active ships/land troops in play that can fight the front only useable on inactive player(s)
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ikariam could really do with 2 more buildings the grands and normal colussuem and hero's taverne.
how would these 2 building work welll
the hero taverne could work like this
-the hero taverne cost like 50.000/100.000 wine,wood,marble to build on rank 1
-the hero tavern works the same like the other tavern ya can let it run wine seperately. this means ya can have 2 taverns per city 1 normal 1 hero taverne
-the hero taverne allows ya to recruit hero's ya can rename
-every hero ya buy with some gold or resources starts out as level 1.
-upgrading the hero taverne allows ya to recruit more type's of hero's there will he hero's for any normal unit typ.
-every player starts out with a hero limit of 2-3 then depanding if its every palace level or every 2 levels. ya can have up to 14-23 hero's
-every hero cost 200-400 gold per hour can be reduced with the land/sea reductions.or let them have no upkeep but with a very high recruitment cost
-upgrading the taverne will eather add a new hero typ in there or 1 extra hero slot that can be filled per day.
-hero's can come in all type's and god allignments. example's under
-hero units wont be targeted untill there is none of the unit typ left. meaning if ya got a a mortar hero they cannot be killed untill all mortars are death even if ya got rams,catapults.
-hero's level up from combat untill level 20. they gain exp based on there damage dealth by default there health is 500% the average units health they also gain atleast twice the basic armor upgrades +1 armor every 5 levels. deal double the basic damage . and get 10% base health per level up more.
-hero's dont share there ammo with normal units and they have infinite ammo.
-all hero's can be healed in battle but. they only gain 0.1% health regenerated per doctor
hero buff thoughts. this buff apply's to city's when there is 1 or multiple player owned hero's garrisoned every hero only hase 1 active buff. same buffs could stack. hero buff wont work in the city if ya inactive or in vacation mode
all buffs increase depanding on the hero's level up to 10-20 per hero.
-demeter's garden hero buff population growth by 0.5 per level of the hero's.
-dementer's leadership. ups the max population of the city where the hero is by 5 per hero level.
-dementer' assistance increase resource production of the city by 1% per hero level
-athena's security team make it 1% harder per level of the hero to reduce spy's activity's
athena's warehouse guards 2% security per hero level of the city's resource protection
athena's protection gives all units 1 extra health per hero level
-herme's speedy hands increase loading speed by 1% per level of the hero
-herme's helping hands. decreases the current building speed by 0.5% of docks and trading ports.
-herme's traders blessing increase the freighter and transport storage by 0.5% for freighers and 2% per transport ships per hero level
-hade's undying souls ressurects 0.3% per level of lost units per round
-hade's undead. 0.5% of killed units in battle return as shades in an active battle.
-hade's soul conversion. converts 0.1% of there original cost of friendly and enemy's troops into all type's of resources.
-ares warriors refill. reill 1% per level up of both party's muniton expenses per round
-ares morale boost givve both enemy and friendly army's a 1% morale bonus per hero level up
-ares mass murder 0.1% per round to kill all active friendly an enemy troops in battle. units in reserve wont be killed
-collosus fear.0.2% chance per level per round to disperse 0.2% per level of enemy units
-colossuses confusion 0.5% per level of confusing all party's in battle skipping a combat round.
-poseidons freighter assistance. increase freigher speed by 2% per level up
-poseidons blessed transports increase transport ships speed by 2% per hero level
-poseidowns war ships blessing increase the warships speed by 1% per hero level
-hepastus field blessing. increase all friendly damage by 0.2 per hero level
-hepastus armor. gives all active units 0.5% damage reduction per level
-hepastus field advantage increase the front and flank size by 1 every 5 levels.
the collosuem would work as follows
-grand collosuem can only be build in main capital.
-grand colosuem start with a 600 conversion ratio
-grand colossuem gains +40 per level up
-grand colossuem is destroyed instantly when capital city is moved
-conversion ratio is 40 normal units is 1 superior--ya can build a normal colosuem in other city's ya own but they start with 40 conversion ratio
-the grand an normal colossuem need a base of 60 hours to convert any converted unit to superior units.
-superior units have double the fully upgraded stats+cost half as much gold
-superior units have double there upgraded stats and half there gold cost to maintain
-only land units can be upgraded in the collosuem.
-the time it takes to convert is reduced by leveling up from 60 to 30 hours.
-leveling it up can unlock other units ya can convert using the normal barracks levels seems fair for this
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1 No upkeep and using them out of the Inventory sound like great advantages, but them costing a lot of Gold makes me question whether it's worth to buy them.
2 I think they should cost f.e Wine/Sulphur instead of Gold, since the Main Reason to buy them would be to save Gold, which you won't if you pay Millions of Gold for them.
3 Also don't think you should buy them out of the Village, instead having a Building where you can recruit them seems more reasonable to me (maybe a Building you only build once in youre entire Empire).
The higher the Building the better the Units you can recruit and also the more Units you can maintain at the same Time (to avoid having like ten thousand barbarians at the same time).
1.the gold cost might to be high yeah but still ya could also get them of attacking the village itself. reason why i liked the high gold cost buying slaves packs of a shady merchant
2.with ya idea of it better to cost wine/sulphur. that could also work yeah it needs to cost a ton of resources to buy them then. because ya get no upkeep afther all.
3.the building one isent something i would prefer if it hase the limit. the high gold cost an maybe ya idea of resource cost is already good enough to not get alot of them. it would take forever to get a very large army
still with the couple of days that passed i will add 1 decent idea i thought of. the barbarian shaman. 5% per shaman to save any killed unit in an army. this buff will stack up to 100% so every 20 shamans will be able to save 1 soldier. they should priority's weakest units tho.
to balance them out further the barbarian shamans will work pasively and will be forced in the artillery section if ya out of ammo or got not artillery left. with them offering like 5-10 damage or so with 0 defence. and low enough health that every bomber blows 1 up.
Display More1.Maybe the cost could be much less with gold, Since they are slaves / captured units. Like 0.2 p/h gold for the axe-swinger. In anicent Rome / Greece, soldiers who surrendered / overpowered in battle, were taken as hostage to jail. After which they were tourtored / kept until execution or made into gladiators.
2.Since we dont have a colosseum in the game (Although it would be fun, but thats another story for another era of this game i guess), then perhaps these captured Barbarian army could be paid much less gold to aid us in battle.
Why, well because they are hostages and they dont have a say in that matter. They should be thankfull for not being killed in battle.
But Thats just a thought here. If it makes better sense to pay wine / sulphur / crystals, then cool. I agree with this suggestion!
Would be cool with barbarian units.
1.the gold cost for them wasent something i liked in my idea because there slaves the chefs will supply there food and its gonna take a while to get a large bit of. thats the reason why i dident want them to cost any gold.
2.for the colossuem thats something for another suggestion
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oke so there is a good bit of barbarian units in the game but there is no option to capture or buy them.
so i suggest an option to buy or capture barbarians the quantity ya can buy or capture is litterly very tiny.
the reason why i would want this is to create a special unit like the spartans the barbarians ya can eather buy or capture or both will have 0 gold cost to them making them special typ of units
how would ya have a chance to capture them hmmm????
ofcourse by attacking barbarian villages with every succesfull pilage if they had a starting army allows ya to have a % to roll on what infantry i am thinking of like +1 extra roll per 10th lvls of barbarian villages.
ya cannot get all of the barbarian units on the go. the infantry ya can get depands on there level meaning at rank 50 all of there infantry type's can be captured.
so for example i hit a level 42 village it rolls 4 times with each like a 5% to gain something so. 1st roll nothing.. 2nd roll nothing 3th roll i get some barbarian catapults 3-6 of them. the 4th roll also rolled succesfull giving 4-10 barbarian axe swingers.
this leaves with round 42 with an extra 3-6 barb catapults and 4-10 barbarian axe swingers. the message for it could be while pillaging the villagers we mannaged to find some left over barbarians that surrendert to us joining our army on the way back.
if we go the buy way its also based on the level of the village. to buy troops of them they need to have a ceasfire. this share the offer of 1 random barbarian recruitment offer per 10 levels. they wont restock untill ya pillage them completely destroying there army then offer a ceasfire or if they downgrade. but then ya could lose out on the higher level recruitment options.
the price for the random buys.
pack 1.level 1-9. 100.000 gold this recruitment pack of the barbarians gives a random mix of 10 size barbarians with the ones ya can get barbarian axe thrower,barbarian knifeman
pack 2.level 10-19. costs 300.000 gold this pack contains a mix of 25 size barbarians with the following ones ya can get are barbarian ram,barbarian,knifeman,barbarian axe thrower,
pack 3.level 20-29 costs 1.000.000 gold this pack contains a mix of up to 45 barbarian size barbarian ram,barbarian catapult,barbarian knife thrower,barbarian axe swinger
pack 4.level 30-39 costs 1.700.000 gold. this pack contains up to 80 barbarian size population. the barbarians ya can get are barbarian axe swinger,barbarian catapult,barbarian war walker.
pack 5.level 40-49 costs 2.800.000 gold this pack contain up to a 130 barbarian size population. the following barbarians can be gotten of it axe swingers,barbarian war walkers,barbarian catapults,barbarian rams,barbarian fighter
pack level 6 level 50+ 4.000.000 gold gives up to 180 population size of barbarians units. the following can be gotten of them. barbarian war walkers,barbarian rams,barbarian catapults,barbarian dirigible,barbarian fighter
the reason for there high gold cost per pack in the villages is because the barbarian units take care of themselfs needing no maintenance also because there packs they will be added to the inventory.
and ofcourse it would be also nice if the workshop could enhance them even further with better weapons,armor. keeping there same stats they got right now but then with a tiny bit of better weapons an armor on max level
for the ships only way to get them if of sea charts. they should be a 100% chance to get some ships the chart takes alot longer so they will act like the villages ading every 10th level of the fleet 1 extra roll with another bonus of atleast 1 extra ship per roll per 10th level. this means for a barb fleet of 11 if i get some ships its 2-4. but because of the 10th level buff it turns to 3-5. and yeah the barbarian fleet starts with 2 rolls because ya unlock them on level 10+
so thats my suggestion for the game the barbarian land and sea units exists already so allowing player controll is what i been wanting forever.