Search found 46 matches

by TDKnight
Sun Jul 29, 2018 4:05 am
Forum: Improvements archive
Topic: HQ Improvements as well as district improvements
Replies: 4
Views: 12305

Re: HQ Improvements as well as district improvements

Whoops, you’re absolutely right. I apologize.
by TDKnight
Fri Jul 27, 2018 6:44 am
Forum: Game Discussion
Topic: Ridding dead or unwanted cities
Replies: 11
Views: 6206

Re: Ridding dead or unwanted cities

BezsmexasNep wrote:
Wed Jul 25, 2018 7:52 am
I absolutely agree with PBG.
A swap or even garage sale will be so cool to get rid of unwanted items.

What
by TDKnight
Fri Jul 27, 2018 6:42 am
Forum: Improvements
Topic: Important UI Improvements
Replies: 15
Views: 7698

Re: Important UI Improvements

I’m not trying to sound rude or anything like that. Before Q jumped in and derailed the topic, what I was getting at is that the devs probably don’t see what we see. They may not know how to fix the issues we refer to in the way that we would like for them to. At least giving them a suggestion gives...
by TDKnight
Fri Jul 27, 2018 6:39 am
Forum: Improvements
Topic: Important UI Improvements
Replies: 15
Views: 7698

Re: Important UI Improvements

But that's for HQ12, that's a late game add on, newer players need access to gear making it easier to get late game! Plus there are a multitude of other things that need fixing... I referred to this comment you made, but going back on your initial post, you didn’t really suggest any sort of legitim...
by TDKnight
Fri Jul 27, 2018 6:36 am
Forum: Improvements archive
Topic: HQ Improvements as well as district improvements
Replies: 4
Views: 12305

Re: HQ Improvements as well as district improvements

This will give to much power to higher lvl hq. The level playing field is what makes this game good. There is already an incentive to reach higher lvl hq as it can unlock higher level troops. So, are you backtracking on your original post? Because I was going to say that your initial suggestion wou...
by TDKnight
Fri Jul 27, 2018 6:34 am
Forum: Improvements
Topic: Base Improvements
Replies: 2
Views: 1914

Re: Base Improvements

I’d also love to see a visual representation based on the progress you’ve made in your HQ. Making the base increasingly more intricate and advanced the higher you level your districts/HQ would be a wonderful little addition to the UI.
by TDKnight
Mon Jul 23, 2018 6:01 pm
Forum: Improvements
Topic: Important UI Improvements
Replies: 15
Views: 7698

Re: Important UI Improvements

Then make a post elaborating on what you feel is broke, then propose solutions. It does nobody any good to say that something is busted but then do/say nothing to help fix it. Take a look at the posts I make. I get very in depth with the problems I see and I propose comprehensive possible solutions...
by TDKnight
Mon Jul 23, 2018 8:27 am
Forum: Game Discussion
Topic: Ridding dead or unwanted cities
Replies: 11
Views: 6206

Re: Ridding dead or unwanted cities

Why can’t y’all just implement a mechanic where if an alliance is attacking a dead city within their own territory, it takes something like half the usual time in order to expel it? That way the mechanic can’t be used against an alliance by its enemies on their own turf.
by TDKnight
Fri Jul 20, 2018 8:36 am
Forum: Game Discussion
Topic: Ridding dead or unwanted cities
Replies: 11
Views: 6206

Re: Ridding dead or unwanted cities

I believe what he’s referring to is how a lot of our alliance territory is just absolutely infested with dead, inactive bases. This makes proper hive formations all but impossible. It forces alliance members to become scattered, within their own territory, all because of the abandoned husks left beh...
by TDKnight
Thu Jul 19, 2018 5:54 am
Forum: Solved bugs
Topic: Gold Collection Tiles
Replies: 4
Views: 6007

Re: Gold Collection Tiles

All good, man, I didn’t even know about that boost/penalty until it was mentioned and then I tested it and it’s completely true. I don’t know the exact boost/penalty off the top of my head, but it’s substantial.