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Author Topic: Coin Wars  (Read 7519 times)
markm
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August 27, 2011, 12:08:13 PM
 #1

With so many newfangled blockchain-based currencies around lately the Coin Wars are now underway at Villages Online

Apparently the Holy Books of some of these Villagers tell them to store up their riches "in heaven", so the Priests of the Virtual Coins are capitalising on that as a springboard for their Sermons In Praise Of Virtual Coins.

Tired of raiders attacking your village to steal your resources? Virtual Coins are for you!

Instead of storing stuff in warehouses, granaries and crannies, consider selling it to the Priests for Virtual Coins. This way you virtually "store up your riches" in Digital Heaven to redeem later from the same Priesthoods.

With resources being bought and sold for all manner of Virtual Coins, which Coins will prove to be the winner?

Play Villages Online to find out! Champion your favourite Virtual Coin, picking and choosing who to buy and sell resources from, who to give the best prices to, whose villages to raid to punish them for undercutting your prices. Business and Warfare go hand in hand in Villages Online ... will only the strongest Coins survive or will some happy free market trading all coins with all comers emerge? You can be instrumental in determining the outcome, sign up now at  Villages Online and bring the virtues of your coin of choice to the masses!

Note 1:  Villages Online is a development project, you can help steer the path of development as well as the course of history. Currently only three Tribes are implemented, maybe Battle for Wesnoth or some such source has resources we can use to add additional Tribes? Currently all Villages have the same mix of resource fields, maybe it would be nice to create different mixes for villages located on different types of terrain? Maybe Devana has some stuff we can use? Etc...

Note 2: I currently have it pointing at the DevcoinTalk forum since as a development project it seems appropriate that Devcoins be involved. But that forum seems to be un-moderated and full of spam so not sure how much use it can actually be...

-MarkM-

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August 27, 2011, 06:55:44 PM
 #2

Giving it a try, looks pretty cool. Generally though I prefer games where rules are enforced by the logic of the code and I don't have to do a lot of work to ensure I'm not f'ing things up. It's like a chess program that lets you move the rook diagonally and uses a moderator to 'punish' you for it.

For example:

Quote
In any 24 hour period, regular one-sided transfers with another player may only equal one hour of resource production, including marketplace transactions. One hour of resource production is the total of all resources produced in all villages without subtracting the upkeep for troops.
The abovementioned amount of resources must be split in cases of multiple regular one-sided transfers with more than one player. The size of the affected accounts does not matter.
Furthermore the player who sent as well as the player which received too many resources may be punished.

If your troops are reinforcing another player’s village which is under attack, you are allowed to send enough crop to that player to feed your troops.

I have no idea if this will actually be a problem, it's just not a great rule setup imo.

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August 27, 2011, 08:20:29 PM
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It is total bullsheet is what it is. I think they might even have stolen their rules directly from Travian, of which they were making an open source clone. I have not expunged all the crap from the rules yet, I too find actual functionality of the code more important than the verbiage/eye-candy and mostly delegated all that verbiage to the eye-candy category other than when grep Travian brought it to my attention in the course of moving from a "look at me I am a clone of Travian" approach toward a "generic villages game" approach.

Suffice to say I am putting all the working open source games I can find online precisely in order to have games that don't have those stupid "trading of digital collectables is not allowed" rules. Yes, game stuff can be collectable and trade-able, that is what collectable-card games for kids have been all about since way back when. It is silly to let kids trade collectables then go all ape-shit over adults doing the same.

I am particularly fond of blockchain-base digital collectables... Smiley

So yeah, those rules either have to be re-written or, and this thought as well as general priorities led to me not re-writing the whole thing on the spot when I came across it, we could figure heck let outsiders think all that crap so they don't come barging in purely to complain that our rules do not include all that crap.

(Maybe even pseudocode for rules display along the lines of "if not logged on, then yada yadda blah blah bullshit crap all the usual junk else hey by the way, we are here to have fun with our digital collectables, wanna buy some blockchain based collectables or hire players as mercenaries by bribing them with your digital collectables? Meanwhile here is all the usual crap the people on the outside see, obviously we aren't particularly concerned about the blah blah fiat money blah blah government money blah blah crap. Oh and by the way if you wanna run robots or browser plugins how much you willing to pay for the privilege in what kinda coin?")

tl;dr Use some common sense fergoshsakes! Wink

-MarkM-

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August 27, 2011, 09:15:11 PM
 #4

ohh, you just acquired this game? I assumed you'd had it and were just adding some kind of (bit)coin functionality. So you are planning on allowing all the 'one-way' transfers people want, most of them I assume would be sales for bitcoin? are you even going to add the "sell to so-and-so for X bitcoin" functionality explicitly into the interface?

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August 27, 2011, 10:32:50 PM
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So yeah, those rules either have to be re-written or, and this thought as well as general priorities led to me not re-writing the whole thing on the spot when I came across it, we could figure heck let outsiders think all that crap so they don't come barging in purely to complain that our rules do not include all that crap.

(Maybe even pseudocode for rules display along the lines of "if not logged on, then yada yadda blah blah bullshit crap all the usual junk else hey by the way, we are here to have fun with our digital collectables, wanna buy some blockchain based collectables or hire players as mercenaries by bribing them with your digital collectables? Meanwhile here is all the usual crap the people on the outside see, obviously we aren't particularly concerned about the blah blah fiat money blah blah government money blah blah crap. Oh and by the way if you wanna run robots or browser plugins how much you willing to pay for the privilege in what kinda coin?")

tl;dr Use some common sense fergoshsakes! Wink

-MarkM-


I wouldn't mislead outsiders as to what they are getting into. Just embrace what you (we) think is a better way and attract people that agree.

What I think would be most fun would be allowing everything to be bought and sold for bitcoin credits on your account and not worrying if people give stuff away or trade for other currency out of the games system. I would expect a lot of people buying things with the expectation that they could use the things to make more stuff faster and resell for profit, essentially a skill game played for money, with a sort of built in freeroll for everyone.

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August 27, 2011, 11:24:48 PM
 #6

I wouldn't mislead outsiders as to what they are getting into. Just embrace what you (we) think is a better way and attract people that agree.

What I think would be most fun would be allowing everything to be bought and sold for bitcoin credits on your account and not worrying if people give stuff away or trade for other currency out of the games system. I would expect a lot of people buying things with the expectation that they could use the things to make more stuff faster and resell for profit, essentially a skill game played for money, with a sort of built in freeroll for everyone.

Yeah misleading has its drawbacks. It shouldn't be necessary unless the games come to the attention of some busy-body who doesn't even play but doesn't think games with whatever terms we purport to have should exist, or should not be reachable from their part of the internet (like they never heard of Netnanny or something, sheesh...)

Part of this worry about busybodies is the idea of maybe not using bitcoins directly as cashable-out officially. Oh sure there might be some places out on the net where one could trade Ixcoins or I0coins or Solidcoins or Devcoins or Groupcoins etc etc etc for cash, but I was kindof thinking that maybe we could even enhance the perception of Bitcoin by treating Bitcoin like it is "real money", so kind of put it aside somewhat from all the "game money" varieties.

So basically people would be playing for all kinds of "chips" or "tokens" aka "coins", and what they do with them between themselves outside of the game isn't something the game can do much about, other of course than simply not letting people bring their toys into the playground in the first place. Which seems like a somewhat silly idea.

Basically the more kinds of "things" the deeper one can dive away from all the bullsheet, we are trying to play games here, and if we end up liking and enjoying edible toys and toys we can live in and toys we can drive and toys we can fly or cruise around the world in fine and dandy but toys are just not as much fun when a bunch of playground bullies come along and start messing with our enjoyment of our play, games, and toys.

I originally happened upon Bitcoin when I went searching for source code for markets, in order to have all the stock markets on all the Freeciv worlds of the Galactic Milieu be useable as actual playable stock markets, with local companies whose fortunes revolve around the locality of the city they are in and regional companies traded in various markets in a region and even interstellar companies (such as Galactic Mining Corp aka General Mining Corp (GMC) and Galactic Retirement Funds aka General Retirement Funds (GRF)) traded at markets on many planets.

I still don't have market code for that though. I keep looking at Open Transactions but so far its client doesn't even seem to let its user specify which server (IP address and port, or hostname and port or whatever) to connect to so it doesn't seem much use yet even for games.

But hey, the Digitalis D'ydii Cluster supercluster of galaxies is a project that has been on the go since back before the Internet came along so if it takes a while it takes a while...

-MarkM-

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August 27, 2011, 11:28:47 PM
 #7

I can't register.

The 'Bitcoins accepted here' banner at the bottom of the screen covers up the register form's submit button.  Sad

My display is 768x1024.

I tried with firefox and chrome.  I tried resizing my screen and stuff, but the banner still covers the submit button.


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August 27, 2011, 11:39:59 PM
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I can't register.

The 'Bitcoins accepted here' banner at the bottom of the screen covers up the register form's submit button.  Sad

My display is 768x1024.

I tried with firefox and chrome.  I tried resizing my screen and stuff, but the banner still covers the submit button.

Weird. The whole thing is all .css and maybe even .js, I only just in the last hour or so came up with a trick for actually displaying images myself from HTML without all the .css and .js stuff vanishing the image.

I want to mess with that image anyway, since I cannot figure out how to make it clickable (except on the index page, which has its footer in the html instead of having the .css and/or .js do it).

...Aha, I now see why they had that stupid chunk of blank space pushing the footer below "the fold" on the registration page. Maybe I'll find it and make it less large an expanse, on my screen it had seemed to precisely push the footer out of site and only just push it enough to get it out of sight.

I will put it back, as I think it is not the logo that is your problem but the entire footer area.

Try it now, and let me know if any other pages have that problem. I hope none inside do as the footer-pusher thing seems only to have been used on external pages, I hope that was because it is not needed inside.

-MarkM-

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August 27, 2011, 11:41:33 PM
 #9

Smiley  yup...better.. thanks!

Scratch that....

The register page is fine now...but the same problem exists with the log-in screen.



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August 28, 2011, 12:40:44 AM
 #10

Ok...I logged in and started playing...

I was using the assistant guy and doing the tasks he assigned.

I did the task where he asks for 200 food.. and he gave me a rat to protect my village...yay!

Then he asks me to raise the level of the rest of my village plots to lvl 1.  But it won't let me... and now I'm stuck.

It tells me that I can not build anything unless I increase my crop land.  But it won't allow me to build any more crop plots.... it says I don't have enough crops to build a crop land....

But, my inventory shows I have 454/800 crops, and my village is consuming 7/9 crops per hour.

So, something must be wrong...

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August 28, 2011, 01:07:51 AM
 #11

Ok...I logged in and started playing...

I was using the assistant guy and doing the tasks he assigned.

I did the task where he asks for 200 food.. and he gave me a rat to protect my village...yay!

Then he asks me to raise the level of the rest of my village plots to lvl 1.  But it won't let me... and now I'm stuck.

It tells me that I can not build anything unless I increase my crop land.  But it won't allow me to build any more crop plots.... it says I don't have enough crops to build a crop land....

But, my inventory shows I have 454/800 crops, and my village is consuming 7/9 crops per hour.

So, something must be wrong...

Well for one thing I think the crop income isn't shown correctly. I got around this problem by spending 5 of the gold he had given me (for reading the message he sent me) on a one week 25% crop bonus. That bonus actually increased yields by closer to 50%. I think there ar a few people eating food who aren't being counted and also what they eat isn''t counted, in the display of total yield per hour and total consumed per hour. I think this because searching all over for .25 seemed to indicate that unless you are somehow imagined to have an oasis or something the bonus is done in the code as plus 25% and thus it must be the total crop that it is multiplying by 1.25 must be higher than what we are being shown as our total crop yield.

Also, it seems that at about 3 or 4 crop left per hour in the display, it thinks there is not enough food. So I think there must be 3 or 4 consumption not being shown, or some reason why it thinks 3 or 4 per hour is not enough.

Most things you try to build want a certain amount of crop per hour once they are built, is your yield so low that it is not enough for the hourly needs of what you want to build?

You only get 6 fields for crops, what you are building is a level of improvement, you can build a second level onto a field you already built up to first level.

Did you get to the quest where he gives you gold yet? So far everyone who hit that problem simply threw gold at it.

I will go look now though to try to figure out what it thinks it is doing. I recall one of the changlelog entries in the Devana game has something about a bug possibly along these lines, maybe Devana derives from some common ancestor code, I will check the Devana code too to see if I can find what exactly they fixed.

-MarkM-

EDIT: I am pretty sure the programmer miss-typed, it was checking $crop == 2 which seems stupid since if 2 isn't enough why would 1 be enough? So I changed that to $crop < 2. Its possible it was meant to be <=2 but if so maybe some other hint will occur hinting we need to revisit it.

Edit again: It seems to rule out villages intended to rely on trade for food. In Freeciv and other civilisation-building games part of the usefulness of granary/foodbox is you can survive a while of eating from stores. Hmm.

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August 28, 2011, 01:39:54 AM
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I still don't have market code for that though. I keep looking at Open Transactions but so far its client doesn't even seem to let its user specify which server (IP address and port, or hostname and port or whatever) to connect to so it doesn't seem much use yet even for games.

Hi,

The connection info for the server is stored in the SERVER CONTRACT.

The user doesn't work with a server address, he works with a contract ID. (The ID is a hash of the contract.) OT is smart enough to load up the appropriate contract, based on its ID, and find the connection info inside.

This way, you can store connection info for Tor, I2P, Freenet, etc, and since the contract is signed, you don't have to worry about getting a bad address to a malicious server.

Presumably if you were using OT to handle the monetary system of a game, then you would be running your own transaction server, and you'd make your server contract available to your players, or have it built into the client, or whatever.

I suggest you watch the OT walkthru video, and market video, to get a better understanding of how it all works:
https://bitcointalk.org/index.php?topic=39255.msg479354

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August 28, 2011, 01:57:38 AM
 #13

Sometimes the option to upgrade something is completely missing. Was gone, back, gone again now.

edit: Back again. Improving cropland (and everything else) tells me "Not enough food. Improve cropland." I don't actually have enough resources yet, so maybe it will let me when I do, we'll see.

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August 28, 2011, 01:58:28 AM
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post screenshots
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August 28, 2011, 02:22:04 AM
 #15

Sometimes the option to upgrade something is completely missing. Was gone, back, gone again now.

edit: Back again. Improving cropland (and everything else) tells me "Not enough food. Improve cropland." I don't actually have enough resources yet, so maybe it will let me when I do, we'll see.

Yes, I have been trying over and over again to get it to exclude cropland from that, as it was just blindly saying it without even checking whether you were in fact at that very moment trying to build cropland.

-MarkM-

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August 28, 2011, 02:36:12 AM
 #16

Seems to be working for me now.

I thought about buying the crop bonus, but I didn't want to spend my gold yet.  Tongue


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August 28, 2011, 05:56:47 AM
 #17

Slightly different than before, but still no good. No link to actually upgrade the thing.



 

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August 28, 2011, 06:38:24 AM
 #18

Started working, no noticeable trigger.

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August 28, 2011, 06:46:56 AM
 #19

Started working, no noticeable trigger.
The trigger was your previous post plus me reading it. Smiley

Stand by for complaints from newbies who suck their granaries dry due to not growing any crops, because I did not unravel the warning from the convoluted set of conditions and reasons why not to build etc, I simply commented out the compare part that made the initial decision that there was not enough food being grown. That leaves nothing for the warning to be triggered by so, with no warning, some idiot some day will eat every scrap of food in their village and... aha... maybe the real reason for all that logic was the lack of a starvation consequence for running out of food! Hmm... Smiley

I think I will have to make sure population start dying, thus leaving less workers to work the various things, thus making the player choose what to dismantle to free up a labourer to go home and die...

...Or have another go at unraveling the logic and getting a proper warning in there. The thing doesn't seem to understand when crop fields are what the player is trying to build, and my every attempt to tell it has mysteriously failed so far.

-MarkM-

EDIT: Okay, one more try. I moved the check for type of thing being built into the place that checked how much crop was being grown so now the warning should again be able to be triggered but hopefully in this part of the code the variable purporting to identify the type of thing being built might actually do so, allowing the check whether a crop field is being built to maybe work this time. Cross fingers touch wood.

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August 28, 2011, 07:01:14 AM
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Whoa, you were consuming 11 of the 10 units of crop you were growing.

Somehow you had gotten into a crop supply deficit. I hope that was an artifact of my various attempts to fix the problem allowing you to somehow slip by or something.

-MarkM-

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August 28, 2011, 07:52:42 AM
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Whoa, you were consuming 11 of the 10 units of crop you were growing.

Somehow you had gotten into a crop supply deficit. I hope that was an artifact of my various attempts to fix the problem allowing you to somehow slip by or something.

-MarkM-


I thought that was strange too, but really is running a 1/hr deficit a problem if you have hundreds in reserve?

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August 28, 2011, 08:41:31 AM
 #22

I thought that was strange too, but really is running a 1/hr deficit a problem if you have hundreds in reserve?

I don't know why or how it could or would be, so probably someday when I re-visit that part of the code I will have a try at adding a check of reserves too. First though I want to wait and see whether what I have done so far actually works, as previous attempts to check whether you are building type 4 (Croplands) mysteriously failed to work. As I have not figured out why they did not work I do not know whether the current attempt will similarly mysteriously fail. Not much point trying to elaborate it with a chack against reserves if the check of what you are actually building still isn't actually working yet.

-MarkM-

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August 28, 2011, 02:14:18 PM
 #23

This game looks a lot like Evony.

When you play that, you food production can go negative.   It's all good as long as you have enough food in storage.  Once you run out of storage food, then your army guys start to die off.

Also, lets say you have an ally who is reenforcing your village, your food production will defiantly be negative while his army is there.  In Evony, your ally usually sends his troops with a load of food if they will be staying somewhere for a while.

So maybe having a food production of 11/10 is supposed to be allowed...  but he will run out of food in storage eventually and THEN bad things will happen.

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August 28, 2011, 04:39:19 PM
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Evony sounds like yet another "Travian Clone".

Imperial Warfare is the most complicated "ancient or fantasy era" game I have seen of the type, it has great eye-candy and lots of details like  a whole slew of interesting trade goods your merchants can carry around and stuff but majorly failed for me by having to way to actually trade such stuff with other players.

The edges are starting to become apparent now between what the verbiage talks about and what the code actually implements. The verbiage about being allowed to send food to reinforcing troops looks likely to basically be typical terms stuff people were used to in games of this type rather than actually having to do with how such things actually work in this branch of code.

The weekly top ten stats have not change for example because they seem to be "view source" readouts from some place that actually had such stats, probably intended as a framework under which some day some programmer hoped to put soem actual computation that would plug in actual players and their actual scores where what we currently see is actually some players from some other time and the scores they had when someone who did have a script for computing the top ten ran such a script.

I don't think there any bad things coded to happen when you fun out of food, I expect that is the main reason why the current approach is to make sure you never do run out. Once we have code in place to do nasty things to people who starve then we can see about letting people risk starving.

I have heard rumours that the gtk GUI widgets set has plans to work over HTML 5 in some new or future version, if so we can look forward to actual Freeciv becoming playable using a web-based gtk client and even people who insist on having to be able to use web instead of downloaded clients to play games will be able to move on to actual Freeciv. Smiley

Most advanced worlds of the Galactic Milieu are run on a planetary scale using Freeciv. The entire Crossfire RPG "bigworld" map set would be just one single tile on a Freeciv world, that tile showing on Freeciv scale as a one tile island, probably a mountain with gold, with a city on it. This entire Villages Online map would likely also fit on a single Freeciv tile, though the technology needed to make its edges wrap so the inhabitants do not realise they are just a tile of a larger map is not known to the science-fictional Galactic Milieu. (It is something from the mythical planet D'ydii, a supposed planet of fantasy and magic where such local distortions are known as Gateworlds. The type of Gateworld, it seems, that the Grand Illusionist in the "Between the Worlds" Battle for Wesnoth campaign bundle brings Tourists through from their homeworlds to the world known as Erdya where the Kingdom of Wesnoth is located.)

-MarkM-

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August 28, 2011, 07:45:10 PM
 #25

I just realized that my crop production is way lower than it should be. I have 5 level 1 farms and a level 0. That should be 27/hr, but I only get 14.

edit: To be clear I only get 1/hr after I pay upkeep. It's not 27-14=13. It's 14-13=1.

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August 28, 2011, 07:57:24 PM
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all your buildings and troops need crop. so every time u get bigger or build more troops your crop production will be less than before.

big copy of travian, but as travian now has t4 with hero adventures this looks like a nice alternative. but payment doesnt work.
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August 28, 2011, 08:37:05 PM
 #27

I was messing up in ftp, thinking the path I used to put a file applied at both ends, since the uploads seemed to work.

In reality the files were just bbeing dropping in the current path on the other end not put to the path they were from on my end.

Duh. Had been up way too many hours and forgot why my automatic habit had been to cd at both ends before doing a put.

A lot of the changes I thought I had made I didn't actually make so dunno what state the things I had been trying to fix are in right now, have to sort out which files went where they were supposed to and which just dropped in the main directory.

I gotta remember to try to sleep at least once a week whether I need to or not. Smiley

-MarkM-

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August 28, 2011, 09:04:02 PM
 #28

big copy of travian, but as travian now has t4 with hero adventures this looks like a nice alternative. but payment doesnt work.

What kind of coin or fiat would you like to pay how much with?

The payment system was trying to go pay Travian. That is a bit too much of a "clone" I think, though the actual directory it was looking in for the scripts to handle going to Travian's payment site is missing so I guess they didn't really try to copy that, maybe it is mostly that they were trying to write something that players could use their existing Travian "skins" with so they had to provide what the "skins" expect or something.

I think Devana might have a hero adventure thing, all that has stopped me from testing our Devana is the limits my hosting has on databases and so on, I need to upgrade the hosting before I can create another database to check out another open source game, such as Devana.

So hey if you are looking to pay that is great as I am looking for funds to upgrade the hosting. Smiley

I am also thinking of trying to do a "Webnoth", by taking some factions from Battle for Wesnoth and plugging them into this thing, as I am starting to wonder whether this thing is really a clone or at least partly and outright rip of images etc that it should not be using.

(Partly that is the kins again I guess, for example the Roman guy on the logout screen is a direct reference to a travian.org site that I haven't looked at yet to see if its a fan site or actual Travian. The skins, which might be actual Travian skins that Travian users already often have at home for faster speed use, apparently sometimes point elsewhere for images instead of including them. Maybe that is how travian.org counts how many people are using its skins or something.

-MarkM-

Edit: it probably will not be able to collect *coin payments until it is upgraded all the way to a virtual server or even a dedicated server so it can run all the daemons for all the types of coins...

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August 28, 2011, 09:15:50 PM
 #29

all your buildings and troops need crop. so every time u get bigger or build more troops your crop production will be less than before.

big copy of travian, but as travian now has t4 with hero adventures this looks like a nice alternative. but payment doesnt work.

Uh, yeah, but it should show the total production less the amount being used up. Instead it shows a lower base number less the amount being used up. I now have 6 farms producing 5 each for a total of 30 and have a drain of 13 yet my net is only 4.

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August 28, 2011, 10:07:54 PM
 #30

sorry, my english is not so good, so i don't understand everything.

but fact is, that it looks 1 to 1 exact the same as the old travian 3.5 with gold club etc. and the skin is the standard skin.


it shows up where the productions stands. right is for example 12/20 crop

so it means you normally produce 20, but u need 12, so production is 8/h

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August 28, 2011, 10:29:16 PM
 #31

EDIT: The population, but not the troops (or rat anyway) was being subtracted twice.

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August 29, 2011, 12:13:59 AM
 #32

EDIT: The population, but not the troops (or rat anyway) was being subtracted twice.

-MarkM-


Cool, lots of crops rolling in now.

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August 29, 2011, 12:27:54 AM
 #33

I used some of my gold to get a week of PLUS, but I don't see any of the features? What's up? Need turned on somewhere?

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August 29, 2011, 12:38:40 AM
 #34

Yup...  I seem to be getting the proper crop income now.

I wanted to make my own 'town/village' type game before called BankWars.

You're a banker with a vault as your main HQ.  You can build troops and buildings etc to attack and defend just like other village type games.

But, the twist is that you can store 'bitcoins' in your vault.  The more bitcoins you store in your vault, the more your city gains a 'happiness' production bonus.  Maybe max 10 bitcoins per city. Or max bitcoins as your HQ level.

And maybe your city gets a 10% production bonus for every bitcoin stored in the vault.

When you get attacked, and your city is looted, you loose a percentage of your coins in your vault depending on vault level etc.

But, you can also pillage other cities for their coins if you can break through their defenses.

I would love to play a game where you can pillage someone and actually get something of value as a reward.

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August 29, 2011, 12:55:46 AM
 #35

I wanted to make my own 'town/village' type game before called BankWars.

You're a banker with a vault as your main HQ.  You can build troops and buildings etc to attack and defend just like other village type games.

But, the twist is that you can store 'bitcoins' in your vault.  The more bitcoins you store in your vault, the more your city gains a 'happiness' production bonus.  Maybe max 10 bitcoins per city. Or max bitcoins as your HQ level.

And maybe your city gets a 10% production bonus for every bitcoin stored in the vault.

When you get attacked, and your city is looted, you loose a percentage of your coins in your vault depending on vault level etc.

But, you can also pillage other cities for their coins if you can break through their defenses.

I would love to play a game where you can pillage someone and actually get something of value as a reward.

I have seen a few pathetic games no one would probably have bothered playing were it not that the money you looted from others was "real money".

I am not sure looting Bitcoins is a good idea, bit-propagandistically speaking. As a promoter of Bitcoins I suspect I would tend to prefer a game in which pretty much the only thing that can not be looted is your Bitcoins. (Lets not think about Hacker games while on the propaganda trail. Wink)

So I was thinking that although you cannot loot people's P2P coinages because they aren't stored in the game but, rather, at home in the player's own vault and with backups in their family crypts and encrypted on various third party storage systems and email accounts and so on you nonetheless win such coins indirectly, by buying virtual assets with which you can loot other people's virtual assets and try to defend your own virtual assets.

You say banks, but the image that word brought to mind was the hoodlum games. Is there some technical difference between bankers and hoodlums in this context?

The Villages Online game apparently has a Treasury building, they use it to store artifacts needed to build a Wonder of the World apparently. But I was thinking maybe associate the blockchain currencies with that building in some way.

This initial Villages world is tiny, the default size turns out to amount to only some 2500 tiles, so I am figuring it is maybe a training place for training Settlers. Like maybe the whole place it just one tile of a Freeciv world, and the entire population is just one Settler unit in traning; a Settler unit whose government type is probably Anarchy, thus explaining the probably to be expected any time now divisiveness...

I do not know yet now Wonders of the World work, whether maybe even only one can be built with the game ending when it is completed or what. I have not got that far yet. But if so maybe whoever accomplishes that "win" will be the leader of the whole unit of Settlers when it heads out to colonise a full scale Freeciv world or something...

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August 29, 2011, 01:13:11 AM
 #36

I used some of my gold to get a week of PLUS, but I don't see any of the features? What's up? Need turned on somewhere?

Admittedly not all the advantages listed in the Advantages section of the Plus section seem to be implemented (mostly the larger map it seems, which the programmer evidently planned to implement as karte2.php which doesn't yet exist), most of those I have the gear to check do seem to be present. I am building a rallying point now to check the part about improved vies in the rallying point but most of what I have been able to check so far does seem to exist. (I don't have enough resources currently to try the building queue yet.)

-MarkM-

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August 29, 2011, 01:22:54 AM
 #37

I used some of my gold to get a week of PLUS, but I don't see any of the features? What's up? Need turned on somewhere?

Admittedly not all the advantages listed in the Advantages section of the Plus section seem to be implemented (mostly the larger map it seems, which the programmer evidently planned to implement as karte2.php which doesn't yet exist), most of those I have the gear to check do seem to be present. I am building a rallying point now to check the part about improved vies in the rallying point but most of what I have been able to check so far does seem to exist. (I don't have enough resources currently to try the building queue yet.)

-MarkM-


I'm not seeing a single change though. Am I missing it?

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August 29, 2011, 01:24:08 AM
 #38


I have seen a few pathetic games no one would probably have bothered playing were it not that the money you looted from others was "real money".

I am not sure looting Bitcoins is a good idea, bit-propagandistically speaking. As a promoter of Bitcoins I suspect I would tend to prefer a game in which pretty much the only thing that can not be looted is your Bitcoins. (Lets not think about Hacker games while on the propaganda trail. Wink)

So I was thinking that although you cannot loot people's P2P coinages because they aren't stored in the game but, rather, at home in the player's own vault and with backups in their family crypts and encrypted on various third party storage systems and email accounts and so on you nonetheless win such coins indirectly, by buying virtual assets with which you can loot other people's virtual assets and try to defend your own virtual assets.
 

Agreed, sounds like a good plan. You can still earn coins, but you don't have to worry about cashing them out to keep them safe. You just have to keep your in game stuff secure.

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August 29, 2011, 01:56:20 AM
 #39

I'm not seeing a single change though. Am I missing it?

Apparently so. The little dash next to the green and orange "Plus" in upper right should have changed to a tick to show you have Plus.

Then if you go looking around crefully you should find little extras in various places, such as an archives option in reports and messages section, the sent button there being clickable to reverse the sort by date order, and a bunch more things all listed in the Advantages section of the Plus section, which I have been annotating with (NYI) for the items that I have found to seemingly be Not Yet Implemented.

-MarkM-

Edit: harking back to the "banker" motif... since the not yet implemented parts were not yet marked as such, maybe we can offer you a discount on your next gold purchase? Tongue

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August 29, 2011, 02:27:29 AM
 #40

I'm not seeing a single change though. Am I missing it?

Apparently so. The little dash next to the green and orange "Plus" in upper right should have changed to a tick to show you have Plus.

Then if you go looking around crefully you should find little extras in various places, such as an archives option in reports and messages section, the sent button there being clickable to reverse the sort by date order, and a bunch more things all listed in the Advantages section of the Plus section, which I have been annotating with (NYI) for the items that I have found to seemingly be Not Yet Implemented.

-MarkM-

Edit: harking back to the "banker" motif... since the not yet implemented parts were not yet marked as such, maybe we can offer you a discount on your next gold purchase? Tongue


Automated Bitcoin payment + discount = I buy.

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September 01, 2011, 12:50:29 PM
 #41

I think preventing the building of anything other than croplands when consumption of crops almost equals production of crops might well be the difference between the ability to actually build civilisations and the Travian, Astro Empires, Ogame, Zorg Empire etc etc built in by design supremacy of despotism.

In the games designed specifically to ensure the supremacy of despotism the dominating strategy is the roving horde of barbarians. For example in space games of that kind you basically live in fleets, always on the move, carrying all your resources with you, because like sharks to stop is to die.

If the skilled citizens and technicians and professionals responsible for producing the artifacts of civilisation refuse to build facility for anything but crop production whilst such swarms of barbarians have picked their village to base themselves in, or when "their" military consumes so much crops that the village would come to depend on them instead of on crop farmers for food, that might help put in place Freeciv's assumption that despotism is not necessarily the best form of government and being a barbarian horde not necessarily the dominant strategy.

Thus so far I am not convinced that removing the crop usage check that occurs in the building option would be a good idea. I expect it would simply cause the game to devolve into yet another game in which civilisation can never win against barbarian hordes.

(Did civilisation ever win against barbarian hordes, or are we simply the barbarian hordes who won out against the other barbarian hordes?)

-MarkM-

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