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admin

Admin
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    http://www.cybernations.net
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    Male

Previous Fields

  • Nation Name
    Great Nation
  • Alliance Name
    CN Staff
  • Resource 1
    Lumber
  • Resource 2
    Rubber

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admin's Achievements

  1. Try trading with Oranges now.
  2. Thanks for the report. This has been corrected.
  3. What does everyone else think for future rounds? Keep the aid slots but nerf them substantially or remove aid altogether? If aid is to remain in place, what do you think the aid limits should be?
  4. "Admin 'came down harshly' by imposing a cap and preventing the opportunity for unapped aid to spiral out of control." This is correct. My intervention in the game code early in the TE round was solely based on maintaining balanced gameplay and addressing issues that were affecting the overall game mechanics. I didn't check or consider which individual players or alliances would be affected when I made those adjustments. My goal is to ensure a balanced and enjoyable experience for everyone and I do not plan on further such interventions during this TE round, unless there's clear evidence of cheating, which players can report in the moderation section of the forums. Your understanding is appreciated.
  5. I reached out to @Lord Darrin in-game. Waiting to hear back.
  6. We were starting to see some gameplay that went against the intent behind enabling foreign aid in Tournament Edition. The intent, as per the original suggestion, was to restrict the FAC wonder to require 2,000 infras in order "to prevent abusing cash received upon starting a new nation. Nations must build before sending aid." We were seeing zero day old nations acquire over 2,000 infras, purchase the FAC, and begin sending foreign aid on their first day. A requirement that a nations must be 14 days old before sending/receiving foreign aid has been added. New nation creation has been re-enabled. Johnny is right about some of the back-end mechanics. Forgive me, it's been over 18 years since I coded some of this stuff and I missed some of the impacts when adding unlimited foreign aid. This is why even after this long, the game is still technically in beta as per the terms, because I have and will continue to make changes on the fly in order to address concerns like this as they arise.
  7. Update to the foreign aid limits in the original post above. Foreign aid is still on, and the caps are set really high, just not unlimited as I found that is going to end up breaking the game (both the back-end and the overall gameplay).
  8. Been thinking about this, unlimited foreign aid will break the game completely. I'm going to keep foreign aid on for the remainder of this round, but limit it to 50,000,000 cash and 2,500 tech.
  9. Thanks for the report, the issue has been corrected.
  10. A screenshot would be needed in this situation.
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