DeletedUser
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Please leave any feedback for this weeks dailies here.
You can find the changelogs here.
You can find the changelogs here.
so far
thisbetter yet make a separate tab only for rogues.
What were the flaws in the previous way of prioritization?
the actual problem was:I think the main thing was that the developers had to remember to manually add each building that 'belonged' on the priority list when they added new buildings to the game.
nice joke
Tabs are by type (heavy, ranged...), not by age, that is a secondary listing order... Rogues are the only unit that change their type, so wouldn't much strange to have them in a separate tab (call the tab "no type units" or "adaptive type units" to keep it generic and opened to future new units, that's all )they completely forget that rogues are not the only 'no age' unit. Color Guards and Military Drummers may not be as useful to most, but they're in exactly the same category
size doesn't matter for aidI imagine that introducing factors like building size would make things much more complicated and a bit too nuanced, if it's even possible to develop the system like that at all.
so if this would apply in the group of normal buildings a building that gives more will be aided firstThis refers to the output of the building, and within each group buildings producing higher amounts will always be higher in priority than those producing lower amounts.
Just to make it clear: only buildings with extra functionalities as described in the changelog are taken into account for the new aid priority system. Standard buildings from the technology tree (or special/event buildings with no additional functionality) are not prioritized and will retain their behavior.so if this would apply in the group of normal buildings a building that gives more will be aided first
because
higer amount of supplies/coins then would be higher in priority to those with lower supplies/coins