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Feedback Historical Allies: New Chapter

Once Ally is assigned to a Building (if the Ally has a Production ability) the first time it is assigned to a building, it will reset the productions.

Please don't do this.
  1. It's extremely annoying to have production reset for no good reason (your reason isn't good see point 2-3). We have the same issue on moving building that can be in a chain while not in a chain -> production reset even if no chain was broken (extremely annoying in Mughal until we learn how to avoid it most of the time)

I can imagine that reset of productions is a technical necessity when allies produce resources. Would be nice, if you could clarify that, @Zyleta1991 ?

But if that is the case, then the solution is simple: Don't mix and match bonuses for production and bonuses for fights in any single given ally.

Let there be fighting allies, that don't have any production abilities, and that you can freely move around according to what you plan to do next.
And let there be production allies with no specific fighting skills (on top of their base stats), that are rather static, but don't need to be shifted so often.

It would also greatly help players to develop their city according to their own strategy, thus making allies way more interesting for everybody and increasing acceptance.
 
I can imagine that reset of productions is a technical necessity when allies produce resources. Would be nice, if you could clarify that, @Zyleta1991 ?
No it isn't a technical requirement.
Proof: you can change emmissary as long as the town hall production is still ongoing. Once completed you cannot switch emissary.
But if that is the case, then the solution is simple: Don't mix and match bonuses for production and bonuses for fights in any single given ally.

Let there be fighting allies, that don't have any production abilities, and that you can freely move around according to what you plan to do next.
And let there be production allies with no specific fighting skills (on top of their base stats), that are rather static, but don't need to be shifted so often.

It would also greatly help players to develop their city according to their own strategy, thus making allies way more interesting for everybody and increasing acceptance.
Actually what you are asking for is already part of the announcement.
The exact text says that the reset applies is there is a production, if implemented as announced you can switch allies with no production without resetting (I hope the useless combat bonuses with charges do not count as production)
If the picture is significant just don't upgrade allies to legendary level, so they have no production.
 
No it isn't a technical requirement.
Proof: you can change emmissary as long as the town hall production is still ongoing. Once completed you cannot switch emissary.
If town hall emissaries are technically designed the same way as allies, then you are correct.

Actually what you are asking for is already part of the announcement.
The exact text says that the reset applies is there is a production, if implemented as announced you can switch allies with no production without resetting (I hope the useless combat bonuses with charges do not count as production)
If the picture is significant just don't upgrade allies to legendary level, so they have no production.
This is probably a misunderstanding. Allies have up to 5 abilities, depending on rarity. In the picture we see the first 4 abilities to be fighting abilities, and the production only hitting in on legendary.
Why not make all 5 abilities be fighting abilities for one ally, and all 5 abilities production abilities for another ally? That's what I meant in the first place.

Mixing them as much as seen in the picture, allies are hardly useful to anybody. You can't develop them according to your own strategy. So allies like that still feel like a lottery to me, if they are granted some random abilities. If you are lucky, one of their abilities is useful to you.
 
So I'm looking through some of the older heroes ...
Problem is I don't know how good they would be or what I get for upgrading them or the newer ones.
How do we see the newer powers? or is it just a shot in the dark?
 
You can just see the levels as they currently are if you use scrolls ...... but what if you 'evolve', what do they become?
We can't see that (I can't see how you see that)
"Each Evolution can unlock unique abilities" ...
You mean if you level up?
"Level up" tab => question mark
FireShot Capture 010 - Forge of Empires - [zz1.forgeofempires.com].png
 
[...]


This is probably a misunderstanding. Allies have up to 5 abilities, depending on rarity. In the picture we see the first 4 abilities to be fighting abilities, and the production only hitting in on legendary.
Why not make all 5 abilities be fighting abilities for one ally, and all 5 abilities production abilities for another ally? That's what I meant in the first place.

Mixing them as much as seen in the picture, allies are hardly useful to anybody. You can't develop them according to your own strategy. So allies like that still feel like a lottery to me, if they are granted some random abilities. If you are lucky, one of their abilities is useful to you.
If they wanted to help us strategize they would have avoided mixing GE, GBG and red and blue bonuses.

BTW I checked the allies I have and every single one has only combat bonuses. Nothing like what is in the announcement's pictures
 
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