0

InnoGames does it again – WestWars

Posted by player on Sep 2, 2010 in Grepolis, Other Games, TribalWars

The past year more and more player complaints arise how InnoGames operates, a lot of people liked InnoGames as they where different that GameForge which some players call GameFraud.

And InnoGames should know better as they got their tribalwars engine stolen …

Anyway, the free to play with premium options to not buy yourself to the top is finished at InnoGames games. It’s now cold hard cash needed and players respect doesn’t count anymore. And even having staff members compete vs paying customers so they spend more cash (see mass exodus on grepolis topic).

Here is a recent complaint about their game WestWars, taken from their forums (before it gets deleted)

I think it is time to be discussed at a critical point in the game … Skills / gold!
The price is quite a joke … example to purchase 10 skills, increase the price of 1 gold
Today I bought 30 skills, my price was high, starting at 10 gold for a skills .. results were as follows: 30 skills = 10×11 + 10×12 + 10×13 = 360 gold

At lvl 1420, 30 skills are of no help, if I want to raise my Intelligence 1% will cost 66 skills …
Who want to play, if your skills are getting worse, even if you use a crazy amount of money on the game..??

Consider this example:
If I want to maintain my Intelligence of xx% will cost me 1000 skills to move from lvl lvl 1400 to 2000 ….. Who will do it, I will not, nor Bjarne .. We are good customers in your store, but we are not idiots !!

We pay YOUR SALARY, and without mine, Bjarne’s and certainly others players pleasure to buy gold, you get problems … The game will die slowly but surely!!

It is obvious that I have no strategy and common sense .. people without such skills will be kicked out of my company!
Come straight into battle Inno Games, doing something about the problem, otherwise the players disappear… no players, no money and no West Wars!

Yours Jakob aka Gun Jake

I have a copy of Bjarne’s email to Peter here, which shows that I am not alone on this:

Bjarne Tidemand
2010-08-31 23:54:19
Peter, i have two take this question up again!

I just talked with my friend Jacob Nielsen (gun Jake, no two in the world)
He told me that now, the price on skills, raise one gold for each 10 buy …

Have you considered, that it is not good business for Inno Games, for one simple reason.

When things get to expensive, people dont want to use gold, and they stop buying it!

Jacob just told me, that he bought skills, 10 for 12 gold 10 for 13 gold and 10 to 14 gold.
Calculate that, its allmost 400 gold for 30 skills!

So he will not buy gold anymore, and he has also being a big spender.

Continue like this, and the gold players will stop.
I have seen it before.

Set the parameter’s two half of it, that will be better.

Just my five cents.

Yours Bjarne aka El Bismarco

The original forum post can be found at http://forum.westwars.com/showthread.php?617-WestWars-Problems-SKILLS-GOLD-not-a-BUG!!!!!!

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1

Grepolis – Beta Testers needed

Posted by mdshare on Aug 23, 2010 in Grepolis

Grepolis is in need of beta testers and is willing to pay premium coinage for their browsergame.

We need your help! We have had a small number of problems occuringafter our last update. As we hold the quality of our games to a very high standard we have decided to enact a number of measures that will improve the quality for our players.

As one of a number of these measures we are going to need testers on our Beta Server. All updates go through on this server well in advance of the actual game servers. We need you to sign up and play there. For this we will be paying each tester on the server 300 gold per month. The server is limited to five thousand players. We are advertising this on all language versions so we expect the numbers to fill up pretty soon.

In addition to this the players that put the most effort into reporting bugs on the forum and to the game administrators will receive a bonus payment of 50 gold. This is at the discretion of the Community Manager.

As this server is subject to reset we have decided to add a really great reward. When we reset we will be giving prizes to the winners! So please go and sign up. The first payments of gold will go through tomorrow so don’t miss out…

Sign up here

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0

Grepolis Tools of Trade

Posted by mdshare on Mar 6, 2010 in Grepolis

Usefull links of stats sites

http://www.grepostats.com/world/en1/index

http://en1.grepolismaps.org/

http://grepolis.gamestats.org/?lang=en

http://www.grepotools.co.uk/

http://www.grepo-world.com/index.php

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2

Tribal Wars goes 6.0

Posted by mdshare on Feb 23, 2010 in TribalWars

Hello,

Teamplaying and working together has just become even more important in this new version of Tribal Wars, and today is the big day: Tribal Wars 6.0 is online now!

With this huge update, we have plenty of great new features for you. By introducing army camps into the game, we make teamplay even more important for your tribe. As a tribe, you can create army camps in any empty space on the map to use as a base camp near your enemies for upcoming attacks. When the camp is attacked, you will automatically defend it side by side with your tribemates. So as a team you can use these mighty forts to bring victory to your tribe.

Besides this, you can gain achievements on your own. From now on, we will give you awards for several different achievements, which you can show off to other players in your personal profile. This may be a certain number of points or a great battle victory. Sometimes, you may even get an award if you were extremely lucky – or unlucky. It does not matter in which period of the game you play, you will always have the chance to gain awards.

Furthermore, we have a special addition for premium account users: You can now play Tribal Wars on your mobile phone with an improved user interface. This works on iPhones and mobile phones running Android. All you have to do is to start your mobile browser and visit the Tribal Wars page – as you will see, the whole design has been adjusted for mobile browsing. It works just like a special Tribal Wars app. But since you can run it with your browser, there is no need to buy special software.

This is not all: There are several other updates and new features being introduced in this exciting new version. You can see details of these on your Tribal Wars forum.

All these features can be tested on our new worlds that have started today. We hope to see you there!

Your Tribal Wars team

www.tribalwars.net

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0

Grepolis World Data and mySQL

Posted by mdshare on Feb 17, 2010 in Grepolis

With the following command to the field names in JSON go, via sed to replace the identifiers including colon with an empty string.

Here for players.json file:

sed -i 's/"id":\|"name":\|"alliance_id":\|"points":\|"rank":\|"towns"://g' players.json

SQL syntax to load the data into a mySQL database

LOAD DATA INFILE 'players2.json' INTO TABLE players FIELDS TERMINATED BY ',' OPTIONALLY ENCLOSED BY '"' LINES STARTING BY '{' TERMINATED BY '}';

Excellent FREE hosting for your Grepolis stats project can be found here

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6

Grepolis World Data – Create your own Grepolis Stats Site

Posted by mdshare on Feb 17, 2010 in Grepolis

We have written this small guide for other developers who wish to utilise the Grepolis World Data to create their own websites. A good example of what this data can be used to do is Grepo Stats. All data is currently available in the JSON format. Currently world data is updated hourly. Each world’s data will be updated at a random starting minute.

Note: Please use the compressed world data whenever possible.
Player data
players.json
players.json.gz

The player data contains the following information:

* id – The internal ID of the player
* name – The player’s name
* alliance_id – The player’s internal alliance ID (see alliances.json)
* points – The player’s current amount of points
* rank – The player’s current rank
* towns – The player’s current amount of cities

Alliance data
alliances.json
alliances.json.gz

The alliance data contains the following information:

* id – The internal ID of the alliance
* name – The alliances’s name
* points – The alliance’s current amount of points
* rank – The alliance’s current rank
* towns – The alliances’s current amount of cities
* members – The alliances’s current member count

Town data
towns.json
towns.json.gz

The town data contains the following information:

* id – The internal ID of the town
* player_id – The owner of the town. NULL if no owner
* name – The town’s name
* island_x – The X coordinate of the island the town is on
* island_y – The Y coordinate of the island the town is on
* number_on_island – The position of the town on it’s island
* points – The town’s points

Island data *large file*
islands.json
islands.json.gz

The islands data file contains the information for the world’s islands. Please note that this is a large file and that once a world has started, it’s contents will not change. Therefore, you do not need to keep downloading this file!
The island data contains the following information:

* id – The internal ID of the island
* x – The X position of the island
* y – The Y position of the island
* island_id – The internal number of the island, or, what ‘type/size/shape’ of island this is. 1-10 = player islands with farm towns, 11-16 = uninhabited islands, 17-21 = rocks

Player kill data
player_kills.json
player_kills.json.gz

The player kill data contains information about the player ‘kill’ ranking. There is a record for each player who is ranked. Each record is an array of objects, with the keys ‘all’, ‘att’, ‘def’. These keys mean: ‘Overall’, ‘As attacker’, ‘As defender’.
Each of the aforementioned objects contain the following data:

* rank – The rank for the specific type
* player_id – The internal ID of the player
* points – The points/score

Alliance kill data
alliance_kills.json
alliance_kills.json.gz

The alliance kill data contains information about the alliance ‘kill’ ranking. There is a record for each alliance that is ranked. Each record is an array of objects, with the keys ‘all’, ‘att’, ‘def’. These keys mean: ‘Overall’, ‘As attacker’, ‘As defender’.
Each of the aforementioned objects contain the following data:

* rank – The rank for the specific type
* alliance_id – The internal ID of the alliance
* points – The points/score

Colonisation data
conquers.json
conquers.json.gz

The colonisation data contains the following information:

* town_id – The town’s internal ID
* time – The UNIX timestamp of the conquer
* new_player_id – The player who colonised the town
* old_player_id – If involved, the player who lost the town. Otherwise, NULL
* new_ally_id – If in an alliance, the alliance ID of the player who colonised the town. Otherwise, NULL
* old_ally_id – If in an alliance, the alliance ID of the player who lost the town. Otherwise, NULL
* town_points – The town’s points at the time of the colonisation

Building, unit and research information
units.json
units.json.gz
buildings.json
buildings.json.gz
researches.json
researches.json.gz

All links point to http://de1.grepolis.de

however http://en1.grepolis.net works so for example http://en1.grepolis.net/data/units.json

Excellent FREE hosting for your Grepolis stats project can be found here

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0

Grepolis – Unit Overviews by Odoakar

Posted by player on Jan 29, 2010 in Grepolis

PART 1: UNIT OVERVIEW

SWORDSMAN
Blunt Weapons 5
Speed 8
Booty 16
Defense Blunt 14
Defense Sharp 8
Defense Distance 30
Overall Defense 52
Defense per farm space 52
Offense per farm space 5
Unit costs: 190, 0, 170
Build time: 0:17:10 (at Barracks lvl 5)

SLINGER
Distance Weapons 19
Speed 14
Booty 8
Defense Blunt 7
Defense Sharp 8
Defense Distance 2
Overall Defense 17
Defense per farm space 17
Offense per farm space 19
Unit costs:55/100/40
Build time: 0:19:04

ARCHER
Distance Weapons 8
Speed 12
Booty 24
Defense Blunt 6
Defense Sharp 25
Defense Distance 12
Overall Defense 42
Defense per farm space 42
Offense per farm space 8
Unit costs: 120/0/75
Build time: 0:18:07

HOPLITE
Sharp Weapons 16
Speed 6
Booty 8
Defense Blunt 18
Defense Sharp 12
Defense Distance 7
Overall Defense 37
Defense per farm space 37
Offense per farm space 16
Unit costs: 0/75/150
Build time: 0:21:56

HORSEMAN
Blunt Weapons 60
Speed 22
Booty 72
Defense Blunt 18
Defense Sharp 0
Defense Distance 24
Overall Defense 42
Defense per farm space 14
Offense per farm space 20
Unit costs: 240/120/360
Build time: 0:21:56

CHARIOT
Sharp Weapons 56
Speed 18
Booty 64
Defense Blunt 76
Defense Sharp 16
Defense Distance 56
Overall Defense 148
Defense per farm space 37
Offense per farm space 14
Unit costs: 200/440/320
Build time: 1:31:35

CATAPULT
Distance Weapons 100
Speed 1
Booty 400
Defense Blunt 30
Defense Sharp 30
Defense Distance 30
Overall Defense 90
Defense per farm space 6
Offense per farm space 6

BEST OVERALL DEFENSE

As we can see, Swordsman has the highest defense per farm space of 52, so defensive force of only Swordsmen would have highest overall value. However, it would certainly be weak against sharp weapons (hoplites)

Second best defensive unit is Archer, with 42 defensive points per farm space. With Sharp Defense value of Archer being the highest, we can see that it combines well with Swordsman. Their combined defense would be 20/33/42 (Blunt/Sharp/Distance) per 2 farm spaces. As we can see, it would be weak against Blunt Weapons.

Chariot is the third best defensive units if we look at defense per farm space (37 in this case). It also has the best defense against Blunt weapons, and is perfect in combination with Swords/Archers. It’s good to notice that instead of 1 Chariot you can have 4 Hoplites with combined Defense Blunt of 72, which is just little short of Chariot’s 76.

This part needs re-evaluation, see Snowman8′s post:
Combined defense of Sword/Archer/Chariot mix would be 39/37/56 per 3 farm spaces, or 108/99/122 (total of 329) for 1 Sword/3 Archer/1 Chariot. This can be replaced with a build of 1 Sword/3 Archer/4 Hoplites which would give 104/131/94 (total of 329) defense distribution.

Possible corrections would have to be made for different kinds of opponent’s offensive builds.

Still, it is clear that possible defensive builds will consist of either Swords, Archers, Hoplites or Swords, Archers, Chariots. It is important to notice that Chariots move 3 times faster than Hoplites, so will be suited for fast support. This is in many ways similar to TW defensive builds where usually Swords are replaced by Heavy Cavalry.

Let’s compare the mentioned builds in terms of resources used, and time to build. Again, this is done for lvl 5 barracks. Higher lvls will just scale the time, but the ratio will remain the same.

1) 1 Sword/3 Archers/1 Chariot

Time to build: 0:17:10/0:54:21/1:31:35, in total 2:43:06
Resources to build: 655/440/630

2) 1 Sword/3 Archers/4 Hoplites

Time to build: 0:17:10/0:54:21/1:27:44, in total 2:39:15
Resource to build: 455/300/910

As we can see, 2) builds faster, but has (very) uneven resources.

If you have other possible builds that you would like to see presented here, just post them in the thread, and I’ll check build times, and resources needed to train them, and possible their defensive values.

BEST OVERALL OFFENSE

When talking about possible offensive force, we can see that that Horseman has highest offense per farm space of 20 (Blunt), followed by Slinger (Distance) with offense per farm space of 19, and Hoplite (Sharp) with offense of 16.
Obviously, army consisting of only Horseman would have highest possible overall offense, but could be easily countered with Chariot. A mix of these 3 units presents the best overall offensive force. The overall offensive power of this army would be 20/19/16 per 3 farm spaces. If we were to aim for best all round attacking force, we see that the desired ratio would be 1.25/1.2/1 (Horseman/Slinger/Hoplite) per 3 farm spaces, or speaking in terms on how many units we need to build, ratio would be 1,25 Horsemen/3,6 Slingers/3 Hoplites. Or 13/36/30, so we don’t cut our horses into little parts

Obviously catapults will be integral part of any decent offensive force, the only question is how many catapults will be needed to tear down walls from its max value to 0. Once we know that number we can start integrating the catapult numbers in our troops ratio.

Things to do:
- evaluate contribution of mythical units to these forces
- evaluate naval forces

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2

How to take a screenshot – Fireshot

Posted by mdshare on Jan 28, 2010 in CE Gamers

This is a full featured screenshot capturing and editing client for your browser.

This can be installed for either firefox or internet explorer.
1. When taking a SS just click the S in the corner of your browser (top right). This will open the window shown below.
2. Some highlighted features you can do are in the image below (click to expand to full screen)

3. Select either upload or save, upload will host the image for free. Save will copy it to your Hard drive.
4. Copy link into your post.

FireShot for Firefox Download FireShot for Firefox!
FireShot for Internet Explorer Download FireShot for Internet Explorer!

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0

Grepolis – How much booty can I get by farming

Posted by player on Jan 27, 2010 in Grepolis

Based on strenght , 95% accurate

1% = 9 Booty
2% = 24 Booty
3% = 43 Booty
4% = 64 Booty
5% = 88 Booty
6% = 113 Booty
7% = 141 Booty
8% = 170 Booty
9% = 201 Booty
10% = 233 Booty
11% = 267 Booty
12% = 302 Booty
13% = 338 Booty
14% = 376 Booty
15% = 414 Booty
16% = 454 Booty
17% = 494 Booty
18% = 536 Booty
19% = 579 Booty
20% = 622 Booty
21% = 667 Booty
22% = 712 Booty
23% = 758 Booty
24% = 805 Booty
25% = 853 Booty
26% = 902 Booty
27% = 951 Booty
28% = 1001 Booty
29% = 1052 Booty
30% = 1104 Booty
31% = 1156 Booty
32% = 1209 Booty
33% = 1263 Booty
34% = 1318 Booty
35% = 1373 Booty
36% = 1428 Booty
37% = 1485 Booty
38% = 1542 Booty
39% = 1600 Booty
40% = 1658 Booty
41% = 1717 Booty
42% = 1776 Booty
43% = 1836 Booty
44% = 1897 Booty
45% = 1958 Booty
46% = 2020 Booty
47% = 2083 Booty
48% = 2145 Booty
49% = 2209 Booty
50% = 2273 Booty
51% = 2337 Booty
52% = 2403 Booty
53% = 2468 Booty
54% = 2534 Booty
55% = 2601 Booty
56% = 2668 Booty
57% = 2736 Booty
58% = 2804 Booty
59% = 2872 Booty
60% = 2941 Booty
61% = 3011 Booty
62% = 3081 Booty
63% = 3151 Booty
64% = 3222 Booty
65% = 3294 Booty
66% = 3366 Booty
67% = 3438 Booty
68% = 3511 Booty
69% = 3584 Booty
70% = 3658 Booty
71% = 3732 Booty
72% = 3806 Booty
73% = 3881 Booty
74% = 3957 Booty
75% = 4033 Booty
76% = 4109 Booty
77% = 4185 Booty
78% = 4262 Booty
79% = 4340 Booty
80% = 4418 Booty
81% = 4496 Booty
82% = 4575 Booty
83% = 4654 Booty
84% = 4733 Booty
85% = 4813 Booty
86% = 4894 Booty
87% = 4974 Booty
88% = 5055 Booty
89% = 5137 Booty
90% = 5218 Booty
91% = 5301 Booty
92% = 5383 Booty
93% = 5466 Booty
94% = 5549 Booty
95% = 5633 Booty
96% = 5717 Booty
97% = 5801 Booty
98% = 5886 Booty
99% = 5971 Booty
100% = 6057 Booty

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6

Grepolis – Basic Beginner Guide to building

Posted by player on Jan 26, 2010 in Grepolis

Basic Beginner Guide To building by grepolis.net player MichaelRazor

This is a Beginners guide i tried to create and help share some of my knowledge of the game and hope there will be more better guide to help us all make a better gaming experience out of this one.
Enjoy and please help with comments and productive criticism to enable us all to understand better…
——————————–
Basic Beginners Guide to building your settlement
okay, this is from my point of view when you start even though i haven’t had much to read in the beginning from wiki but i basically used my previous gaming instinct and so far so good, talking about the building side here.

Beginning your settlement
==================
you start up with 6 swords and a no clue what to do or what to build but of you have played before similar games you will get the hint of it, but again every game has its requirements for building materials.
here in the beginning you need to focus on
-Wood
-Farm
-Warehouse
-Senate
-silver
-Rock
-Barrack
-Wall

I have placed them in accordance of priority, with some players it will vary but for a beginning that is what you need. Your settlement will require wood heavily in the first stages after that you will need to upgrade your farm to have more settlers to fill in gaps. You will notice that each island has a (+) and (-) for resource bonuses, which you can easily find when you hover your mouse over each resource symbol you will find it there, this indicates what you should expect to get more when farming Neutral villages or (NPC) and also it indicates to you which resource level you should upgrade more than the other.
Right now you need to level up your village to a state where you get least a not too bad income from resources, so this is how your village suggested to look like when you reach;

Up to 500 points
============
Wood = level 10
Rock = level 8
Silver = level 9
Farm = level 5
Senate = level 7
Barrack = level 2
City wall = level 1

Farming and Expanding your settlement
==============================
By now you should have a basic income of resources as well as a stage one settlement which upon you will be able to upgrade further and expand more buildings. Now comes the important issue you will face which is (Farming).
Apparently in the beginning you have no clue who to farm and you think you will find barbs and abandoned villas to farm, but here no. Inno games have developed a new approach towards the farming system to attempt and give a more or less realistic War sim game from which you will need to adapt yourself.
Now back to farming, as you see that you have few villas around you that I will call it (Neutral) because they do not belong to anyone and second you can not occupy it, they are there only to be farmed and Trade with when needed also it gives a possible offensive form if the Mood here changes, and that is another subject we will talk about later.

You start with your few swords and in the beginning you need more resources so you have to spend your resources on getting troops so you could do few important things here with troops.
1-maintaining the strength of the farming villas you are farming because the lower the strength the less resources you are likely to get depending on how many troops you send but an average 20 swords will lower the strength by (-4%) every time you attack, also the mood will change which you need to be careful never to attack if it is lower than 50% unless you have good offensive force because the neutral villas will attack back as defence.
2-Obtaining resources to upgrade your buildings further and build nor troops

Once you have gained 20 swords, you have 2 options
1-to split your forces into 2 groups of 10 each one will attack to strength the villa and the second one will attack to obtain resources so you are not wasting time on sending all of them to raise then back again to loot. The bugger part here is that another player might be already looting while you are raising strength so it is a 50:50 chance it happens, but you have to take risks if you need to get higher. or? but of course the more troops the better the percentage you will raise the strength with and also the more loot you will get but beware of the MOOD. keep an eye on it not to drop below a lower level like 50% or you face a greater chance to be attacked by the villagers.
2-Second option is to send your whole force and loot then send again and power up but it is also not always good depending on other players farming with you the same one.
A good hint here is to let your opponent if he is a Noob to loot till it is low and he will eventually loose troops and you have him trapped between he is low on troops and the farm belongs back to you to farm

500 to 600 points settlement
====================
Wood = level 12
Rock = level 10
Silver = level 12
Farm = level 8
Senate = level 9
Barrack = level 3
City wall = level 2
warehouse = level 5

continue to build troops and farm as much as you can just remember that silver is needed heavily to buy troops.

600 to 700 points settlement
====================
Wood = level 13
Rock = level 11
Silver = level 13
Farm = level 8
Senate = level 9
Barrack = level 5
City wall = level 2
warehouse = level 5
Academy = level 1

once you reach to that level you will have started to get a hint of the game and how to build and farm effectively but of course this is not all, there will be more to come once you reach 1000 points you will start to encounter more options and research options… but until then this guide should be a good basic to get you starting .

Hope this guide helps a bit and the more i get from this game the more i will share, so far there are loads of questions but we will get the hang of it sooner or later… trial by errors )

One more thing to add… like all war games you will get to choose a path
1-defensive with a mixed starting villa of both defensive and offensive with more def than off
2-offensive with more off than def for those who want blood shed

each of them choices will have a certain approach towards building and upgrades as well as research
whatever you choose it all depends on your position on the island and neighbouring islands
some players will say no wall before this or that before this, well like i said it depends on your position, if you are in the middle of the hot zone then you need to be ready to at least show them that you are not an easy target and if they get once resources from you they will always come back for you and it might cause you sleepless nights
Troops and more Troops is your survival guide )
Happy hunting everyone

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