Search found 75 matches

by FireFrenzy
Sun Aug 29, 2010 8:30 am
Forum: War Of Ages
Topic: just had to stp by
Replies: 3
Views: 1882

Good to see you still making the rounds.
by FireFrenzy
Sun Mar 16, 2008 9:50 pm
Forum: Development: Suggestions, Bugs, Discussion
Topic: Intel Idea
Replies: 3
Views: 371

Well, my idea, and one I've implemented elsewhere, is the ability to forward intel to one's clan. However, I didn't like the date/time issues with that (i.e., if it was an old intel, it would show up towards the bottom, occassionally making sent intels difficult to spot). I like some of your ...
by FireFrenzy
Sat Mar 08, 2008 3:24 pm
Forum: Development: Suggestions, Bugs, Discussion
Topic: Help
Replies: 5
Views: 571

I'm certainly no expert on these matters, but I should expand upon what I've written to provide a better explanation -- to the best of my knowledge.

To host a typical website, first you'd need to find a Domain Name Registrar to register a domain (website) name (typically for a monthly cost). You ...
by FireFrenzy
Fri Mar 07, 2008 3:35 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Help
Replies: 5
Views: 571

Well, first a word of warning that if you're unfamiliar with Apache, PHP, or MySQL, the process of getting everything configured may take a while, likely a few hours -- though if you catch on quickly it may be considerably shorter. In any case, don't be frustrated if, unlike many installations, it ...
by FireFrenzy
Thu Feb 28, 2008 10:52 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Max Value!
Replies: 1
Views: 380

Well, the values are stored in the MySQL database, so typically these limitations occur due to the field properties there. However, in this case, the issue isn't the actual limit stored in the MySQL database, but rather its subsequent conversion in PHP.

The issue seems to be in funcs.php (line 406 ...
by FireFrenzy
Fri Feb 22, 2008 10:06 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Clan Treasury
Replies: 8
Views: 447

Oop, I just sent you a message on it, as I hadn't yet read the posts.
by FireFrenzy
Tue Jan 29, 2008 9:10 pm
Forum: Development: Suggestions, Bugs, Discussion
Topic: Members Overview
Replies: 4
Views: 428

Excellent, all good points. I'll work on getting them all programmed on my localhost and then go from there.
by FireFrenzy
Tue Jan 29, 2008 6:45 pm
Forum: Development: Suggestions, Bugs, Discussion
Topic: Members Overview
Replies: 4
Views: 428

yeah, I've got this working on my game, but I'm not sure of the security aspect, as I've learned programming autodidactically.

So I'm up to doing this myself, but before I make any changes, a quick question to Beatles and whomever else has more comprehensive and formal knowledge of the language ...
by FireFrenzy
Mon Jan 28, 2008 4:05 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: GB Formula
Replies: 9
Views: 385

mm, I briefly checked to make sure, but I don't think that diminishing returns exist explicitly. They obviously exist implicitly, as land gained is based upon the enemy's current land, but I don't think that there is any explicit reduction in land-gain based upon prior attacks.
by FireFrenzy
Mon Jan 28, 2008 3:56 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Random cash?
Replies: 15
Views: 766

Well, that certainly makes things interesting. Barring aid, selling, interest, attacking for cash/embezzling, and producing cash, I'd certainly be at a loss to explain its presence. That said, I've learned to certainly not discount possible bugs.

As with any unexplained phenomenon, post here again ...
by FireFrenzy
Mon Jan 28, 2008 3:39 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: GB Formula
Replies: 9
Views: 385

hmm, while I'm not sure that this game is in particular need of this idea (given the responses), I have heard of it (as I understand that this system is used in 'Earth: 2025'), and it is something I will likely implement in my own game. Personally, I do support its logic and utility, and it would ...
by FireFrenzy
Mon Jan 28, 2008 3:29 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Random cash?
Replies: 15
Views: 766

Not necessarily. This is probably due to the changes. Two ideas regarding savings were implemented with them:

-If you run turns and gain interest over the maximum allowed within savings, that amount is instead transferred to your on-hand cash each turn.
-Any savings over the maximum are leaked at ...
by FireFrenzy
Thu Jan 24, 2008 10:45 pm
Forum: Development: Suggestions, Bugs, Discussion
Topic: bug with reserves
Replies: 7
Views: 450

Any patterns you've observed in the occurrence of this? Is it indeed T4 --> T3, etc? It'd be telling if it was (it would mean that the troop array isn't always getting saved to the database correctly).

EDIT : Apologies for the time it took to fix this, but this should be solved. Ultimately ...
by FireFrenzy
Tue Jan 22, 2008 7:58 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Clan Treasury
Replies: 8
Views: 447

Well, I fixed the bug with the treasury.

As it currently stands (and should have been):

-Anyone may always deposit to the treasury.
-Only clan officers may withdraw from the treasury if it is marked 'Closed'.
-Other clan members may only withdraw from the treasury if it is marked 'Open' and their ...
by FireFrenzy
Tue Jan 22, 2008 7:32 am
Forum: Development: Suggestions, Bugs, Discussion
Topic: Treasury Bug
Replies: 18
Views: 721

Well, that option is there. But I don't think it works, right now.

In any case, if open treas is broken, it either needs to be fixed or removed, and leader grant access on a member by member basis needs to work.

Just tried it - access on member by member basis doesn't work. I have to set ...