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wolfe

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Everything posted by wolfe

  1. Still with the attitude Danny. Tsk.
  2. I purchased the mod from josh quite a while ago. Its a fairly good mod but had to be adjusted (due to the bugs realmoflegends mentioned) and adapting it to my game. I would recommend it if you can get a hold of him.
  3. I was hoping there would be more in this forum about v3.
  4. You should be using the marketplace for this kind of stuff.
  5. wolfe

    Traffic

    If those are the only 2 choices, i say the first one.
  6. wolfe

    Energy?

    lol @ 90% sure. Sorry that made me chuckle pretty good.
  7. I seem to remember somewhere that they were intending to spend a lot of time developing the characters. The length of time the stargate remains open will definitely put a limit on the action unless that somehow changes in the future. I was happy with the season finale, will be interesting to see how the next one starts off.
  8. I know you said you dont feel like searching a bazillion files, but it is your game that you are tinkering with. You definitely should take the time and learn the code.
  9. wolfe

    Crom Jobs

    The error message is quite clear. lol true Did you put your crons in a different directory?
  10. I like the look of both sets. The spammer award should be... interesting.
  11. Technic Forums   The maximum server load limit has been reached. Please check back later once the server is less busy.
  12. It would be interesting to see at what point the row is large enough to start eliminating fields from the query. I've altered a few event queries to only select what is needed instead of all of it (read, time, etc). I noticed a big difference in speed but i didnt record the actual time variance. I'm sure the amount of data in the table impacts this as well.
  13. Mccodes technique isnt horrible if tweaked. I worked out a different method myself, but i was offering him a way to figure out the numbers to decrease the exp paid out within the system he is using. Nicholas, doing it your way could possibly work, but you will want to run sample calculations. And, tbh, i would rather change exp payouts then have the exp field be so dang large.
  14. I agree with the general idea, but you should take precautions to block spam since games constantly have people sign on to run mail scripts, etc. In some cases this is needed by blocking certain sites that are notorious for having their players spam.
  15. LoL @ someone vouching for a person who has harmed so many sites and harassed people in posts. My take on the whole game owning, learning to code? You should not "open" a game and accept donations while you are learning. You should be learning to protect your site which will protect the customers who donate to the site. It isnt fair to open a site when you have no idea how to code AND accept donations on the site. The players have no idea you have an insecure site. They are putting their trust into you, the owner. I have no problem with people putting up games to learn on but they should show some responsibility and protect the people who will donate to the game if that section is up.
  16. This idea intrigues me a bit, although i do not think i will be attempting it for an existing game. Would be something i would try for a game that is not open and in the case of Mccodes is being rewritten page by page.
  17. I am a little confused on what you are needing here. Exp cap? As far as attack leave... these two lines are key: qe=$r['level']*$r['level']*$r['level']; $expgain=rand($qe/2,$qe); A calculator would work wonders in helping you with this. You figure a level 2 would give between 4/8 exp. which is calculated this way: (2 x 2 x 2)/2, 2 x 2 x 2 So a level 10 would give between 500/1000 = (10 x 10 x 10)/2, 10 x 10 x 10 As you can see this is a huge jump already. but take a level 100 = 500,000/1,000,000: (100 x 100 x 100)/2, 100 x 100 x 100 As you can see, that is an unreal jump. So you really need to figure out how much you might want to give out per level since that would move out of control quickly. Something like: qe=$r['level']*200; $expgain=rand($qe/2,$qe); Would yield 200,400 for a level 2: (2x200)/2,2 x 200. Or between 10,000/20,000 for a level 100: (100x200)/2, 100 x 200 As you can see, its already much easier to manage with numbers like these. With more tweaks, test attacks, and number crunching you will come across a formula you are comfortable with. You will also want to figure out a formula for figuring out how much experience would be a level up (in global_functions). I tend to run thru a bunch of example levels to see what kind of numbers we would be dealing with.
  18. Yikes. As a new player coming into an economy like that i would stop playing. Thats horrible.
  19. Money gain, interest, etc should all be adjusted before the game is officially open. Testing isnt just for finding security leaks, but it should be tested to see how the game runs, the kind of gains a player will make, etc.
  20. This would also work i believe, and would eliminate a few extra lines.
  21. If money on hand is not greater than or equal to the amount needed then take what is in the wallet. So you want to make it money = 0 instead of money = money = $amnt
  22. Looking good. I'll be interested in picking this mod up myself.
  23. I am sure there are a few layouts available out there for free. But its going to cost money to have someone build a layout/template suited to your game. Unless you decide to do it yourself.
  24. Any code you buy or find you should also install on a test game or test situation to run thru it yourself (and with testers if you have them) this wont guarantee that you wont find every possible bug but it will help. For the price and the work cronus does i feel his code and prices are a great deal.
  25. Wow when looking over the code i've had to input DB SELECT's and wtf is your issue with * i mean it's everywhere... my little brother could do better than this and he's got ADHD and dyslexic... I was referring to posts you have made like this. Asking questions is fine. Bashing people in sale threads is in bad taste.
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