@jamdoggy. Do you know if it's possible to do coop and normal adventure at the same time? And is there enough time to compensate for the possibility that all the players can't play simultaniously?
@jamdoggy. Do you know if it's possible to do coop and normal adventure at the same time? And is there enough time to compensate for the possibility that all the players can't play simultaniously?
Yes with blocking you can save a lot of troops on different adv. but it has never been the intend of the develepors and therefor it is nad never have been a supported part of the game, thats why its a kind of "bug".
That the playes have invented this as a part of the game and that its allowed to inform about it in guides on forum is very different story.
"How good bad music and bad reasons sound when we march against an enemy"
Nietzsche
Sorry, Sarap, I actually didn't try - I'd started "The Buccaneer Roundup" and no-one invited me to another adventure, co-op or otherwise. Good question though, maybe I can investigate that later today...
All of the Co-op adventures have a 4-day time limit. The one I did today could be completed in 15-20 minutes (after generals arrive) if all 3 participants know what they're doing and don't hang about - mine was done about 20 mins after the 3rd person arrived, but it is an 'easy' adventure (see my guide on the wiki, and you'll see what I mean) and I had my generals poised to attack most of the final sector's camps as soon as they came available.
Jamdog on Newfoundland, German Server and French Server, Jamdoggy on Sandycove, Ares (US Server), Test Server and Chinese Server
Admin, The Settlers Online Wiki
The most importantant, in my opinion, is to know the loot tables, to decide if the adventures worth or not.
I think one solution for chat in all adventures is: After you start the adventure, one chat pops up.. and every person in the adventure, can talk in that chat. If you are alone, only you see the chat, if you invite anyone, that person will see the chat to, and both can talk. The same aplly to 3+ / 4+ players adventures. If this is not hard to implement in the game, i think is a good solution.
+1 to all of the above, especially the new skill trees/science chains, rock removal,guild-bank and PvP(which tbh i dont think will ever see the light of day,hence the co-op adv's getting released to soften the blow of the upcoming announcement that PvP has been shelved/canned.looolz)
He who speaks often, knows little;
Those that know, speak rarely.
I so agree with this.
There are so many things that needs to be fixed to tweaked right now.
Such as 25 build limit problem. Unloading all the units from the general when going on adventures and returning from adventures.
The new mail feature that is coming out is epic fail. They didn't bother listening to any of the feedback.
http://forum.tsotesting.com/threads/...l-system/page5
The Siege
Test server thread
These *might* be a welcome addition, but not until other issues are addressed 1st. The obvious drawback should be obvious to anybody who has played on the live servers, 2 or more people on an adventure, and it's like going back to "dial-up" internet. The lag is already unacceptable solo, and recent Flash updates seem to have made this even worse.
But, as has already been pointed out earlier, and in many other topics ad nauseam, please stop bolting on even more stuff when the basics still do not work. Guild Quests - broken, Collectibles - broken, lag - intolerable, and many more. For pity's sake, if you can't even get the green "online" indicators to work properly and consistently in 3 years of closed beta, open beta, pseudo live (but still beta servers) , or even the 'full' version, what chance do you think these will have?
Please, if the Devs are not willing to discuss in open forum the problems we are experiencing, will they at least acknowledge that they read and understand the concerns raised on these forums?
We love our new CM.
Newfoundland: 20th November 2011 to 25th November 2014. RIP
It was good while it lasted.