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    Your Elvenar Team

teleport and military

DeletedUser2870

Guest
A FS member ran into a space problem, and since she doesn't fight a lot she wanted to use the teleport on her training ground, but that doesn't seem possible.

I understand the barracks is a required building and thus cannot be put into the inventory, but why can't the mercenary camp and the training grounds be put into the inventory? Neither is a required building for any kind of play. One can negotiate fine without them and even fighting -up to a point- is very well possible while using only the barrack troops.

It would be nice if these could be added to the list of buildings that can be moved into the inventory.
 

Ashrem

Oh Wise One
Did they contact support to see if it is a bug? Seems odd that you can delete it but not teleport it.
If it's a bug, it's systemic. The teleport icon does not appear over any of the troop training buildings when teleport is selected.
 

Mykan

Oh Wise One
They specifically mentioned AW's is an issue with the levels, same problem with evolving buildings. Not to say multiples isn't a reason as well but they have made it clear the levels along with chapter information is too complex for teleportation.
 

Pheryll

Set Designer
They specifically mentioned AW's is an issue with the levels, same problem with evolving buildings. Not to say multiples isn't a reason as well but they have made it clear the levels along with chapter information is too complex for teleportation.

They also prevented certain guest race buildings from being teleported specifically those limited in number (such as the portal, the construct set pieces, etc.) also limited was the chess set, which has restrictions so that you do not collect more than one of each piece.
 

Mykan

Oh Wise One
also limited was the chess set, which has restrictions so that you do not collect more than one of each piece.

My chess set can be teleported, not surprising though as it won't appear for crafting if in inventory or town so teleport won't cicrumvent that. Gust race buildings makes sense due to limit restrictions.
 

Kekune

Well-Known Member
I've assumed that not teleporting the merc camp or training grounds is to limit exploits. If I could teleport them, I'd only ever have one out at a time. Stockpile troops, then switch them out every week or two following tournament patterns. Especially now that teleports are guaranteed with the spire group rewards.

I know you can use a similar strategy with switching out factories, but it does seem that's less of an advantage than halving your footprint for training specialist troops.
 

Yogi Dave

Well-Known Member
I've assumed that not teleporting the merc camp or training grounds is to limit exploits. If I could teleport them, I'd only ever have one out at a time. Stockpile troops, then switch them out every week or two following tournament patterns. Especially now that teleports are guaranteed with the spire group rewards.

This seems like a very logical reason to not allow them to be transported.

Suppose they could be teleported, what would happen to troops created in them, but not collected or ones in the training queue? It's easy to answer what should be done with them. You lose the ones not collected and the ones in the queue are removed. That is all well and good but with the queue being shared, it's probably a bit to a lot more complex coding wise. Code put into a system early in development can be the hardest to add new concepts to.
 

DeletedUser2870

Guest
This seems like a very logical reason to not allow them to be transported.

Suppose they could be teleported, what would happen to troops created in them, but not collected or ones in the training queue? It's easy to answer what should be done with them. You lose the ones not collected and the ones in the queue are removed. That is all well and good but with the queue being shared, it's probably a bit to a lot more complex coding wise. Code put into a system early in development can be the hardest to add new concepts to.

Not sure, but I'd say same as what happens to troops in the queue when you upgrade it or sell it. Hardly can be a problem.
I can see the fact that it is a building with a limit of 1/city being a reason, but since these are not necessarily needed it still should be possible. My guess is they coded all 3 troop-building places as one.
Not a big deal, one can still sell mercenary camp and training grounds. It's just a shame.
 
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