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  1. #11
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    I've recently become Lord of Ultima on World X but the crown isn't showing on World Y

    You should see the crown on the world you achieved LOU on straight away, however the other worlds need to be updated manually by Phenomic and that occurs when they schedule a maintenance so on other worlds the crown will only appear after the next scheduled maintenance for that world.
    Last edited by Osbourne; 03-11-2012 at 09:58 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  2. #12
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    How do I change my current e-mail adress?

    If you want to change your current e-mail adress, then please visit http://www.ea.com and login to your account. After that click on your name and go to your account settings. There you can change your e-mail adress.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  3. #13
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    Sponsorpay Issues

    A lot of people are having problems with Sponsorpay at the moment. EA are only able to handle one Sponsorpay transaction each time you click the button to visit Sponsorpay, if you perform more than one transaction then only one of them will be picked up. An extra page has been added to the Earn Funds process making this point more clear. EA are presently recommending that you wait until you get your Funds from one transaction before starting a new offer for which you should click the earn Funds link again.

    If you have performed one transaction per click on the Earn Funds button and you have still not received the Funds then the first thing you should do is click on the support link while on the Sponsorpay site, from there you can see whether they have completed the offer yet or not. You can also set up an email address for them to mail when they do send a credit your account, if the offer does not show up as being credited by SponsorPay then you will need to contact them. On the support page under the list of transactions in progress you should be able to click a report problem link for the transaction that has not yet been completed.

    If Sponsorpay is showing the offer as completed then that means that they have notified EA of the transaction. If the Funds are still not showing in your account then log out of the game and then log in again to make sure it is not just a problem with the game not having refreshed your account in the browser. If they still have not shown up then you will need to contact EA support.

    Community moderators don't have any more information than what has already been provided by EA to everybody. Following the above advice does not guarantee that you won't have a problem, but it should reduce the likelihood of a problem occurring and help you pinpoint who the problem lies with if one should occur.

    It is possible that EA will update the Earn Funds process, in the event that anything displayed during the earn Funds process disagrees with anything written here then the information displayed during the earn Funds process should be considered the current procedure.

    Also see this thread.
    Last edited by Osbourne; 05-11-2012 at 10:07 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  4. #14
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    Bossraiding

    How do I kill a boss?
    You kill a boss by sending troops to it. The number of troops to send depends on the bosstype, bosslevel and the research/faithbonus of the troops. Generally, the more the troops you send, the bigger the chance it is that you kill the boss. When you kill a boss, you receive one or more artifact, depending on the level of the boss and your playertitle. You will NOT receive an artifact from bosses that are two levels below your title. The loot from the boss depends on the level of the boss and the total lootcapacity of the troops that are raiding the boss.

    Bosslevels, artifacts and titles:
    Level 1 – Copper for Knights
    Level 2 – Bronze for Barons
    Level 3 – Steel for Earls
    Level 4 – Silver for Marquess
    Level 5 – Gold for Princes
    Level 6 – Platinum for Dukes
    Level 7 – Verite for Kings
    Level 8 – Valorite for Emperors
    Level 9 – 2 Valorite Artifacts
    (Level 10 – 3 Valorite Artifacts)

    What artifact(s) will I get?

    Each boss type gives different artifacts. All bosses can give Shovels, Amulets, Medallions, Horns, Chests, and Toolkits. Dragons can give Axes, Hydras can give Picks, Molochs can give Hammers and octopi can give Axes, Picks, Hammers and Sickles.

    Number of units required to guarantee killing dragons without research
    Troop type 1 2 3 4 5 6 7 8 9 10
    Berserkers 50 300 2000 4000 10000 15000 20000 30000 45000 60000
    Rangers 84 500 3334 6667 16667 25000 33334 50000 75000 100000
    Guardians 250 1500 10000 20000 50000 75000 100000 150000 225000 300000
    Crossbowmen 42 250 1700 3300 8300 12500 17000 25000 37500 50000
    Knights 19 112 756 1467 3689 5556 7556 11112 16667 22223
    Mages 36 215 1429 2858 7143 10715 14286 21429 32143 42858
    Warlocks 21 125 834 1667 4167 6250 8334 12500 18750 25000
    Templars 100 600 4000 8000 20000 30000 40000 60000 90000 120000
    Paladins 28 167 1134 2200 5534 8334 11334 16667 25000 33334

    Number of units required to guarantee killing hydras without research
    Troop type 1 2 3 4 5 6 7 8 9 10
    Berserkers 34 200 1360 2640 6640 10000 13600 20000 30000 40000
    Rangers 56 334 2267 4400 11067 16667 22667 33334 50000 66667
    Guardians 168 1000 6800 13200 33200 50000 68000 100000 150000 200000
    Crossbowmen 63 375 2500 5000 12500 18750 25000 37500 56250 75000
    Knights 28 167 1112 2223 5556 8334 11112 16667 25000 33334
    Mages 36 215 1429 2858 7143 10715 14286 21429 32143 42858
    Warlocks 21 125 834 1667 4167 6250 8334 12500 18750 25000
    Templars 68 400 2720 5280 13280 20000 27200 40000 60000 80000
    Paladins 42 250 1667 3334 8334 12500 16667 25000 37500 50000

    Number of units required to guarantee killing Molochs without research
    Troop type 1 2 3 4 5 6 7 8 9 10
    Berserkers 50 300 2000 4000 10000 15000 20000 30000 45000 60000
    Rangers 84 500 3334 6667 16667 25000 33334 50000 75000 100000
    Guardians 250 1500 10000 20000 50000 75000 100000 150000 225000 300000
    Crossbowmen 63 375 2500 5000 12500 18750 25000 37500 56250 75000
    Knights 28 167 1112 2223 5556 8334 11112 16667 25000 33334
    Mages 24 143 972 1886 4743 7143 9715 14286 21429 28572
    Warlocks 14 84 567 1100 2767 4167 5667 8334 12500 16667
    Templars 100 600 4000 8000 20000 30000 40000 60000 90000 120000
    Paladins 42 250 1667 3334 8334 12500 16667 25000 37500 50000

    Number of units required to guarantee killing Octopus without research

    Troop type 1 2 3 4 5 6 7 8 9 10
    Sloops 2 9 57 110 277 417 567 834 1250 1667
    Frigates 1 4 23 44 111 167 227 334 500 667
    War Galleons 1 1 6 11 28 42 57 84 125 167
    Last edited by Osbourne; 06-11-2012 at 04:59 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  5. #15
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    Dungeonraiding

    There are four types of dungeons; hills, forests, mountains and sea.

    Each dungeontype is weak to a specific trooptype:
    Mountains - Infantry (berserkers, rangers, guardians, templars)
    Forests - Cavalry (knights, paladins, crossbowmen)
    Hills - Magic (mages, warlocks)

    How do I raid a dungeon?
    Select the dungeon and you will get an option to “Send an army.” Select your desired amount of troops and send them off. How long it takes your army get there and return depends on how far away the dungeon is from your city, and the speed of the slowest unit in the army. Note that it takes your army an extra hour to prepare for the raid and an extra hour to unload upon return. This only applies to dungeon raids, not boss raids or other kinds of movement.

    Dungeon Lifecycle
    When dungeons first form, they are 0% complete. As they are looted (or maybe as time passes) the completion level rises until they are 100% complete and they fade into the background. The lifetime of a dungeon is typically days up to around four weeks. As the dungeon progresses, the amount of available loot increases.

    Dungeonloot
    What kind of loot and how much you get from a dungeon raid depends on several things:
    - The level of the dungeon
    - The progression (%) of the dungeon (how many and what type of foes you face)
    - The lootcapacity of the raiding troops

    How loot is divided between resource types depends on dungeon the type:
    Dungeon type Wood Stone Iron Food
    Forest 40% 16% 24% 20%
    Hill 20% 36% 24% 20%
    Mountain 16.7% 10% 56.7% 16.7%
    Sea 30% 15% 30% 25%

    Approximate maximum number of foes and loot that will be found in a 0% complete dungeon:
    Dungeon level 1 2 3 4 5 6 7 8 9 10
    Max foes 10 40 117 444 1183 2181 4687 8351 14162+ 17655+
    Max loot per foe 30 30 30 30 40 25? 25? 31.75 25 25?
    Max loot 320 >977 >2000 >15488 >30000 >56850 >117175 >198205 >356970 >441375
    Gold/loot 200% 120% 80% 50% 35% 30% 28% 27% 26% 25%


    What does the dungeons look like?



    Dungeon Attack Strategies

    There are two basic kinds of strategies used to plunder dungeons: “fire and forget” and “micro-manage”. In the fire-and-forget strategy, you well send out a large attacking army and let it plunder until the dungeon is empty (or you need to recall the army for attacks on other players). In the micro-manage strategy, you will send out an army large enough to loot the dungeon for a few days, then recall the armies and send out slightly larger armies.
    The fire-and-forget strategy requires relatively little of your management time; the micro-manage strategy acquires more resources. [This represents an opportunity for LoU to improve the war minister both to make it easier to send out multiple attacks on a single dungeon, and to automatically adjust the strength of the army over time.]
    When deciding how large of an army to send out, you want to send out enough troops to haul away the expected amount of available loot, plus the number of troops that are expected to die in the attack. For berserkers, if you send enough troops to haul all the loot, you will typically lose around 1% of your army. Death rates will be much higher for mages and guardians who have a lower attack power.
    When planning an attack, you will first estimate how much loot may be available. Provide an army sufficiently large to carry that much loot. Then increase the size of the army by 1% to 5% to account for deaths. If the amount of loot available is much higher than you expected, your army death rates will increase, and thus your profit will decrease, or maybe even become negative.
    Remember that when sending a mixed army, say berserkers and guardians together, the sums of the attack damages are combined to decide the percentage of the army that should die. For example, if you send equal numbers of berserkers and guardians, the resulting army has an average attack strength much higher than a pure guardian army, and a loot carrying capacity much higher than a pure berserker army.
    Paladins are fast (they are cavalry) and can carry a lot of loot. Thus they make good dungeon raiders. You tend to lose a higher percentage of troops, but this is made up for by the increased number of raids.
    An army of pure guardians will suffer too many deaths to be worthwhile. A good idea is to have your guardians raid together with either rangers or berserkers.
    When planning an attack, look to see if any reports are available from previous raids by you or your alliance on the dungeon. The report can give you a good idea as to how much loot the dungeon is currently dropping and how many troops you should send to pick up that loot.
    When learning how dungeons work, find a dungeon with a high percentage completeness that you or your alliance has been attacking for days, and look at every tenth or twentieth report.

    The damage per foe (dungeon monster)
    The amount of damage a monster does depends on the type of attacker. The defense strength of the monster multiplied by the number of monsters divided by 10 is the amount of total damage a type of monster will do. Sum damage across monster types to get the total damage that will be done.
    The amount of damage that the attacker can absorb is calculated by summing attack strength times number of units across the attacking unit types. Dividing the total damage the monsters can do by the total damage the attacking army can absorb gives the percentage of troops that will be lost. That percentage is applied to each unit type regardless of the attack strength of that unit type.


    **Will be updated with how many troops of each type to send at each dungeontype and level**
    Last edited by Osbourne; 18-03-2013 at 02:36 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  6. #16
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    Titles and Title Advancements

    The titles in order are (male/female): Sir/Madam, Knight/Dame, Baron/Baroness, Earl/Countess, Marquess/Marchioness, Prince/Princess, Duke/Duchess, King/Queen and Emperor/Empress.

    How do I gain/increase my title?
    Titles are gained by researching your title under the Research tab, though you can reach Baron simply by upgrading your town hall (level 4 for Knight, level 7 for Baron.) In order to research your title, you need to "pay" purified resources. A level 10 moonglowtower is required in order to purify resources. The higher the title/level, the more resources the advancement costs.

    Why should I gain/increase my title?
    Advancing your title will not only allow you to control more cities, but also enable you to use more powerful artifacts and generate mana more quickly.

    How do I get a free title advancement?
    Every 4th level/title advancement will be free if the player's empire consists of at least 25% castles.

    How many levels are there for each title?
    Sir/Madam - 1
    Knight/Dame - 1
    Baron/Baroness -1
    Earl/Countess - 2
    Marquess/Marchioness - 4
    Prince/Princess - 8
    Duke/Duchess - 24
    King/Queen - 40
    Emperor/Empress - 921
    Last edited by Osbourne; 03-11-2012 at 10:37 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  7. #17
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    Shrines and Enlightenments

    Shrines
    The circles of monoliths placed on each continent in Lord of Ultima will activate over time and become Shrines dedicated to one of the eight Virtues.
    The 8 Virtues are: Honor, Compassion, Valor, Sacrifice, Spirituality, Justice, Humility and Honesty.
    - Once a world has been live for a few weeks, Shrines will begin to spawn at ruinous locations which look somewhat like Stonehenge.
    - Each continent has 8 Shrines and will own a Shrine of each type (once all Shrines become active).
    - All continents, active or inactive, will have 1 Shrine before the first continent receives its second (this practice continues until all continents have 8 Shrines).
    - All continents activate their 2nd shrine roughly at the same date, but expect a few days variation.
    - The Virtues are chosen in a random order on each continent.-
    - The gap between shrine activations will be about 25 days for older servers and up to 40 days on new servers. Finally, there is a slight random factor in it, which can cause the shrine to activate a few days sooner or later.
    - Shrines will not activate on unpopulated continents. To allow continents with relatively new populations to compete with continents that have been active from day 1 on any given world, the delay between Shrine activations will be reduced.
    - Once a Shrine becomes active, it will enlighten nearby cities. A countdown will be displayed detailing when the next city will be enlightened.

    Enlightenment
    Active Shrines will regularly enlighten nearby cities for a limited time. Only while a city is enlightened can the owner build or upgrade a Palace.
    - Only cities with a Castle can be enlightened. The owner also needs to be a member of an alliance to gain and keep enlightenment.
    -The chance for a city to become enlightened primarily depends on the distance to the Shrine. The closer the city is to the Shrine, the greater the likelihood that it will become enlightened.
    - A city will only be enlightened for a certain amount of time. While the common delay between enlightenments will start with 3 days and reduce over time, the first enlightenment will take place within 24 hours of the shrine becoming active.
    - Because there is some variability in when a Shrine activates, it is possible for two cities on a continent to be enlightened by the same Shrine while one enlightenment ends and the next begins.
    - Palace storage is only open during the city’s enlightenment. Palace deliveries started before enlightenment ends are still delivered to the palace storage.


    Enlightenment Chance
    -If the city is right next to the shrine, the chance for enlightenment is twice as great compared to a city which is 4 fields away and four times as great compared to a city which is 10 fields away. Don’t be surprised if a more distant city becomes enlightened first; the cities close to the shrine will be enlightened more often over time.
    - The score of the city also matters, but since most finished cities have a somewhat similar score, it has much less impact. The palace building itself has high score value, therefore it will somewhat increase the chance for the city to become enlightened again.
    - For those who want to calculate it in detail: EnlightenmentScore = CityScore / (DistanceToShrine + 2).
    - Considering the chances for enlightenment, one of the 16 closest cities with castles which are not excluded will get enlightened. The distance is limited to 20 fields and it is a circle, not a square.
    - The rate that a shrine enlightens cities is not dependent on the number of castles near it.
    - Since some castle cities are excluded (e.g. cities which do not belong to an alliance, cities with a palace level 10, cities currently upgrading a palace, cities with a palace from a different shrine, and cities currently enlightened by a different shrine), more than 16 different cities around a shrine can be enlightened over time.
    Please keep in mind that those rules may be tuned at some point in the future.
    - A palace CAN get enlightened back to back ONLY if it is the only castle within 20 fields of the shrine. If there is more than one castle within 20 fields, a castle CANNOT get back to back enlightenment.
    - A shrine where the nearest castles consist of 2 palace castles and fifteen 7 pt castles will make the enlightenment alternate between the 2 palace castles because the eligible palace castle will have roughly a 99% chance of enlightenment.

    See related post: Palaces and Faith
    Last edited by Osbourne; 03-11-2012 at 10:21 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  8. #18
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    Palaces and Faith

    Building or upgrading a Palace requires preparation and a combined effort from an alliance.

    - Building or upgrading a Palace takes vast amounts of wood and stone, becoming more expensive with each level (see table below).
    - During the initial enlightenment, the city will gain a permanent and unlimited amount of storage for resources dedicated to build or upgrade its Palace.
    - Every trade transport heading to the city while it is enlightened can choose to dedicate its resources to Palace construction. Those resources will not use the common storage space and cannot be used for anything else once they arrived.
    - Once enough resources become available (both dedicated resources and standard resources count), the player can build or upgrade a Palace if the city is still enlightened.
    - The Palace will be of the same type as the Shrine which enlightened the city. Only one Palace can be built per city and it requires 3 * 3 tiles of unused land.
    - In the event that an enlightened city cannot acquire enough resources to begin production prior to losing its enlightenment, the resources dedicated for the Palace will remain in the previously enlightened city until it becomes enlightened once again.
    - To upgrade a Palace beyond a certain level, the alliance must have a minimum amount of faith (see below) in the same Virtue.
    - A Palace can only be built or upgraded once during an enlightenment. Further upgrades will have to wait until the next enlightenment.

    What are the palace costs and faith requirements?
    Level Cost in millions Required alliance faith
    1 10 wood & 10 stone 0%
    2 30 wood & 30 stone 1%
    3 60 wood & 60 stone 2%
    4 100 wood & 100 stone 5%
    5 250 wood & 250 stone 10%
    6 350 wood & 350 stone 20%
    7 500 wood & 500 stone 35%
    8 800 wood & 800 stone 50%
    9 1,000 wood & 1,000 stone 70%
    10 1,500 wood & 1,500 stone 96%

    Table showing what bonus each virtue will give the alliance:
    Virtue Type of Bonus Bonuses
    Compassion Mixed Travel speed of Inf., Scouts, and Cav. Bonus to base construction speed of all cities
    Honesty Mixed Durability of Towers/Buildings and travel speed of Siege Engines and Ships
    Honor Offensive Combat Increased Combat Value of Berserkers, Mages, Scouts, Knights and Warlocks
    Humility Production/logistics Increased travel speed of carts and merch. ships, increased prod. speed of Sloops, Frigates and War Galleons
    Justice Defensive Combat Increased combat values of City Guards, Ballistas, Sloops and Frigates
    Sacrifice Defensive Combat Increased combat values of Rangers, Guardians, Templars, Crossbowmen and Paladins
    Spirituality Barons/Mana Travel speed,claim power, and prod. speed of Barons, increased mana regeneration/hr
    Valor Siege Combat Combat Values of Rams, Catapults and War Galleons

    See related post: Shrines and Enlightenments
    Last edited by Osbourne; 04-11-2012 at 11:51 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  9. #19
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    Moongates

    What is a moongate?
    Moongates have recently been activated by producers. When Moongates become activated on a World, one Moongate on each active continent will be enlightened. When this occurs, land based troops will be able to attack targets on any other continents where an active Moongate exists. Attacks (and defense support) may continue to take action on other continents for as long as the enlightenment lasts.

    How often and for how long are the moongates enlightened?
    Moongate enlightenment will last for 24 hours and will occur every 144 to 192 hours (6 to 8 days).

    What are moongate penalties?
    Attacking troops will receive a penalty dependent on the distance troops must travel (both from the source castle to that continent’s Moongate AND from the target continent’s Moongate and the target castle). Defense support is not penalized for travel distance.

    The penalties are as follows:
    Up to 5 fields: No weakening
    10 fields: 93% – Means 7% less than the origin attack power.
    50 fields: 61% – Means 39% less than the origin attack power.
    100 fields: 42% – Means 58% less than the origin attack power.

    When the enlightenment is about to end, besieging and supporting troops will automatically cease their current siege/support activities to return home, to ensure that they will be back before the enlightenment ends and the Moongate closes. The Moongates will be closed for some time until a new enlightenment cycle starts.

    Note: While older continents will start immediately with active Moongates that can be enlightened, new continents will be protected for some time after the first cities are founded there.
    Last edited by Osbourne; 03-11-2012 at 10:40 PM.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

  10. #20
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    Scripts and Tools

    List of common scripts/tools and their main features (link)


    Third Party Game Tools
    There are a number of players and Alliances coming up with some rather interesting game tools which some players find quite useful. We would urge you to exhibit the utmost of caution when using these tools. Be aware that if they require your Session ID and your provide it, it is possible that the developer of the tool can take control of your game and do with it what s/he wishes with it. The same can be said for your Username and Password, although this is even more severe, it is possible for the person that created the tool to steal your EA account entirely. Never give your account Username and Password to anyone, you are taking a massive risk should you do so and could lose access to everything tied to that account.
    Use of external tools to render information which can already be obtained in-game, in a different manner, is allowed with the following stipulations:
    • The tool is only allowed to gather and present information that is also available through the official game client.
    • The tool is allowed to make direct calls to the Lord of Ultima servers; however the server load created by the tool must be similar to the server load the official game client generates during typical gameplay.
    • The tool is NOT allowed to initiate actions for the user.
    • EA does NOT check whether a tool is harmful to the user. EA does not give any guarantee about functionality or possible security risks created through the use of tools
    • EA has the right to blacklist a tool. If a user is found to be using a tool after it has been officially blacklisted, EA can and will ban the users using this tool.

    "Though my soul may set in darkness, It will rise in perfect light; I have loved the stars too fondly - To be fearful of the night."

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