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	<title>Imperial Ages Blog - Browser Based Game</title>
	<atom:link href="http://www.imperialages.com/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.imperialages.com/blog</link>
	<description>browser based strategy game-> Pre-Alpha</description>
	<pubDate>Mon, 26 May 2008 21:03:47 +0000</pubDate>
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		<title>2 Months Since The Launch And A Few Major Changes</title>
		<link>http://www.imperialages.com/blog/2008/05/26/2-months-since-the-launch-and-a-few-major-changes/</link>
		<comments>http://www.imperialages.com/blog/2008/05/26/2-months-since-the-launch-and-a-few-major-changes/#comments</comments>
		<pubDate>Mon, 26 May 2008 21:03:47 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/05/26/2-months-since-the-launch-and-a-few-major-changes/</guid>
		<description><![CDATA[Yet another milestone was reached today, the 2 month one, and also the one with 4000 registered players (not that many active players though).
Raywall worked hard these past few days, and most of the changes announced in my previous blog post are done and you can see them below.
Changed the way the raid works
The raid [...]]]></description>
			<content:encoded><![CDATA[<p>Yet another milestone was reached today, the 2 month one, and also the one with 4000 registered players (not that many active players though).</p>
<p>Raywall worked hard these past few days, and most of the changes announced in my <a title="previous blog post" href="http://www.imperialages.com/blog/2008/05/20/results-of-the-may-18th-meeting/">previous blog post</a> are done and you can see them below.</p>
<p><strong>Changed the way the raid works</strong></p>
<p>The raid was changed to work just like the normal attack, but you lose only 50% of the troops you were supposed to. So, you can lose a maximum of 50% of your troops in a raid, if you lose the battle. Stealing resources and gaining general experience is conditioned on winning the battle. The combat simulator now reflects these changes.</p>
<p><strong>Send back only a part of the reinforcements</strong></p>
<p><font color="#000000">You now have the option to send or recall only some of the reinforcements, instead of all. So if you want to keep some troops and send some back, now you can. For each reinforcement received you now have two options in the Camping Ground, &quot;Send back all&quot; and &quot;Send back&quot;. The &quot;Send back&quot; option allows you to choose which troops to send back home and which to keep.</font></p>
<p><a href="http://www.imperialages.com/blog/wp-content/uploads/2008/05/send-back-reinforcements.jpg"><img style="border-right: 0px; border-top: 0px; border-left: 0px; border-bottom: 0px" height="94" alt="send-back-reinforcements" src="http://www.imperialages.com/blog/wp-content/uploads/2008/05/send-back-reinforcements-thumb.jpg" width="470" border="0" /></a> </p>
<p><font color="#000000"></font></p>
<p><font color="#000000">Also, new reinforcement troops sent from the same village will be grouped together in the Camping Ground from now on. Existing reinforcements will remain the same, due to the difficulties and risks involved in grouping them right now.</font></p>
<p><font color="#000000"><strong>Changed building hitpoints</strong></font></p>
<p><font color="#000000">As announced, we&#8217;ve modified the hitpoints of buildings. Instead of 100 hitpoints per level for all buildings, the values are those below:</font></p>
<p><font color="#000000"><strong>500 Hitpoints per level:</strong> Fortress and Castle</font></p>
<p><font color="#000000"><strong>300 Hitpoints per level:</strong> Warehouse, Treasury, Camping Ground, Gold Mine, Barracks, Stable, Arena, Training Ground, Military Academy, Stonemason, Archery Range, Tavern, Royal Court, Siege Workshop</font></p>
<p><font color="#000000"><strong>200 Hitpoints per level:</strong> Wood, Iron and Stone resource fields; Consulate, Trade Office, City Hall, Trade Center, Dungeon</font></p>
<p><font color="#000000"><strong>One level buildings:</strong></font></p>
<ul>
<li><font color="#000000">4000 hitpoints: Sawmill, Stone Cutter, Iron Forge, Gold Purifier, Deep Shaft</font></li>
<li><font color="#000000">6000 hitpoints: General&#8217;s House</font></li>
</ul>
<p><font color="#000000">Also, you can now see how many hitpoints a building has when you enter it. In the example below it&#8217;s the number 1500.</font></p>
<p><a href="http://www.imperialages.com/blog/wp-content/uploads/2008/05/camping-ground-hitpoints.jpg"><img style="border-right: 0px; border-top: 0px; border-left: 0px; border-bottom: 0px" height="26" alt="camping-ground-hitpoints" src="http://www.imperialages.com/blog/wp-content/uploads/2008/05/camping-ground-hitpoints-thumb.jpg" width="474" border="0" /></a><font color="#000000"></font></p>
<p><a href="http://www.imperialages.com/blog/wp-content/uploads/2008/05/camping-ground-hitpoints.jpg"></a></p>
<p>&#160;</p>
<p><strong>What&#8217;s next for the 3rd month of the beta?</strong></p>
<p>Some of the plans for the 3rd month of the game include a new template for the front page of the game and the blog, starting the work on the unit stats for the second age of the game, launching the VIP package, finishing the manual and probably a referral system with VIP packages as prizes for people that bring new players into the game.</p>
<p>As always, if you notice any bugs caused by these changes, let us know in the <a title="game forums" href="http://www.imperialages.com/forums/">forums</a> or using the Report a bug option from the game.</p>
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		<title>Results Of The May 18th Meeting</title>
		<link>http://www.imperialages.com/blog/2008/05/20/results-of-the-may-18th-meeting/</link>
		<comments>http://www.imperialages.com/blog/2008/05/20/results-of-the-may-18th-meeting/#comments</comments>
		<pubDate>Tue, 20 May 2008 16:33:32 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/05/20/results-of-the-may-18th-meeting/</guid>
		<description><![CDATA[As I&#8217;ve mentioned on the game forums, we had a meeting last Sunday and with great results. We managed to come to a conclusion regarding some difficult problems from the game and a series of improvements to be added to the VIP system, especially in the statistics department.
What we decided:
Raid - the raid will remain [...]]]></description>
			<content:encoded><![CDATA[<p>As I&#8217;ve mentioned on the <a title="game forums" href="http://www.imperialages.com/forums/">game forums</a>, we had a meeting last Sunday and with great results. We managed to come to a conclusion regarding some difficult problems from the game and a series of improvements to be added to the VIP system, especially in the statistics department.</p>
<p>What we decided:</p>
<p><strong>Raid - </strong>the raid will remain in the game, but we will change the way it functions, bringing it closer to the normal battle system. It will function the same as a normal attack for the most part, but we will cut in half the number of casualties, so the most you can lose in a raid is half the troops you send. The attacker will be able to steal resources only if he wins the raid.</p>
<p><strong>Beginner Protection </strong>- besides the normal 7 day period of total protection, we will implement a system that protects beginners from being attacked by people more than twice their size. This type of protection will function as long as the user has a score smaller than 100 or less than 30 days since he started.</p>
<p><strong>Hitpoints increase for buildings</strong> - we decided to increase the number of hitpoints for buildings and differentiate between them. Economic buildings will likely see double/triple number of hitpoints depending on the building, military buildings will see the hitpoints triple, and the fortress (that marks the capital) will probably see an even higher increase.</p>
<p>The increase in hitpoints for buildings is caused by a number of things: low cost of special attack upgrades that are too late to be changed for this server; high rate of development and the relatively low cost of catapults compared with the resource production potential of the game.</p>
<p><strong>Modifications to how reinforcements are displayed in the camping ground.</strong></p>
<p><font color="#000000">Right now, if you send 10 reinforcements from the same village, it will make 10 different tables in the camping ground, creating a longer list that is not necessary. We decided to group all reinforcements coming from the same village in a single table.</font></p>
<p><font color="#000000">Another modification in this area is the possibility to send back or withdraw only certain troops that are sent as reinforcements, or only a certain number. Right now you can only send back or withdraw all troops that were sent. So if someone will send you troops that you don&#8217;t need as reinforcements, you will be able to send them back while keeping the troops you need.</font></p>
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		<title>Game Moved And The New Address For Server 1</title>
		<link>http://www.imperialages.com/blog/2008/05/11/game-moved-and-the-new-address-for-server-1/</link>
		<comments>http://www.imperialages.com/blog/2008/05/11/game-moved-and-the-new-address-for-server-1/#comments</comments>
		<pubDate>Sun, 11 May 2008 21:36:07 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/05/11/game-moved-and-the-new-address-for-server-1/</guid>
		<description><![CDATA[Game moved to the new server, and to the http://s1.imperialages.com domain. ImperialAges.net redirects to the IP of the server for now, and starting tomorrow it will redirect to the s1.imperialages.com domain.
]]></description>
			<content:encoded><![CDATA[<p>Game moved to the new server, and to the <a href="http://s1.imperialages.com">http://s1.imperialages.com</a> domain. ImperialAges.net redirects to the IP of the server for now, and starting tomorrow it will redirect to the s1.imperialages.com domain.</p>
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		<title>Moving The Game To The New Server In A Few Hours</title>
		<link>http://www.imperialages.com/blog/2008/05/09/moving-the-game-to-the-new-server-in-a-few-hours/</link>
		<comments>http://www.imperialages.com/blog/2008/05/09/moving-the-game-to-the-new-server-in-a-few-hours/#comments</comments>
		<pubDate>Fri, 09 May 2008 19:41:11 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/05/09/moving-the-game-to-the-new-server-in-a-few-hours/</guid>
		<description><![CDATA[update: the move is delayed until Sunday
2-3 hours from now, we will be moving the game to the new server. It will probably be down for around half an hour. Raywall and Tony are configuring the new server now, and when they&#8217;re done they&#8217;re going to move the database to the new location. During that [...]]]></description>
			<content:encoded><![CDATA[<p><strong>update: the move is delayed until Sunday</strong></p>
<p>2-3 hours from now, we will be moving the game to the new server. It will probably be down for around half an hour. Raywall and Tony are configuring the new server now, and when they&#8217;re done they&#8217;re going to move the database to the new location. During that period the game will be down.</p>
<p>You might be automatically redirected to an ip address instead of the .net address that you&#8217;re used to for the next few days, as the DNS updates, but you&#8217;ll still be able to play the game normally. The final address of the server will be s1.imperialages.com , the url we wanted since the beginning for the first server. ImperialAges.net will keep redirecting to the new url, for those that are used to the old address.</p>
<p>And for those interested:</p>
<p><strong>Old server:</strong></p>
<ul>
<li>Processor: Athlon XP 1700+, </li>
<li>512MB SDRAM </li>
<li>30 GB HDD </li>
</ul>
<p>This little guy served over 1 million page views in the last 6 weeks, but it&#8217;s time to move on, especially as the HDD is starting to fail.</p>
<p><strong>New server:</strong></p>
<ul>
<li><font color="#000000">Processor: Dual Core Xeon 3060 - 2.40GHz (Core2Duo) - 1 x 4MB cache</font> </li>
<li><font color="#000000">4GB DDR2 RAM</font> </li>
<li><font color="#000000">2 x 250GB SATA II HDD&#8217;s</font> </li>
</ul>
<p><font color="#000000">We&#8217;re really hoping for a lot less downtime on this new server.</font></p>
<p>PS: normally, we would give at least 24 hours warning before moving, but the downtime today was caused by bad sectors appearing on the old server&#8217;s HDD, so we can&#8217;t risk staying on it any longer.</p>
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		<title>One Month Since The Launch</title>
		<link>http://www.imperialages.com/blog/2008/04/27/one-month-since-the-launch/</link>
		<comments>http://www.imperialages.com/blog/2008/04/27/one-month-since-the-launch/#comments</comments>
		<pubDate>Sun, 27 Apr 2008 00:34:30 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/04/27/one-month-since-the-launch/</guid>
		<description><![CDATA[One month since we launched Imperial Ages as a beta, 2100 registered players later(not all active though) and over 700,000 page views served, it&#8217;s a good beginning, and hopefully it will be even better in the second month.
The stats aren&#8217;t bad considering that it&#8217;s our first game and we don&#8217;t have any kind of budget [...]]]></description>
			<content:encoded><![CDATA[<p>One month since we launched Imperial Ages as a beta, 2100 registered players later(not all active though) and over 700,000 page views served, it&#8217;s a good beginning, and hopefully it will be even better in the second month.</p>
<p>The stats aren&#8217;t bad considering that it&#8217;s our first game and we don&#8217;t have any kind of budget for advertising and bringing new players.</p>
<p>As for the plans for the next period, Raywall has a one week vacation that he&#8217;ll use to track down the last bugs and to work on new features for the game, Mars is working on a quick tour for the game, Alex on writing down the last pieces of the VIP on paper, and Tony is implementing the VIP.</p>
<p>Probably two weeks from now we will move to a better server, and the game should move faster at that point. The VIP should be ready around that time also.</p>
<p>If you have ideas that you would like implemented in the game as a regular feature or as part of the VIP package, let us know, either by email at alex[at]imperialages.com (replace the [at] with @) or in the forums, in the <a title="Suggestions &amp; Ideas" href="http://www.imperialages.com/forums/suggestions-ideas-f8.html">Suggestions &amp; Ideas</a> section.</p>
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		<title>Game Running Again</title>
		<link>http://www.imperialages.com/blog/2008/04/25/game-running-again/</link>
		<comments>http://www.imperialages.com/blog/2008/04/25/game-running-again/#comments</comments>
		<pubDate>Thu, 24 Apr 2008 22:05:52 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/04/25/game-running-again/</guid>
		<description><![CDATA[Had some problems updating the database version today, while we were preparing for the upcoming move to a better and more stable server. It was fixed eventually, so the game is up and running again.
Next post, on the 26th, one month after the game was launched. Raywall is coming also in our city that day, [...]]]></description>
			<content:encoded><![CDATA[<p>Had some problems updating the database version today, while we were preparing for the upcoming move to a better and more stable server. It was fixed eventually, so the game is up and running again.</p>
<p>Next post, on the 26th, one month after the game was launched. Raywall is coming also in our city that day, so we&#8217;ll plan on the next steps that need to be taken.</p>
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		<title>DNS Problem Solved</title>
		<link>http://www.imperialages.com/blog/2008/04/08/dns-problem-solved/</link>
		<comments>http://www.imperialages.com/blog/2008/04/08/dns-problem-solved/#comments</comments>
		<pubDate>Tue, 08 Apr 2008 07:06:13 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/04/08/dns-problem-solved/</guid>
		<description><![CDATA[The problems we had with the DNS and the www.imperialages.net domain seem to be fixed now. It wasn&#8217;t anything we could do about it, we just had to wait for it to be fixed, and it finally is. It should propagate to everyone in the next 24 hours, but you can still use the IP [...]]]></description>
			<content:encoded><![CDATA[<p>The problems we had with the DNS and the <a href="http://www.imperialages.net">www.imperialages.net</a> domain seem to be fixed now. It wasn&#8217;t anything we could do about it, we just had to wait for it to be fixed, and it finally is. It should propagate to everyone in the next 24 hours, but you can still use the IP address until then.</p>
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		<title>DNS Problems</title>
		<link>http://www.imperialages.com/blog/2008/04/05/dns-problems/</link>
		<comments>http://www.imperialages.com/blog/2008/04/05/dns-problems/#comments</comments>
		<pubDate>Sat, 05 Apr 2008 11:40:30 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/04/05/dns-problems/</guid>
		<description><![CDATA[We seem to have some problems with the DNS settings of the game. Until they&#8217;re solved, you can access the server at this ip address.
Update: problem should be fixed, but it will take 1-2 days for the DNS to propagate again. You can access the server in the meantime by using the IP address above.
]]></description>
			<content:encoded><![CDATA[<p>We seem to have some problems with the DNS settings of the game. Until they&#8217;re solved, you can access the server at this ip address.</p>
<p><strong>Update:</strong> problem should be fixed, but it will take 1-2 days for the DNS to propagate again. You can access the server in the meantime by using the IP address above.</p>
]]></content:encoded>
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		<title>Latest Updates And The History Behind The Game</title>
		<link>http://www.imperialages.com/blog/2008/04/04/latest-updates-and-the-history-behind-the-game/</link>
		<comments>http://www.imperialages.com/blog/2008/04/04/latest-updates-and-the-history-behind-the-game/#comments</comments>
		<pubDate>Fri, 04 Apr 2008 21:39:52 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/04/04/latest-updates-and-the-history-behind-the-game/</guid>
		<description><![CDATA[Well, Mars worked his ass off and did the game&#8217;s history. Unfortunately the blog&#8217;s theme messed up the way it looks, so it&#8217;s a bit hard to read. Anyway, if you want to give it a shot, the game history is here.
And now for the updates uploaded to the server today, fixed bugs and improvements:

Latest [...]]]></description>
			<content:encoded><![CDATA[<p>Well, Mars worked his ass off and did the game&#8217;s history. Unfortunately the blog&#8217;s theme messed up the way it looks, so it&#8217;s a bit hard to read. Anyway, if you want to give it a shot, <a title="the game history is here" href="http://www.imperialages.com/blog/the-game-history/">the game history is here</a>.</p>
<p>And now for the updates uploaded to the server today, fixed bugs and improvements:</p>
<ul>
<li>Latest battles and scout reports from the alliance now showed in the Battles tab of the alliance.</li>
<li>You can now cancel an army attack or reinforcement, in the first 5 minutes of travel. After that the troops can&#8217;t be recalled.</li>
<li>Trading now has a 2 to 1 limit. So you can ask for half the number of resources you&#8217;re offering, or double. Not more, not less. The NPC trading remains the same, 4 to 1.</li>
<li>In the simulator, you don&#8217;t have to manually insert the first defender anymore, it&#8217;s inserted automatically, as it was normal.</li>
<li>You can send messages to multiple recipients at the same time, by inserting the <strong>;</strong> sign between the names. So a message sent to 3 people at the same time would have this at the recipient:&#160; <strong>User1; User2; User3</strong></li>
<li>On the front page of the alliance, you can now see the long name of the alliance as well, not just the short one.</li>
<li>The Events tab in the Alliance should now work properly and display news of interest about the alliance.</li>
<li>The Alliance Forum link can now only be seen by the members of the alliance.</li>
<li>Where you can see a name of a player or an alliance, those should be clickable links now, going to the player or alliance profile. If we missed any, let us know.</li>
<li>Uploading the alliance banner should work every time now.</li>
<li>The Player and Alliance Search in the statistics area is modified to show only those that contain the searched string.</li>
</ul>
<p>That&#8217;s it I think. Great work from the programmers today.</p>
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		<title>New Updates One Week Since The Launch</title>
		<link>http://www.imperialages.com/blog/2008/04/02/new-updates-one-week-since-the-launch/</link>
		<comments>http://www.imperialages.com/blog/2008/04/02/new-updates-one-week-since-the-launch/#comments</comments>
		<pubDate>Wed, 02 Apr 2008 21:43:09 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
		
		<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.imperialages.com/blog/2008/04/02/new-updates-one-week-since-the-launch/</guid>
		<description><![CDATA[Well, one week (and 14 hours) has passed since we launched the game, and we have 850 registered players now.
Here are a few things that were fixed/added today in the game:

You can leave an alliance now. You can find the button in the Consulate building.
Sent messages should be saved automatically from now on in the [...]]]></description>
			<content:encoded><![CDATA[<p>Well, one week (and 14 hours) has passed since we launched the game, and we have 850 registered players now.</p>
<p>Here are a few things that were fixed/added today in the game:</p>
<ol>
<li>You can leave an alliance now. You can find the button in the Consulate building.</li>
<li>Sent messages should be saved automatically from now on in the Sent tab from the Messages area.</li>
<li>You can now see the list of members of other alliances, even if you&#8217;re not a member.</li>
<li>Sitters can be logged in at the same time as the main user, or as the other sitter. Previously, you could only log in as a sitter if the main user wasn&#8217;t logged in.</li>
</ol>
<p>Mars worked a bit on an article about the history of the game, since we started talking about it, and I&#8217;ll post it as soon as I translate it to English (in 12 hours or so).</p>
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