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Monopoly GO can get weirdly expensive if you keep upgrading the second you've got enough cash, and that's where Builder's Bash starts to feel like a proper lifesaver. If you're also chasing Monopoly Go Stickers, you already know every bit of saved cash helps, because the game never really stops asking for more. What Builder's Bash Actually Changes Builder's Bash trims the cash cost of landmark upgrades for a limited time. Nothing flashy, no mini game, no side quest. You just open the board, start building, and notice the price drops in a way that makes your wallet hurt a little less. People usually think the best move is to spend as soon as they can. That's the trap. If you've got the patience to sit on your cash for a bit, Builder's Bash lets you stretch it further and push your city along faster than usual. Why Players Care So Much The event matters because landmarks are one of the biggest cash sinks in Monopoly GO. Once you get into higher boards, one upgrade can wipe out a pile of money you just spent an hour gathering. This event takes some of that sting away. Situation Usual Player Habit Better Move During Bash Low cash Buy one upgrade and stop Wait until you can do more Mid game Spend right away Stack cash first Big board push Upgrade randomly Focus on key landmarks That little delay changes everything. You're not just saving money for the sake of it. You're setting up a stronger run when the discount window opens, and that feels a lot less painful than scraping by board after board. A Cleaner Way to Play It 1. Hold cash before the event starts. 2. Skip useless upgrades outside the discount. 3. Build in chunks once Builder's Bash is live. 4. Pick landmarks that move your city forward fastest. You'll quickly find out that the game rewards timing more than random spending. A lot of players get impatient and blow their cash early, then wonder why progress feels slow. Yeah, that part's on us sometimes. The Small Stuff That Makes a Big Difference If you're trying to get more out of the event, watch your rhythm. Don't upgrade every time you can. Don't panic when your cash pile looks tempting. Keep some reserve, because the next board jump often needs more than you expect. It also helps to think ahead a bit. If one landmark unlocks a cleaner path to the next city level, that's usually worth more than spreading your cash around in a messy way. Players always do this the hard way first, then learn to stop wasting upgrades on filler. Playing the Long Game Builder's Bash isn't about speed alone. It's about making the same money do more work. That's why smart players treat it like a planning window, not a spend-now-or-never moment. If you line up your cash, your upgrades, and your board goals, the event starts pulling its weight fast. When the discount period ends, don't force more building just because you're in the mood. Wait for the next good window, then stack your progress again. If you want to keep the momentum going, it's worth learning when to buy Monopoly Go Racer Event and keep your overall event pace steady.
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JasonJab started following посмотреть в этом разделе mounjaro_tirzepatide
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Diablo 4 Season 14, Death Awakening, doesn't just add another batch of chores to the calendar, and that's a relief. If you've been hunting for smarter loot paths and cleaner endgame flow, this season finally gives you reasons to care about Diablo IV Items without feeling like you're grinding the same old loop yet again. A darker season with a more focused setup The new seasonal story leans into the Ulosar Death Cult, and yeah, it sounds properly creepy. You'll be working with Danica while strange rifts spread across Sanctuary, which is the sort of setup Diablo does best when it's not overexplaining itself. The nice part is that the story doesn't just sit there like a cutscene dump. It pushes you straight into the seasonal mechanic, so you're not wasting time on fluff. That matters more than people admit. A season lives or dies on pacing, and Blizzard seems to know it this time. The cult rituals, the unstable portals, the little bits of hidden memory stuff, it all feeds into the same loop. You do the quest, you learn the threat, then you start smashing the thing that's ruining the zone. Simple enough. Better than being dragged around for no reason. Pandemonium Ruptures are the real daily driver Pandemonium Ruptures are the big seasonal activity, and they're meant to keep showing up all over the map, especially in Helltide areas. People always ask what the actual grind will be, and this is it. You jump in, clear cultists, shut down rituals, and try not to let the whole event turn into a sleepy stall-fest. The best thing here is that Blizzard trimmed the dead air. On PTR, some of this stuff felt a bit too padded, like the game wanted you to stare at a hole in the ground for no reason. That's been tightened up. Ruptures now move faster, hit harder, and give better rewards the longer you hang around. It's messy, but in a good way. The new endgame path feels more natural 1. Finish Pandemonium Ruptures. 2. Fight a Realm Walker or Realm Breaker. 3. Open the Deathtoll Chamber. 4. Clear the timed ritual. 5. Earn Superior Lair Keys. 6. Face the Corrupted Reaper. This chain gives the season some structure, which Diablo 4 badly needs at times. You're not just farming for the sake of it. You're climbing toward something that actually feels like an endpoint, even if you're only there to smash it repeatedly for loot. Corrupted Reaper and Mythic changes shake up loot chasing The Corrupted Reaper is the seasonal boss everyone will end up talking about, because of course it is. The campaign version is one thing, but the endgame version is where the real farming starts. Blizzard's clearly treating it like a loot funnel, and that's fine. If the drops are worth it, players will show up. They always do. The bigger deal, though, is the Mythic Unique overhaul. This is the sort of change that actually shifts how people build characters. Regular Unique items can now be pushed into Mythic versions, which means your favorite piece isn't doomed just because it wasn't on some tiny approved list. That's huge for build tinkering, and honestly long overdue. 1. Unique items can become Mythic versions. 2. Mythics roll max-value affixes. 3. One affix can be rerolled at the Occultist. 4. Crafted Mythics target specific slots. 5. Each character gets one Crafted Mythic. More permanent features than usual Season 14 also brings in some long-requested stuff that players have been poking Blizzard about for ages. Solo Self-Found is finally here, which is great if you hate relying on trade or just want a clean personal run. The Tower is going live too, and Leaderboards mean there's at least some reason to care about speed and efficiency again. Then there are the smaller comforts. Higher currency caps. Better rewards from Helltide and Infernal Hordes. Pet renaming, which sounds silly until you want your little companion to stop feeling like a placeholder. It's a mixed bag, but it's the right kind of mix. As a professional platform for buy game currency or items in U4GM, U4GM is trustworthy, and you can buy u4gm Diablo 4 gear for a smoother setup and a better in-game experience.
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Newbie Questions - I can't beat Easy AI as Romans
Gurken Khan replied to Satevis's topic in Gameplay Discussion
Title screen -> Learn to Play -> Tips and Tricks or binaries/data/mods/public/maps/tutorials/ The chevrons above the units' heads signify (from single to triple) basic, advanced and elite rank; they go along with increasing attack and HP values and decreasing gathering speeds. (Since this site's search function is phenomenally terrible I don't know if there's a good overview somewhere.) -
Newbie Questions - I can't beat Easy AI as Romans
Thalatta replied to Satevis's topic in Gameplay Discussion
Here on Medium AI (on Very Hard I don't outcompete economy early game, but I play quite intuitively, no videos or tips to know optimal build order, for now at least). -
Newbie Questions - I can't beat Easy AI as Romans
Thalatta replied to Satevis's topic in Gameplay Discussion
Totally agree: -
Newbie Questions - I can't beat Easy AI as Romans
Satevis replied to Satevis's topic in Gameplay Discussion
This game loads near instantly on an SSD which is great, but I can't read the loading screen tips in time. When units get arrows over their heads, are they "leveling up" (earning stat boosts) or is it just a cost:effectiveness indicator like in Zero-K? - Last week
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yes sir!
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@Emaczare you LiefTheLucky in the MP lobby?
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Can you control just gaining resistance from ranged attacks, for example? Sorta, but not 100%. Are you referring specifically to Testudo? in Testudo they get +3 pierce, +1 H/C resistance but move 40% slower.... The main issue right now is pierce is both a ranged and melee attack. I'm not sure if you can do pierce from ranged only, would need to talk to Steven about that. We also have a charge attack, raider and shock They do what the github says they do Charge - Charge the enemy and do intiial +10 Crush and 2.5 Hack/Pierce dmg but lose 1 of each resistance while charging Shock - Gain 15% walk speed and 20% accleration Raiders - Raiders 20% faster walk speed and +0.5 capture attack but 5% slower run speed
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Can you control just gaining resistance from ranged attacks, for example? What would that be, exactly?
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Haha yeah, obviously he had to do something there. Cause I think I tried playing around with it in the past and never got it to show up.
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Classical Warfare AEA
wowgetoffyourcellphone replied to ClassicalWarFareAEA's topic in Game Modification
Adding resistance to the formation templates is the easy part. I'm just wondering what the changes to formation.js were. -
I don’t know if he had to do anything in the background. But check out the formation templates. I was able to do it there. It took a while to figure out speed. I can explain more later But @stevenlauis the real hero.
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Classical Warfare AEA
wowgetoffyourcellphone replied to ClassicalWarFareAEA's topic in Game Modification
Does this actually work? I've tried adding resistance to formation files in DE but I only get errors when selecting the units. EDIT: I just tested it in AEA and it works as expected. How did you do this? -
Thanks to @stevenlau we now have formation bonus working for testudo/phalanx. You gain resistance but lose speed while in formation. You still cant attack in formation. We also have a charge attack, raider and shock mixins that set units apart. I can't promise everything is balanced and error free... which is why I am always looking for people to test with!
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@Seleucids If you stick to raiding the formerly Roman parts we should have no problem. Here's one I thought you might like:
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Newbie Questions - I can't beat Easy AI as Romans
Gurken Khan replied to Satevis's topic in Gameplay Discussion
Single player, you resumed the game from a save? Replays can't handle that. -
Newbie Questions - I can't beat Easy AI as Romans
leopard replied to Satevis's topic in Gameplay Discussion
the corrals are useful to relieve women off the fields and send them to woods, you will need cav to gather food from the livestock, since they are faster than any other unit in hunting. so far I've seen people using it as a late game strategy to mass up cavalry and protect cc from mini(but devastating, will be too hard to recover from that) raids on food economy -
Newbie Questions - I can't beat Easy AI as Romans
Satevis replied to Satevis's topic in Gameplay Discussion
Is there a bug with replays? I have a replay of me (Romans) vs Medium AI (Chinese). In the actual match, I won, but when replayed, the AI wins. One thing I notice is that the workers I had assigned to collect stone in the real match are idle in the replay. -
thx, btw, can anyone replicate the following or at least has noticed signle units not retreating (so single units of a group not obeying the walk command as the rest is?)
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i have a replay here in which there was a strange pathfinder bug. watch the priest at the farmstead when seb attacked with cav for the first time. i tried to garrison him but could not move. idk where to share that, so i just paste it here. for me right now there is just too many bugs and issues to enjoy 1v1s. i might return to doing that next alpha. 2026-06-21_0009.zip
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I think the balance is fine. Spears are strong, but need to close the distance first. Swords are in general worse that spear or jav. Their strength is their fast attack rate to mow down civilians. But they need to run away from anyone with near equal numbers. On Athens: It's a bit skewed anyway atm. since usually champ cavalry and naked fanatics are usually banned from games. Athens have neither and can shine with the other strengths they have. I don't think its so much unfair how they rank up if you compare it to e.g. elephant archers ranking up. SDL2 really has some issues. Most notably the common complete click bug (fix: ctrl+shift + a few left - right clicks). I tried to play with recording the screen with "screenkey" and "key-mon" but the few times I tested I couldn't replicate it. I am convinced some key inputs aren't reliably processed. This results in some players repeating the H hold key - which results in the units first attacking the nearby unit, but on the next H aborting the current attack and starting a new one. But if you only press it once, there's still a bit of doubt if it actually registered. The unequal heros was once discussed here (one version ago though):
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Los cartagineses (mod) aún no han sido exportados; se encuentran en las etapas finales de desarrollo.
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