Onderwerp: too early
ok this sucks, not only did my target drop down 2 slots and cause 2 of my regiments not to fight, but i had a 100 troops regiment flee after becoming 94!!!!! 6% loss????
whatever happened to the 10% rule?
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ok this sucks, not only did my target drop down 2 slots and cause 2 of my regiments not to fight, but i had a 100 troops regiment flee after becoming 94!!!!! 6% loss????
whatever happened to the 10% rule?
i had a 79 troop reg earlier that was sent, part of 6, yet summary only showed 500exe total in battle. this reg took no damage and wasnt attacking during battle either. think the battle code indeed has a bug in it.
battle in question is:
Attacker: ji xiang wu
Defender: Terrapin Station
Date: 17.01.2010 07:08
Outcome: 96% victory
i agree that one reg ran away too fast... but it would not have mattered... you were outnumbered anyway... this was what was in the other two slots...
hello
[201 Gu'al Cavalry] Units: 201
Morale: 100
Add units - Remove units
hello
[246 Executioners] Units: 246
Morale: 100
Add units - Remove units
created just for you ![]()
Attacker: Adored by a Goddess
Defender: tertius of long
Date: 17.01.2010 19:50
Outcome: Repelled
Attacking Units
Unit Amount died
Longswordsmen 300 86
Knights 400 91
Defending Units
Unit Amount died
Wolf Riders 12 12
Gu'al Cavalry 496 19
Executioners 283 15
Attacking special units
Wizard lvl 4 survived
Wizard lvl 5 survived
Wizard lvl 3 survived
also i am not sure why i lost slots i checked earlier today and having that many runes did not make a difference on my slots i moved them back and forth to check that... you may check my logs if you don't believe me i did not think it would change my slots to move 7 of 23 runes in my main to my outpost...
also i am not sure why i lost slots i checked earlier today and having that many runes did not make a difference on my slots i moved them back and forth to check that... you may check my logs if you don't believe me i did not think it would change my slots to move 7 of 23 runes in my main to my outpost...
actually that may be a flaw in the battle code
lets say you launch 14 regs on target, who at the time of launch has 14slots. now during the INC, they move spare runes to somewhere else and consolidate their remaining slots
so now you the attacker has your forces split by 14, the target now can split their forces by 12 or less, depending
2 of your regs arent gonna fight because no slots now available, yet all of theirs will fight because of consolidation
the only way i see to counter this is making slots static again, so they cant be abused by target upon attack,
note: this "bug" would be especially beneficial to those who have outposts, just move the spare runes from the village being attacked to the one that isnt
serious problem that needs addressing
i agree it does need to be addressed... and again im not sure why i lost slots that was not my intention... if it was i would have moved all my runes... not less than a third of them... but in this case it was inconcequential... if anything me losing slots saved whamra troops...
not saying you intentionally decreased your slot size in order to maximize your defense and minimize his offense, just saying it can be done, and hence, needs to be fixed ASAP
dont know how hard it would be to code, but perhaps make targets slots stay same number as they were when attack was launched, and not change to new value till no INC?
i absolutely agree... this bug has already been reported though under attacking with (0) units... i believe i posted a battle report in that one expressing my dismay that my 600 executioners i sent did not hit not a one because vale moved what must have been hundreds of runes just before i hit changing her from 15 slots to 3... please don't compare what happened when i was attacked to that kind of behavior...
I'm not playing on speed so dono what is goin on there but in each and every online game i have ever played, exploiting a bug IS a bannable offence. Why not here to?
that's kind of hard to prove... since the people that are in fact exploiting it claim they don't know anything about any bug and just move the runes to prevent them from being taken by their rightfull owners ![]()
And i can't tell 100% certain that they do know that they are abusing the bug...
They are, but some are to stupi.... correction, some are not smart enough to realise they are abusing the bug. ![]()
Not knowing is not an excuse. Somebody who killed a man can not go to court and ask them to set him free cause he "didnt know its illegal to kill somebody".
The amount of slots is now determined at the time of launch.
Nice, thank you very much.
The amount of slots is now determined at the time of launch.
you're the man!!!!!! ![]()
what about that 6% flee issue? can you please check it out? ![]()
Not knowing is not an excuse. Somebody who killed a man can not go to court and ask them to set him free cause he "didnt know its illegal to kill somebody".
I think using a loophole in a game is a hair less of an offense than murder.
Furthermore, who said it was wrong? You? There are several things I think are wrong to do in this game, but it does not mean any rules are broken.
Exactley what a cheater would reply Doom. And somebody like you is a mod??? I exagerated to make a point but i think i should have expected this from you.
Exactley what a cheater would reply Doom. And somebody like you is a mod??? I exagerated to make a point but i think i should have expected this from you.
You are entitled to your opinion. However, let me explain.
1) If a village is under attack and has hundreds of runes sitting around, it would only make sense to send them away, however under your definition they are cheating.
Runes won is a function of total runes in the village, so lets say a village has 200 runes in buildings, and 800 sitting around. Without sending them out, they can lose up to 100 runes in one battle... ouch! Now if they trade them all away, they lose 20 and buildings... again not preferred. Instead let's say they send 750 away, they lose some spare runes and keep all their buildings. This strategy is a very simple way to mitigate loss, it only makes sense to use it.
Now, with this bug the user may not even realize that there is a bug... let alone be exploiting it. I myself have seen many battles where they sent large amounts away and never noticed it... it would seem that such drastic cases were needed to show the bug.
However, knowing or not they are still cheating?
2) Enforcement.
The issue I have with labeling situations such as this as cheating is enforcement. There is simply no way to enforce it evenly. Let's say an account gets reset for doing something like this... how would we prove that they did it? The closest thing we could do is have moderators looking through as many player's logs as possible in hopes of finding things like this, I for one would prefer that situation not to happen. And even if a moderator finds this... how do we prove intent, or knowing... and intent is the cornerstone of the western legal system so it is rather important even with a comparison with a human death.
So they are cheaters, but cannot be punished?
When the server was still somewhat fresh these types of events were fun and added an amount of chaos to the game. There is no way to stop people from doing things like this in the long run without other unpleasantness... it is best to just relax and have fun with them until daed squishes them.
But really if you want to brand everyone a cheater that's your right.
can we... move this to another thread? i still want to know why my regiment fled early, if it's a bug, i want it dead, regiments fleeing so early is devastating in other scenarios, and i'd rather not see this... so far, my last 5 attacks, have all had bugs of some sort in them ![]()
can we... move this to another thread? i still want to know why my regiment fled early, if it's a bug, i want it dead, regiments fleeing so early is devastating in other scenarios, and i'd rather not see this... so far, my last 5 attacks, have all had bugs of some sort in them
so let me get this straight they run away too fast?
lazarus, sometimes too fast, sometimes they dont run and get massacred, and whichever is the one that hurts more, is what's happening, lol.
there's a conspiracy against me, when i want them to stay, they leave, when i want them to leave, they stay to die ![]()
ohow he's on to us
lol
lazarus, sometimes too fast, sometimes they dont run and get massacred, and whichever is the one that hurts more, is what's happening, lol.
there's a conspiracy against me, when i want them to stay, they leave, when i want them to leave, they stay to die
Hmm.. you moved to belgium?
I thought we agreed on the conspiracy against belgiums only?
whamra1987 schreef:lazarus, sometimes too fast, sometimes they dont run and get massacred, and whichever is the one that hurts more, is what's happening, lol.
there's a conspiracy against me, when i want them to stay, they leave, when i want them to leave, they stay to dieHmm.. you moved to belgium?
I thought we agreed on the conspiracy against belgiums only?
I think I have to move.
whamra1987 schreef:lazarus, sometimes too fast, sometimes they dont run and get massacred, and whichever is the one that hurts more, is what's happening, lol.
there's a conspiracy against me, when i want them to stay, they leave, when i want them to leave, they stay to dieHmm.. you moved to belgium?
I thought we agreed on the conspiracy against belgiums only?
There are only two types of people in this world I hate.
People who are intolerant of others cultures and believes.... and the Dutch.
can we... move this to another thread? i still want to know why my regiment fled early, if it's a bug, i want it dead, regiments fleeing so early is devastating in other scenarios, and i'd rather not see this... so far, my last 5 attacks, have all had bugs of some sort in them
Do we know the equation for fleeing? Or could we know it ![]()
The situation you describe sounds semi-random, and I have heard in the past daed is not a fan of random numbers so something tells me it is a bug.
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