All techs 10
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All techs 10
Had to be some freakish glitch, hasn't happened anywhere close to that since then.
You all are wrong or just guessing, I just posted this in another "wtf did I lose alot/lost a battle to an npc" post.
:Quote: History keeps repeating itself, Ive explained this before a couple of times. Heres how a lvl 10 npc battle goes down: with compass 10 and your heroes 165 atk, rounds 1-3 your archers and layers walk towards the walls. Rounds 4-8 your archers mow down def wars, your layers are completely gone after these rounds, they died doing their job by blocking the warriors long enough for your archers to kill them. Round 9 is more walking, round 10 more walking but recieving fire from ATs (this is where the bulk of the archers are lost during a normal lvl 10 battle). Rounds 11-12 ATs get hit and die off, round 13 walls go bye bye and you win. Anymore rounds then 13-14 means your archers stalled hitting warriors and most likely you will either have alot of casualties if not an outright loss.
Now heres what can happen, traps are random, they spring every round randomly on one troop stack. Now if you are unlucky enough to have them spring on a layer a few times in a row, totally wiping that layer out your archers will have to face def warriors up close. This is bad for low atk heroes because they need atleast two blocking layers for rounds 4-8, 400k wars is alot to mow down and they can do some serious dmg to archers if they get thier pitch forks on them. After 260 atk or so you only need layers to absorb trap dmg, the archers can easily kill the def warriors in 3 rounds meaning they never even get close to the archers.
The easiest way to add insurance against this is to have 500 pikes and 500 swords along with the 3k war and 3k work until atleast 220ish atk. :Quote:
As you can see the def hero has little to do with it, its not a glitch and its not evony personally trying to make you quit. Its just a random thing that can happen because its part of the game and ment to be that way.
You only had 3 layers, normally when I farm lvl10s, I have at least 5 layers of fodder. :)
I wouldn't attack with a defending hero of 5 or less
http://img27.imageshack.us/img27/1007/cheapq.jpg
Well if you did understand this game you'll also know that it is mostly random, so yes there is an element of bad luck here. The defending hero stats do play a massive part in a battles outcome if you don't know that I'll advise you to look in to it.
I've experimented in using pike and swords in my farming layers & without. Quite frankly I haven't seen much of difference. In fact using slightly more scouts rather than workers and warriors with no pike or swords gave me the best results. Just sayin'.
Defending hero has almost nothing to do with it imo. I NEVER scout for low heroes, not even when I am first starting on a server and only have sub-200 attack heroes to work with. It is the random wall defenses being triggered in the first few rounds that really does the damage. This is why, on new servers with low heroes I always include pikes and swords. I have never had a loss higher than 12k archers. Ever. Period, end of story. In fact, the only reason I even had losses that high is because I start hitting 10s way before all my techs are 10. Usually I just bring archery and military tradition to 10 and then start hitting....I actually leave compass at 7 then slowly raise it as my hero upgrades. Unless I have war horn applied, I've always waited until 245 attack to bring compass to 10, as this seems to be where the real drop-off point in archer losses occurs.
Maybe you're wondering, "If triggering wall defenses are where the majority of losses occur and low compass makes your troops move more slowly thereby increasing the number of rounds of battle and the number of wall defenses triggered, how does low compass help?" Well basically, a low attack hero kills fewer warriors per each round of battle so you need more rounds of battle to kill all the warriors before your archers manage to walk right into the bully clubs of the warriors and get massacred. As long as you include a sufficient number of layers, you don't need to worry about the triggering wall defenses so much as the surviving defending warriors.
So basically, MaryHinge, Ailuros, and HaHaHaHa are all correct. It's not a glitch and it's not the defending hero's attack or intel. It's simply the fact that USUALLY 2k workers, warriors and scouts are sufficient layers for surviving wall defenses and still providing a rainbow to protect archers BUT NOT ALWAYS. Sometimes the wall defenses trigger at their maximum randomized rate and this spells bad news for the attacker.
With a hero below 245 attack, just include some pikes and swords and be done with it. Yeah, it'll give you slightly higher losses on most attacks but you'll NEVER see these kinds of massive and/or full wave losses.
Once your hero is above 220-250ish attack then no the defending NPC hero's intel stats have little or nothing to do with. So in that aspect your're right. However, lower than that a high intel hero can negate your hero's attack and force your troops in to extra rounds which can result in higher losses.
Regarding pike and sword to be honest I can't see the point in wasting troops & resources using them to farm 10's, but that's my opinion.
There is far too much emphasis on everything that goes wrong being a glitch. Don't get me wrong there are plenty of 'em but just don't assume this is one.
Quite simply the hit was just unlucky
Yes defending hero stats play a part, but it's fairly minor unless the intel stat gets very high(>100). Assuming the highest an intel stat could get for an NPC hero is 100 vs 10 for lowest, it only causes one extra round(6 instead of 5) for an attack 150 hero(no buffs) leading 92k archers, to kill 400k warrs. So for a very low attack hero, yes, that could be catastrophic. By attack of 165(no buffs again), it takes the same amount of rounds(5) for 92k archers to kill 400k warriors with a def hero with intel of 10 as it does with def hero with intel of 100.
So the real cause of *most* of these lvl 10 farming catastrophes(I've had my share in my early days), is the random element to traps and trebs. Because of the random factor, you can use the same attack combo safely many times without issue before hitting problems like this. It's simply a statistical probability. Adding layers, when attacking with lower level heros simply reduces the probability of the warriors reaching your archers, since more things must go wrong.
So, in essence, it is bad luck in this case, not a glitch :-), that combo may work fine 9 out of 10 times(don't know the real probabilities here), but adding layers dramatically reduces your chance of hitting the bad luck.
I've had this happen with a new hero. It's painful.
I wonder though if the intel of the hero in the 10 may cause this.
And since it's impossible to tell what the intel is I guess it's just safer to hit five's to upgrade until you hit 180 att.
Keeping all techs at 10, I never get more than 5 - 9k losses, when farming with heroes as low as 135 attack using a nice method I developed. (Haven't tried lower yet.)
Sooo ... :cheer:
has happened many times to me also :/
NPC's are unpredictable. Thats the first rule going into it.
Always will be. I expect these losses and accept them because theres nothing that can be done differently. It happens.
Are you seriously suggesting that ppl don't farm 10s every hour exp?
Most ppl (i think, and including me), send 1 wave to all with trans, with all 9 heroes, then send around the main hero to every npc within reach for an hour, then restart at the beginning...hence they are permanently out farming with that hero, and gaining max exp from their farm fields.
Also, early game, who has the hero able to produce the troops needed to farm every npc 8 (or however your method needs) times to get all the res? Most ppl can only produce enough to farm maybe 8 10s per city (in the early game, non coiners), which your way would equal only 1 10 per city, max of 190 mil food a day...which isnt much compared to 1.52 billion...
Therefore you are not awesome
^^^ im assuming you mean that post, as its the only 1 i can find of yours on page 3...
Im saying that in the early stage of a server ppl care more about res than exp, not once did i say that ppl looking for exp only 8 hours, in fact...
As npcs regen every 8 hours, and their is roughly 21 mil res, by the time the 8 hours are up the npc could have given away 21 mil at the start, and 21 mil again at the end, which is a total of 42 mil res, which means you are wasting 10 mil res
If you go for 16 hours (i.e you have no life), you can gain a maximum of 64 mil, where you will have a surplus of 1 mil extra load, however, who has the time and the effort to farm every 10 in their range to gain the res for 16 hours straight? With 1 hero that is possible, although how you eat and [other needs] in that time idk, but if you are trying to level multiple heroes, then god help you.
Yes your way works, no it is not the only way...your method will probably yield a bit more exp for 1 hero per city, but total exp will be roughly the same.
i do believe this thread was asking about why the hero failed, not how you farm 10s, so i will not continue this disscussion here anymore (as it is derailing the thread), however you are welcome to vm or pm me to continue it.