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Thread: Key Issues on Combat Mechanics~

  1. #411

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    Quote Originally Posted by som View Post
    What is your concept? "not resource based" -- I got it. What is based on then?
    Are you saying it is random (arbitrary)? I doubt it as it looks even stranger that "resource based".
    Could you please clarify it?
    By arbitrary I mean not directly related to any in-game statistic, something along the lines of "let's give workers a value of one because they're the lowest of the low, warriors are a bit better so give them one and a half..." etc. The problem with resource is that swordsmen and pikes cost the same total resources yet they use different ratios to protect archers from a cavalry charge.

    Quote Originally Posted by som View Post
    1. Ranged unit rules.
    Ranged units (AT included) prefer ranged ones.
    Among these ranged units the unit having the biggest range is chosen.
    If there are no ranged units in range then follow melee unit rules.
    Ranged units will prioritise Archers' Towers over everything, in the absence of ATs they prioritise the ranged unit with the highest value - not by range. When targetting melee they prioritise by speed - fastest first.

    I'd try and crack the resource code but right now my target priority is combat damage, and it's proving to be a tough fugging nut!

  2. #412
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    Default

    looking at some of the reports and theories. is it possible that each troop has a a sort of priority or job that they do? like people are seeing the warriors attacked before swordsman. maybe the swordsman when paired with archers wont move right away or as far as there capable to stay closer to archers? just a thought. I'm no where means an expert in mechanics tho, but just trying to put a new idea out there. itd make sense for some of the reports that seem to not make sense, if each troop has a priority in doing a specific job, maybe warriors since there not much importance as compared to pikes or archers, they throw themselves first, and then the others wait and follow? i dont know but all things seem possible wit what we know-and dont know.
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  3. #413

    Default +200 range theory

    I was just testing this out on the sim and didn't think it would change a whole lot. But it did.
    Attacking: 100,000 archers
    Defending 18,000 AT
    All lvls maxed
    --------------

    Starting Range 5000
    Battle lasts 37 rounds
    Attackers win - 18,245 archers remain

    Starting Range 5200
    Battle lasts 33 rounds
    Defenders win - 5,238 AT remain

  4. #414

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    Someone showed me this report today and I'm completely lost at what just happened. It could just be a bug but I want to see what you guys think:


  5. #415
    Join Date
    Sep 2009
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    Default can u pls explain

    a few days ago a friend of mine attacked a city with 50k archers and 50k ballistas .... the defending city had 3k ATs, no traps and 60k archers with layers of about 5k each of all other foot troops with about 100 each mechanical troops .. all 50k archers and 50k ballistas were lost with no archers loss on the defending city.... but all foot troops were killed except scouts and transports ...

    all tech we maxed for both players ..

    is this normal or something else ....

    i lost report somewhere .. sorry

  6. #416
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    Quote Originally Posted by Ralte View Post
    a few days ago a friend of mine attacked a city with 50k archers and 50k ballistas .... the defending city had 3k ATs, no traps and 60k archers with layers of about 5k each of all other foot troops with about 100 each mechanical troops .. all 50k archers and 50k ballistas were lost with no archers loss on the defending city.... but all foot troops were killed except scouts and transports ...

    all tech we maxed for both players ..

    is this normal or something else ....

    i lost report somewhere .. sorry
    The layering protected defending archers and mechanics from your attack.
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  7. #417

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  8. #418

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    Quote Originally Posted by Neokarasu View Post
    Someone showed me this report today and I'm completely lost at what just happened. It could just be a bug but I want to see what you guys think:

    Two rounds, no way the archer towers couldnt kill ONE cavalry, or the scout..
    UNLESS: archer twoers died first round, 2nd round was for walls..
    OR:
    Shock and Awe? lol

  9. #419
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    ATs died on the first round; ponies easily reached them straight off.
    ATs were at close-range and had a 75% damage knockoff, and have damage that rounds down; targettin' the ponies over the scouts with higher def and w/ no hero, they'll have done pretty terrible damage.

    Although there are some inconsistancies with ATs...sometimes they jus' don't do as much damage as they should.

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  10. #420

    Default Cavalry priority ?



    Level 10 valley.

    So as i understand it, the ballista as the longest ranged unit, caused the battle to start at 1400 + 200

    Ignoring the defenders infantry for the time being... the defenders cavalry moves first from 0 to 1500, and have a range of 100, so are in range of the archers and the rest of the troops.

    My archers stay still as they are in shooting range, my other troops move forward to engage.

    I thought archers are the priority target of cavalry, and with range 100 the cavalry would be able to target the archers, so why did the ponies ignore them?

    I am assuming my cavalry had something to do with it?

    I did have another lv10 valley battle, similar troops, cavs and inf vs my archers, ballista and layers, but i forgot to send a cav unit and this time my archers suffered casualties.

    Pity, but i didn't take a screencap before deleting report.

    And what about the ballista ?

    I have read that archers will stay still while a target is in range, but since the ballista also survived does that mean they do the same, stay still any round they are in range ?

    Otherwise i would have thought it would have made a move as well, coming into contact with the cavalry a mere 100 from them.
    Last edited by DarkGrl; 11-29-2009 at 04:05 AM.

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