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Thread: blocking with the speed bug

  1. #1
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    blocking with the speed bug

    ok so we have our thread where people whine about it
    lets have a thread for what we are going to do while they fix the bug

    the bug
    when a camp is being attacked any general entering the zone of that camp speeds up
    when they leave the zone or enter the zone of the camp they are to attack they go back to regular speed

    the effect
    blocks where the blocking general spends less time in the zone then the attacking general will fail because the attacker is early
    blocks where the blocking general spends more time in the zone then the attacking general may fail because the attacker is late
    blocks where both generals spend the same time in the zone should still work properly but look funny on screen

    with this in mind we need a list of what is and isn't safe

    adventures

    bandit nest
    - all blocks can fail
    - had to delay all the attacking generals 5+ seconds to make the blocks work
    black knights
    - works with cannons
    dark brotherhood
    dark priests
    gunpowder
    horseback
    Island of the pirates
    - both doubles work
    - triple doesn't work (works with cannons?)
    mother love
    old friends
    outlaws
    - long starting block and central block don't work
    roaring bull
    secluded experiments
    - some don't work
    sons of the veld
    stealing from the rich
    - double block in northeast doesn't work
    surprise attack
    the Nords
    - no doubles
    traitors
    - central double works
    - castle double doesn't
    Victor the vicious
    - some ? don't work ( first 3 at least)
    wild mary
    witch of the swamp
    - no doubles

    will update as people add to the list - would like to add which blocks didn't work as well

    also if you come up with any new blocks as a result of the bug feel free to post them

    edit: this is also occurring on the test server

  2. #2
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    Yes, and next they will change it so the "lag" only occurs every other time, or is random...That said I am working on some adventures with blocks that utilize the new timing, will post my results

  3. #3
    Settlers Guide Sanii's Avatar
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    Quote Originally Posted by swann_88 View Post
    ok so we have our thread where people whine about it
    lets have a thread for what we are going to do while they fix the bug

    the bug
    when a camp is being attacked any general entering the zone of that camp speeds up
    when they leave the zone or enter the zone of the camp they are to attack they go back to regular speed

    the effect
    blocks where the blocking general spends less time in the zone then the attacking general will fail because the attacker is early
    blocks where the blocking general spends more time in the zone then the attacking general may fail because the attacker is late
    blocks where both generals spend the same time in the zone should still work properly but look funny on screen

    with this in mind we need a list of what is and isn't safe

    adventures with blocks that still work
    Island of the pirates
    the Nords

    adventures with blocks that do not work
    Victor the vicious
    Outlaws

    will update as people add to the list - would like to add which blocks didn't work as well

    also if you come up with any new blocks as a result of the bug feel free to post them

    edit: this is also occurring on the test server
    Swann - good to know about it happening on the test server, means is in-game code not server issues imo.

  4. #4
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    Black Knights blocks all work

  5. #5
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    doing around 1 horseback per day and no problems with the blocks

  6. #6
    Mayor Perwyn's Avatar
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    Ran an Outlaws yesterday using the guide by Lesson. Even tho my generals skipped around, all blocks worked flawlessly.

    I have a feeling that blocks such as Lesson and Genesis set up, using distance from camps and a sequential launch of attacks will work fine,
    while blocks using timing (1st gen at this line, launch 2 & 3) are gonna be a problem till this is fixed.

  7. #7
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    doing an SE.. so far.. only 1 block was affected by this speed bug. of course that 1 mess up cost me over 220 elites. but looks correctable by delaying first wave of the leader camp by a couple seconds.. hope this gets fixed soon.. got a lot of my guild up in arms about it.

  8. #8
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    IOTP triple doesn't work --- single in first sector and double in 2nd sector work.

    Traitors double in 2nd sector works --- double on the castle is epic fail.

  9. #9
    Mayor Moonlime's Avatar
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    adventures with blocks that still work
    Island of the pirates
    the Nords
    black knights
    horseback

    During the simple first block on the Black Knights adventure, my vet jumped like a frog 5 times almost jumping ahead of the BHG. The block worked in the end but it could have been disastrous if it had not. Now, using a vet with cannooneers in a 1-wave attack on the leader can definitely improve the odds that the jumping frog effect won't be a problem, but not everyone has cannooners and those are rather expensive to gamble. Please fix this problem. Thanks in advance, BB.
    Still around from time to time.

  10. #10
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    doing outlaws

    the central block I delayed my main general by 5 seconds - that was barely enough 7-8 would be better

    on the 1r block my main general went 3 full flags past the point where the block usually ends
    so thats 8 steps instead of 5

    if as someone else noted he takes the first 2 steps at regular speed then he is moving double speed the rest of the time

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