Search found 34 matches

by benedictarnold
Fri Jan 22, 2016 12:00 am
Forum: Implementeds
Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
Replies: 63
Views: 15640

Re: Multiplayer:filtering unresponsive players badge IMPLEME

The quoted bit above is how the game works now, No actually that is Daniel's proposed fix. Currently, the game doesn't take into effect long games in progress only finished ones. Actually, when I look at the information on how badges are calculated, the formula you quote is the one I see in the gam...
by benedictarnold
Thu Jan 21, 2016 9:43 pm
Forum: Implementeds
Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
Replies: 63
Views: 15640

Re: Multiplayer:filtering unresponsive players badge IMPLEME

Average time to take turn currently i have no such information without more logging implementation. i have these - number of games and their statuses - number of skips/kicks of all games - last modification on game (mostly: last player turn-taking) if we could use these for a formula, that would co...
by benedictarnold
Wed Jan 20, 2016 11:22 pm
Forum: Implementeds
Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
Replies: 63
Views: 15640

Re: Multiplayer:filtering unresponsive players badge IMPLEME

Heres a problem. I play games every day, but only like 4 or 5. These take a long time to complete. Sometimes multiple months. By using the formula now I'm penalized by finishing less than 10 games a month. This doesn't track my likelihood to be responsive.
by benedictarnold
Sat Jan 09, 2016 10:15 pm
Forum: Closed ones
Topic: Mantlet carries siege? IMPLEMENTED
Replies: 35
Views: 5320

Re: Mantlet

Sounds like the manlet should be an equitable item, not necessarily a whole new unit. New units can move on their own, this seems like it should only move if someone is using it.

The effect would be +x Pierce armour but -x speed.
by benedictarnold
Thu Dec 31, 2015 3:04 pm
Forum: Implementeds
Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
Replies: 63
Views: 15640

Re: Multiplayer:filtering unresponsive players badge IMPLEME

If you just want to track activity then you could use win or loss as a Boolean flag that excludes the group of people that just start games but never finish them. The arbitrary 'game duration limit' is not a good idea. First, it is completely valid to have a very long game and users shouldn't have t...
by benedictarnold
Thu Dec 31, 2015 5:00 am
Forum: Implementeds
Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
Replies: 63
Views: 15640

Re: Multiplayer:filtering unresponsive players badge IMPLEME

I think 1 week is not a long running game. All of my games are over a week. Hell, some games I only get about one turn per week since everyone is so slow. I also have some legacy games that I gave up on since everyone left and its just me vs the AI. Those games should be excluded as well. I think in...
by benedictarnold
Sun Dec 27, 2015 3:05 pm
Forum: Solved/Answered
Topic: Badge revoked - ANSWERED
Replies: 12
Views: 2322

Re: Badge revoked - ANSWERED

Ok i can do that. But I don't have the dev version, can you PM me the links? I'm not sure how to get it. Thanks!
by benedictarnold
Sun Dec 27, 2015 4:29 am
Forum: Solved/Answered
Topic: Badge revoked - ANSWERED
Replies: 12
Views: 2322

Re: Badge revoked - ANSWERED

Ok, badge was demoted again. This time I know for sure that I didn't miss any turns.

Can you turn this feature off until it gets fixed? I'm worried its penalizing me without there being anything I can do to stop it.
by benedictarnold
Thu Dec 24, 2015 5:22 pm
Forum: Solved/Answered
Topic: Badge revoked - ANSWERED
Replies: 12
Views: 2322

Re: Badge revoked - ANSWERED

I responded on the other thread http://www.ageofstrategy.net/viewtopic.php?f=8&t=2093&p=17981&sid=46e7c061d2e42a5d8157fccfc4bf47a4#p17981 As for suggestions, its hard to say since I don't know what the code base looks like. In general I think you should use a mutex to ensure the different players of...
by benedictarnold
Thu Dec 24, 2015 5:15 pm
Forum: Implementeds
Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
Replies: 63
Views: 15640

Re: Multiplayer: filtering non responsive players IMPLEMENTE

I noticed my rank was demoted, but it wasn't due to inactivity on my part. I wonder if the game notification bug is causing inadvertent skips? But even then, I think I would have known since I manually refresh every so often too. My current badge is the 2nd from the top, but I think it should probab...
by benedictarnold
Thu Dec 24, 2015 6:00 am
Forum: Solved/Answered
Topic: Badge revoked - ANSWERED
Replies: 12
Views: 2322

Re: Badge revoked

Can you do something about the ranking? Doesn't seem to accurately report a users activity or likelihood to continue a match once you have started playing.
by benedictarnold
Wed Dec 23, 2015 10:53 pm
Forum: Solved/Answered
Topic: Badge revoked - ANSWERED
Replies: 12
Views: 2322

Re: Badge revoked - ANSWERED

I just finished a game yesterday. I'm pretty active on multiplayer, so I don't think that's the problem.
by benedictarnold
Wed Dec 23, 2015 8:03 pm
Forum: Solved/Answered
Topic: Badge revoked - ANSWERED
Replies: 12
Views: 2322

Badge revoked - ANSWERED

My top level badge was revoked, even though I haven't missed any games. Any idea how that could happen?
by benedictarnold
Wed Dec 23, 2015 4:28 am
Forum: Closed ones
Topic: AOS Tower Defense - ANSWERED
Replies: 10
Views: 2812

Re: AOS Tower Defense

There are already a few balancing units for the catapult and I don't think it changes too much to have them in a tower. Ornithopters, trebuchets, cannons, other catapults, fire archers, and even knights if you can catch them out in the open. Putting a cat in the tower basically gives it an extra 50-...
by benedictarnold
Tue Nov 24, 2015 11:18 pm
Forum: Other discussions about the game
Topic: Cheating with Bet games
Replies: 35
Views: 18716

Re: Cheating with Bet games

Yeeeeeeaaaaaaaaah*sweats*.........................the way it is now, you can "restart" your turn by deleting the game then instantly go to your saved games and redownload the game. This resets your units to how they were right after the last players turn. This pretty much makes you able to convert ...
by benedictarnold
Tue Nov 24, 2015 6:55 am
Forum: Solved/Answered
Topic: Assassin easily detectable IMPLEMENTED
Replies: 3
Views: 1425

Assassin easily detectable IMPLEMENTED

There is a bug that allows a player to discover the location of assassins. The image preview on matches shows each enemy players location as a pixel in areas of the map that are revealed. This includes assassin units that are normally invisible. A player can use this and discover the location of ene...
by benedictarnold
Mon Oct 26, 2015 2:35 am
Forum: Other discussions about the game
Topic: What are the best units for you?
Replies: 67
Views: 34174

Re: What are the best units for you?

RiverRaider neutralizes my archer attack every time. But hey, like I said each battle is different - you have to adapt to survive.
by benedictarnold
Mon Oct 26, 2015 1:58 am
Forum: Other discussions about the game
Topic: What are the best units for you?
Replies: 67
Views: 34174

Re: What are the best units for you?

Here's how I roll, and its worked pretty well. But every battle is different, and almost every unit has a niche. In general though... Infantry: man at arms and halbert. Man at arms is good against buildings but they're really just there to flood the enemy with stuff to kill. Halbert is good against ...
by benedictarnold
Mon Oct 26, 2015 12:36 am
Forum: Other discussions about the game
Topic: player stats in the black
Replies: 7
Views: 2547

Re: player stats in the black

I like it. Might be a good first step in implementing some kind of ranking system overall. Win/loss record that puts you in different categories. Gold tier, silver tier, and bronze tier or something like that. With the overall goal being that you get to play matches with people in your tier more oft...
by benedictarnold
Sun Oct 25, 2015 5:30 pm
Forum: Unit balancing
Topic: Ally purposely getting in your way
Replies: 7
Views: 1509

Re: Ally purposely getting in your way

I usually try to wall the ai off, away from my base for this very reason.
by benedictarnold
Sun Oct 25, 2015 4:54 am
Forum: Closed ones
Topic: Elephants - OP? - ANSWERED
Replies: 18
Views: 9672

Re: Elephants - OP? - ANSWERED

I consider the elephant almost useless. Like others have said, they are easily defeated by pikemen, healers, ornithopters, assassins, catapult, and even just crossbowmen in sufficient numbers. They're too slow and too expensive. But in all fairness, elephants were probably more useful to combat the ...
by benedictarnold
Sat Sep 19, 2015 10:11 pm
Forum: Techs
Topic: tech: shield wall and joplite
Replies: 21
Views: 8573

Re: Phalanx

My bad, didn't search first. Newbie mistake!
by benedictarnold
Sat Sep 19, 2015 6:50 pm
Forum: Techs
Topic: tech: shield wall and joplite
Replies: 21
Views: 8573

Phalanx

It would be a cool effect if hoplites that are adjacent to one another get some kind of defense/attack boost. My understanding of the hoplites fighting tactics is that they would primarily fight as a unit, in a formation known as a Phalanx. This allowed them to increase defense with a shield wall, a...
by benedictarnold
Sun Sep 13, 2015 6:30 pm
Forum: Multiplayer discussions
Topic: Need 2 active players
Replies: 34
Views: 7555

Re: Need 2 active players

I'm game too, always looking for active players
by benedictarnold
Thu Sep 03, 2015 7:50 pm
Forum: Solved/Answered
Topic: Ships on a bridge destroyed with bridge ANSWERED
Replies: 4
Views: 1711

Ships on a bridge destroyed with bridge ANSWERED

Not sure if this is intentional, but noticed this and thought it was weird. If a ship is traveling over their own bridge, it can be destroyed if you destroy the bridge. This makes sense for other units, because if you blow the bridge they would be drowned, but a ship wouldn't be on the bridge in the...
by benedictarnold
Thu Aug 06, 2015 6:56 am
Forum: Solved/Answered
Topic: Catapult to Heavy catapult bug - IMPLEMENTED
Replies: 2
Views: 1801

Catapult to Heavy catapult bug - IMPLEMENTED

I'm not sure if this is the right place to report this, but I noticed an error when you upgrade from catapult to Heavy catapult. Partially built catapults will turn into damaged fully functional Heavy catapults when the 'Heavy catapult' tech is done researching. To reproduce: Take a worker and start...
by benedictarnold
Sat Jul 18, 2015 4:46 pm
Forum: Multiplayer discussions
Topic: benidectarnalod and lordtalamar VS
Replies: 15
Views: 1967

Re: benidectarnalod and lordtalamar VS

Yes sir. Just say when.
by benedictarnold
Sat Jul 18, 2015 3:46 am
Forum: Campaign map discussions
Topic: trouble with "Ambition" - IMPLEMENTED
Replies: 4
Views: 2236

Re: trouble with "Ambition"

Nah, prince is all cozy in the village drinking wine and chasing women. I don't bother using him in campaign matches.

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