Production boost / Different turns for each player

Issues in the game itself, so no crash report but anything that works badly / or other way it should- but without a crash.
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Detros
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Production boost / Different turns for each player

Post by Detros » Thu Feb 01, 2018 10:51 pm

In my current game with General Brave he has poison archer in turn 3. That should not be possible, their cost is 3.

From what I have gathered from PMs he did set the production for that archer and set the waypoint for that town, only.
He didn't expect it so soon but this poison archer got produced one turn sooner than it should have and, having a waypoint set, moved and attacked.

General Brave also talked about some other game where it seems each player is on some other turn. He said: "PIB 14 turn, Me 16 turn, Samurai 19 turn".

This makes any deep strategy very hard to coordinate when such basic rules are not working.

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Sunrise Samurai
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Re: Production boost / Different turns for each player

Post by Sunrise Samurai » Fri Feb 02, 2018 4:55 am

If it helps any, I've played a couple matches with General Brave where this has happened. I've never seen it influence production speed though, but I don't set waypoints either to notice.
Currently residing at the local ninja academy. I'm still watching though.

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General Brave
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Re: Production boost / Different turns for each player

Post by General Brave » Fri Feb 02, 2018 5:02 am

It's used for huge Maps or when you're too lazy to move your own unit.
Wise, Might, Loyalty. Forever stands Warfell.

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General Brave
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Re: Production boost / Different turns for each player

Post by General Brave » Fri Feb 02, 2018 5:03 am

It seems to be all coming back to me, after so long.

Anyways, it seems in our game. Sunrise Samurai, you are on your 22 turn, me 19 turn, 17 PIB turn. That may explain why you have the most points. Anyways I'm moving onto the Dev version of the games, hopefully those are much stable because I keep finding things around.
Wise, Might, Loyalty. Forever stands Warfell.

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Detros
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Re: Production boost / Different turns for each player

Post by Detros » Fri Feb 02, 2018 5:41 am

If you had other towns or units with some far enough waypoints set in our game, General Brave, did they do double move, too?
It should be now turn 4 but you may be on turn 5. Are those units already at tiles you were only planning to reach during this turn?

I mean, is the player able to give commands twice in a row in such occasions or are those extra turns automatic (so you give commands for one turn but then one more happens extra, using only set waypoints)?

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Sunrise Samurai
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Re: Production boost / Different turns for each player

Post by Sunrise Samurai » Fri Feb 02, 2018 11:54 am

General is a bit​ of a bug magnet
Currently residing at the local ninja academy. I'm still watching though.

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Re: Production boost / Different turns for each player

Post by Stratego (dev) » Fri Feb 02, 2018 5:02 pm

Sunrise Samurai wrote:General is a bit​ of a bug magnet
please dont call him that he might get offended

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