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Production boost / Different turns for each player
Posted: Thu Feb 01, 2018 10:51 pm
by Detros
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.
Re: Production boost / Different turns for each player
Posted: Fri Feb 02, 2018 4:55 am
by Sunrise Samurai
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.
Re: Production boost / Different turns for each player
Posted: Fri Feb 02, 2018 5:02 am
by General Brave
It's used for huge Maps or when you're too lazy to move your own unit.
Re: Production boost / Different turns for each player
Posted: Fri Feb 02, 2018 5:03 am
by General Brave
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.
Re: Production boost / Different turns for each player
Posted: Fri Feb 02, 2018 5:41 am
by Detros
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)?
Re: Production boost / Different turns for each player
Posted: Fri Feb 02, 2018 11:54 am
by Sunrise Samurai
General is a bit​ of a bug magnet
Re: Production boost / Different turns for each player
Posted: Fri Feb 02, 2018 5:02 pm
by Stratego (dev)
Sunrise Samurai wrote:General is a bit​ of a bug magnet
please dont call him that he might get offended