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.
Post Reply
User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Production boost / Different turns for each player

Post 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.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Production boost / Different turns for each player

Post 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.
The glorious sun rises again
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Production boost / Different turns for each player

Post by General Brave »

It's used for huge Maps or when you're too lazy to move your own unit.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Production boost / Different turns for each player

Post 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.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Production boost / Different turns for each player

Post 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)?
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Production boost / Different turns for each player

Post by Sunrise Samurai »

General is a bit​ of a bug magnet
The glorious sun rises again
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: Production boost / Different turns for each player

Post by Stratego (dev) »

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

Return to “Game”