Clan towers/castles remember who attacked them even after resart

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compbatant
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Clan towers/castles remember who attacked them even after resart

Post by compbatant » Sat Oct 26, 2019 6:05 pm

New improvement added.
Clan towers/castles remember who attacked them even after server/map restart.
They store the list of last 30 attackers.
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Leone
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Re: Clan towers/castles remember who attacked them even after resart

Post by Leone » Sat Oct 26, 2019 6:07 pm

A HUGE change.

Is this the same for walls, farm and barracks?

Edit ...and blacksmith and temple?
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compbatant
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Re: Clan towers/castles remember who attacked them even after resart

Post by compbatant » Sat Oct 26, 2019 6:21 pm

Leone wrote:
Sat Oct 26, 2019 6:07 pm
A HUGE change.

Is this the same for walls, farm and barracks?

Edit ...and blacksmith and temple?
yes all buildings
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Re: Clan towers/castles remember who attacked them even after resart

Post by compbatant » Sat Oct 26, 2019 6:22 pm

If the alliance is set then the players from allied clan are removed from enemies list.
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Storms7
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Re: Clan towers/castles remember who attacked them even after resart

Post by Storms7 » Sat Oct 26, 2019 8:20 pm

This is a great change.
OK MAYBE I WILL USE THIS ACCOUNT EVERY ONCE IN AWHILE
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Re: Clan towers/castles remember who attacked them even after resart

Post by LostKnight » Sat Oct 26, 2019 8:47 pm

OK from a "I have no idea what this means guy", why is it important that "buildings" remember who attacked them?

Can players get that info in the info list as to who attacked us? :mrgreen:
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Leone
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Re: Clan towers/castles remember who attacked them even after resart

Post by Leone » Sat Oct 26, 2019 9:39 pm

LostKnight wrote:
Sat Oct 26, 2019 8:47 pm
OK from a "I have no idea what this means guy", why is it important that "buildings" remember who attacked them?

Can players get that info in the info list as to who attacked us? :mrgreen:
Each clan is limited to certain amount of buildings, be that towers, castles, farms and so on. There is a limit.

So to build a powerful base, you team up with like minded people and 'ally' them. This means you can help repair and build eaxh others towers and the like.

Problems start when an enemy clan, or in fact more than one enemy clan attacks the shared base.

Until the enemy either attacks a clan member or his building, the castles stay dormant. Once the attack takes place , the castles retaliate against anyone in that particular clan.

Or a member of the defending clan attacks an attacker and the castles from that clan are set to autofire against them.

But...

At 10.13 each day, the server reset effectively cancels the conflict. ...and it all starts again. And then the next day, and the next and so on

Now that would be fine , but we're back to time zones again. Every day defenders have to make sure their castles auto attack the attackers.

And we've not even got to the allies yet........!

I'm rusty with clan building stuff. Please correct me those in the know:)
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LostKnight
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Re: Clan towers/castles remember who attacked them even after resart

Post by LostKnight » Sat Oct 26, 2019 9:52 pm

Well, one man's rust is another clarifying factor. Thank you.

Yea, EXCELLENT update!
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Maddy_31
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Re: Clan towers/castles remember who attacked them even after resart

Post by Maddy_31 » Sun Oct 27, 2019 4:16 am

compbatant wrote:
Sat Oct 26, 2019 6:05 pm
New improvement added.
Clan towers/castles remember who attacked them even after server/map restart.
They store the list of last 30 attackers.
I give this a +1. Good job. Thank you very much for implementing this into the game.
maddy -Mage(2000lv)
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Re: Clan towers/castles remember who attacked them even after resart

Post by madmaniacal1 » Sun Oct 27, 2019 3:13 pm

Leone wrote:
Sat Oct 26, 2019 9:39 pm
LostKnight wrote:
Sat Oct 26, 2019 8:47 pm
OK from a "I have no idea what this means guy", why is it important that "buildings" remember who attacked them?

Can players get that info in the info list as to who attacked us? :mrgreen:
Each clan is limited to certain amount of buildings, be that towers, castles, farms and so on. There is a limit.

So to build a powerful base, you team up with like minded people and 'ally' them. This means you can help repair and build eaxh others towers and the like.

Problems start when an enemy clan, or in fact more than one enemy clan attacks the shared base.

Until the enemy either attacks a clan member or his building, the castles stay dormant. Once the attack takes place , the castles retaliate against anyone in that particular clan.

Or a member of the defending clan attacks an attacker and the castles from that clan are set to autofire against them.

But...

At 10.13 each day, the server reset effectively cancels the conflict. ...and it all starts again. And then the next day, and the next and so on

Now that would be fine , but we're back to time zones again. Every day defenders have to make sure their castles auto attack the attackers.


And we've not even got to the allies yet........!

I'm rusty with clan building stuff. Please correct me those in the know:)
The part I highlighted was negated by this update, due to a bug with the new "maps go to storage when nobody is on it" mechanic which comp added to save system memory.
Instead of a map/server reset removing a tower autofire, it now acts like the PvP enemy list.
Omnes Autem Uri
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