problem if modplaced wall is destroyed

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rearrow
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Joined: Wed Jul 16, 2014 9:48 am

problem if modplaced wall is destroyed

Post by rearrow »

while filling gaps caused by smaller towers me and blitz forgot to lvl up 2 of the walls placed by blitz. now that wall has been destroyed ( with tower doing 160k+ dmg).
now its impossible for me to place another wall to fillthe gap because i cannot place it precisely enough. In this case a mod can replace it since we forgot to lvl but....

if it had been lvled and later destroyed clans only have 2 options to fill the gap:
1) call a mod everytime such a wall is destroyed.
or
2) sell and rebuild all/most walls and towers. (lol)

option 1 drives mids crazy
option 2 the clans.

it looks to me the only solution here is for gm mods to move the towers, place walls using normal player available placing methods. move towers back.
blitzcraig
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Re: problem if modplaced wall is destroyed

Post by blitzcraig »

yes, this is a problem that we briefly discussed when we started closing the gaps... the other option which was addressed in another thread is allowing more precise placement when building, but compbatant didn't seem to like that one. tbh I'm hoping for it because, while it does look a little crazy, it works the best imo ;)

of course, there may be something we're all missing too that would be better than any of these
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rearrow
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Re: problem if modplaced wall is destroyed

Post by rearrow »

ok.
but there need to be a solution where players can close the gap. if ur under attack and a wall goes down you dont have time to wait for a mod. ur enemies can and will destroy inside of compounds .

I hate to say this but here the prople who talk about 'game ruining update' are right if this is not fixed.
at least it ruins the clan building system.
of course only for the time there is no solution.
it realy sxxxxs to lose months of work due to an update .

I see 3 possible quick fixes:
1) allow precise placement by player.
2) have mods recreate ALL compounds by replacing each wall and tower by conventional placement. basicly rebuild cities and only use mod towers to move towers and lvl walls not place them.
3) make mod placed walls so high they cannot be killed. say lv999.

there is urgency here. high lvl mages are already using our new gap by getting in and killing/ members and buildings in our and other compounds. and it willonly be a short time before someone buys lvls just to be able to use this bug ( if it hasnt been done already).
blitzcraig
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Joined: Fri Oct 18, 2013 12:00 am
Location: United States of America

Re: problem if modplaced wall is destroyed

Post by blitzcraig »

another option is ability to build on top of obstacles... though that's not without its own problems of course - including the fact that all current buildings would have to be placed in "correct" location to start...

GMs simplicity fixing right now won't really work though because gaps by obstacles cannot be closed (and as you know, 1 gap makes all walls basically worthless

what would be the general consensus of disabling buildings (cannot attack or build) until it's sorted? (if it's even possible)
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rearrow
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Re: problem if modplaced wall is destroyed

Post by rearrow »

disabling would be ok for me.

but only disable walls would be better. or make all walls temp indistructable .
but i prefer makibg mod placed walls vry high lvl. before update they were part of the towers. the gaps apeared next to towers. if u make them lv999 nothing realy changed compared to before update. the attacker has to destroy the tower to get in juat like before. that the wall is still there aftwr tower desteoyed does not make a difference.
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