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Kubik

Developer
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Everything posted by Kubik

  1. The number on card was choosen by human, and have nothing to do with damage of the actual unit 😒 so it is wrong misleading at best. I guess it assumes maximum 72 dmg total, and 2.4 seconds delay between attacks (which is kind of what the damage is configured to) Theoretical maximum is 72 dmg every 2.9 (random 2.7 .. 3.1) second (it is 2.4 + 0.3 + random(0 .. 0.4)) Random number is picked every attack, in EA's times, it was picked when unit was spawned (and did not include 0.3s constant), and was in range 0.1 .. 1.0 seconds, so two units spawned next to each other could have 3.4s and 2.5s which is quite significant difference. I just tested it, and both AOE and S bonus seems to be applied correctly. targets 2 squads of Bandit sorcess (M target) first target hit takes 48 dmg (as expected by single target limit) and 24 dmg is remaining second target takes 24 ddg (as expected by total 72) targets 2 squads of Bandit spearman (S Squad) this imamage is after the explosing traveled and deplented its damage. First tick of the explosin travel (0-3.3m) hit 3 figures (all from first squad) first hit figure: damage to apply 48 / 6 = 8 (because each figure in squad takes damage separately an squad is single target for parts of the calculation) because it is an S figure the health is decreased by 12, so 810 - 12 = 798 damage remaining 64 ( 72 - 8 ) second hit figure: dmg:8, squad health: 798 - 12 = 768, remaining damage: 56 3rd hit: dmg:8, squad health: 789 - 12 = 774, remaining damage: 48 Second tick of the explosin travel (3.3-6.7m) hit 6 figures 1st hit (the other squad): dmg:8, squad health: 810 - 12 = 798, remaining damage: 40 2nd hit (first squad again): dmg:8, squad health: 774 - 12 = 762 remaining damage: 32 3rd hit (first squad): dmg:8, squad health: 762 - 12 = 750 remaining damage: 24 4th hit (other squad): dmg:8, squad health: 798 - 12 = 786 remaining damage: 16 5th hit (first squad): dmg:8, squad health: 750 - 12 = 738 remaining damage: 8 6th hit (other squad): dmg:8, squad health: 786 - 12 = 774 remaining damage: 0 Third tick of the explosin travel (6.7-10m) does no damage, because there is nothing left all 72 damage was used Was this explanation detailed enough? (no one died, so the calculations did not get much more complicated, because if overkill damage is in play, it gets quite buggy) If you want to check these numbers yourself, check out:
  2. and how to trigger it? Last time I tried I was not been able to reproduce it.
  3. you mean the freeze lengt is random no matter on which PC it is? Or that some PCs it is 30s and other PCs 2 minutes? Did you tried with disabled antivirus?
  4. Native build? Do you happen to know someone welthy enough to buy BattleForge from EA, and just gift it to us?
  5. πŸ€” 8 PCs? That is much bigger sample than most. And for most people they can not reproduce the issue on second PC (laptop). Do you have some "non common" application on all of those PCs? Can you list these 8 PC, with: CPU, GPU, OS with version, System disk (SSD/HDD, empty space %), Disk on which game is (if different), antivirus(es), how long is the "freeze" in the replay above (freeze at 10.20 12.42 14.40.pmv).
  6. Which HW changes did you tried, while the issue persisted?
  7. The issue is somehow specific to some aspect of your PC. To resolve it, you can try changing as many aspect as you can and feel comfortable (and have time for). Examples are: changing all options in game changing all options in the GPU driver trying booting in safe mode (to disable as many other applications as possible) trying another operating system try changing harware parts (if you have such option) If you manage to resolve the issue, please come back with which exact change solved it, it might help us to figure out what exactly is causing the issue, and how to resolve it for everyone. Sadly, so far no one came back after resolving the issue for themselves 😒
  8. I just watched the replay and did not any freeze (not even fraction of a second). How we should fix it, if there is no way to reproduce it? I found no pattern in the "affected" people, so I really do not have even a hint what can be the issue.
  9. Everyone start with all cards fully upgraded on the test server, all maps unlocked, so I have no idea where that post name comes from.
  10. Deploying such fix breaks replays, which is one of reasons, why it was not yet deployed, so you can not test the fix yet.
  11. It is fixed for over a month, but deployment process is not that fast πŸ˜› you need to wait for it.
  12. But I have an prototype of an API for an AI bots over a year ago. So only think that is missing is someone creating an smart enough bot, and you @Majora approving addition of such bot.
  13. Would you be interested in writing AI for them?
  14. There was easily 30+ squads missing on each map in EA's era, and I am not aware of any attempt to fix it. Do you have a replay to compare?
  15. I did not yet see any rPvE map with the specified amount of enemies, so they was always easier than specified. But if there was no change, and the bug with many missing enemies isn't new, I do not really se what is the issue.
  16. no replay files from BattleForge contains no video.
  17. it is, anyone can go to the test server
  18. autosave.pmv This is an sub 10 minutes replay... I think the rules are missing 1 point πŸ˜„ and that the website is counting cost of the cards wrong πŸ˜› my checker I just made have the correct number I believe. Can you please check it?
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