Search found 34 matches
- Fri Jan 22, 2016 12:00 am
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer:filtering unresponsive players badge IMPLEME
The quoted bit above is how the game works now, No actually that is Daniel's proposed fix. Currently, the game doesn't take into effect long games in progress only finished ones. Actually, when I look at the information on how badges are calculated, the formula you quote is the one I see in the gam...
- Thu Jan 21, 2016 9:43 pm
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer:filtering unresponsive players badge IMPLEME
Average time to take turn currently i have no such information without more logging implementation. i have these - number of games and their statuses - number of skips/kicks of all games - last modification on game (mostly: last player turn-taking) if we could use these for a formula, that would co...
- Thu Jan 21, 2016 8:41 pm
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer:filtering unresponsive players badge IMPLEME
I think that could work better.
- Wed Jan 20, 2016 11:22 pm
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer:filtering unresponsive players badge IMPLEME
Heres a problem. I play games every day, but only like 4 or 5. These take a long time to complete. Sometimes multiple months. By using the formula now I'm penalized by finishing less than 10 games a month. This doesn't track my likelihood to be responsive.
- Sat Jan 09, 2016 10:15 pm
- Forum: Closed ones
- Topic: Mantlet carries siege? IMPLEMENTED
- Replies: 35
- Views: 8334
Re: Mantlet
Sounds like the manlet should be an equitable item, not necessarily a whole new unit. New units can move on their own, this seems like it should only move if someone is using it.
The effect would be +x Pierce armour but -x speed.
The effect would be +x Pierce armour but -x speed.
- Thu Dec 31, 2015 3:04 pm
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer:filtering unresponsive players badge IMPLEME
If you just want to track activity then you could use win or loss as a Boolean flag that excludes the group of people that just start games but never finish them. The arbitrary 'game duration limit' is not a good idea. First, it is completely valid to have a very long game and users shouldn't have t...
- Thu Dec 31, 2015 5:00 am
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer:filtering unresponsive players badge IMPLEME
I think 1 week is not a long running game. All of my games are over a week. Hell, some games I only get about one turn per week since everyone is so slow. I also have some legacy games that I gave up on since everyone left and its just me vs the AI. Those games should be excluded as well. I think in...
- Sun Dec 27, 2015 3:05 pm
- Forum: Solved/Answered
- Topic: Badge revoked - ANSWERED
- Replies: 12
- Views: 4374
Re: Badge revoked - ANSWERED
Ok i can do that. But I don't have the dev version, can you PM me the links? I'm not sure how to get it. Thanks!
- Sun Dec 27, 2015 4:29 am
- Forum: Solved/Answered
- Topic: Badge revoked - ANSWERED
- Replies: 12
- Views: 4374
Re: Badge revoked - ANSWERED
Ok, badge was demoted again. This time I know for sure that I didn't miss any turns.
Can you turn this feature off until it gets fixed? I'm worried its penalizing me without there being anything I can do to stop it.
Can you turn this feature off until it gets fixed? I'm worried its penalizing me without there being anything I can do to stop it.
- Thu Dec 24, 2015 5:22 pm
- Forum: Solved/Answered
- Topic: Badge revoked - ANSWERED
- Replies: 12
- Views: 4374
Re: Badge revoked - ANSWERED
I responded on the other thread http://www.ageofstrategy.net/viewtopic.php?f=8&t=2093&p=17981&sid=46e7c061d2e42a5d8157fccfc4bf47a4#p17981 As for suggestions, its hard to say since I don't know what the code base looks like. In general I think you should use a mutex to ensure the differen...
- Thu Dec 24, 2015 5:15 pm
- Forum: Implementeds
- Topic: Multiplayer:filtering unresponsive players badge IMPLEMENTED
- Replies: 63
- Views: 21722
Re: Multiplayer: filtering non responsive players IMPLEMENTE
I noticed my rank was demoted, but it wasn't due to inactivity on my part. I wonder if the game notification bug is causing inadvertent skips? But even then, I think I would have known since I manually refresh every so often too. My current badge is the 2nd from the top, but I think it should probab...
- Thu Dec 24, 2015 6:00 am
- Forum: Solved/Answered
- Topic: Badge revoked - ANSWERED
- Replies: 12
- Views: 4374
Re: Badge revoked
Can you do something about the ranking? Doesn't seem to accurately report a users activity or likelihood to continue a match once you have started playing.
- Wed Dec 23, 2015 10:53 pm
- Forum: Solved/Answered
- Topic: Badge revoked - ANSWERED
- Replies: 12
- Views: 4374
Re: Badge revoked - ANSWERED
I just finished a game yesterday. I'm pretty active on multiplayer, so I don't think that's the problem.
- Wed Dec 23, 2015 8:03 pm
- Forum: Solved/Answered
- Topic: Badge revoked - ANSWERED
- Replies: 12
- Views: 4374
Badge revoked - ANSWERED
My top level badge was revoked, even though I haven't missed any games. Any idea how that could happen?
- Wed Dec 23, 2015 4:28 am
- Forum: Closed ones
- Topic: AOS Tower Defense - ANSWERED
- Replies: 10
- Views: 4220
Re: AOS Tower Defense
There are already a few balancing units for the catapult and I don't think it changes too much to have them in a tower. Ornithopters, trebuchets, cannons, other catapults, fire archers, and even knights if you can catch them out in the open. Putting a cat in the tower basically gives it an extra 50-...
- Tue Nov 24, 2015 11:18 pm
- Forum: Other discussions about the game
- Topic: Cheating with Bet games
- Replies: 35
- Views: 24990
Re: Cheating with Bet games
Yeeeeeeaaaaaaaaah*sweats*.........................the way it is now, you can "restart" your turn by deleting the game then instantly go to your saved games and redownload the game. This resets your units to how they were right after the last players turn. This pretty much makes you able t...
- Tue Nov 24, 2015 6:55 am
- Forum: Solved/Answered
- Topic: Assassin easily detectable IMPLEMENTED
- Replies: 3
- Views: 2510
Assassin easily detectable IMPLEMENTED
There is a bug that allows a player to discover the location of assassins. The image preview on matches shows each enemy players location as a pixel in areas of the map that are revealed. This includes assassin units that are normally invisible. A player can use this and discover the location of ene...
- Mon Oct 26, 2015 2:35 am
- Forum: Other discussions about the game
- Topic: What are the best units for you?
- Replies: 67
- Views: 43747
Re: What are the best units for you?
RiverRaider neutralizes my archer attack every time. But hey, like I said each battle is different - you have to adapt to survive.
- Mon Oct 26, 2015 1:58 am
- Forum: Other discussions about the game
- Topic: What are the best units for you?
- Replies: 67
- Views: 43747
Re: What are the best units for you?
Here's how I roll, and its worked pretty well. But every battle is different, and almost every unit has a niche. In general though... Infantry: man at arms and halbert. Man at arms is good against buildings but they're really just there to flood the enemy with stuff to kill. Halbert is good against ...
- Mon Oct 26, 2015 12:36 am
- Forum: Other discussions about the game
- Topic: player stats in the black
- Replies: 7
- Views: 3617
Re: player stats in the black
I like it. Might be a good first step in implementing some kind of ranking system overall. Win/loss record that puts you in different categories. Gold tier, silver tier, and bronze tier or something like that. With the overall goal being that you get to play matches with people in your tier more oft...
- Sun Oct 25, 2015 5:30 pm
- Forum: Unit balancing
- Topic: Ally purposely getting in your way
- Replies: 7
- Views: 2290
Re: Ally purposely getting in your way
I usually try to wall the ai off, away from my base for this very reason.
- Sun Oct 25, 2015 4:54 am
- Forum: Closed ones
- Topic: Elephants - OP? - ANSWERED
- Replies: 18
- Views: 12893
Re: Elephants - OP? - ANSWERED
I consider the elephant almost useless. Like others have said, they are easily defeated by pikemen, healers, ornithopters, assassins, catapult, and even just crossbowmen in sufficient numbers. They're too slow and too expensive. But in all fairness, elephants were probably more useful to combat the ...
- Sat Sep 19, 2015 10:11 pm
- Forum: Techs
- Topic: tech: shield wall and joplite
- Replies: 21
- Views: 10504
Re: Phalanx
My bad, didn't search first. Newbie mistake!
- Sat Sep 19, 2015 6:50 pm
- Forum: Techs
- Topic: tech: shield wall and joplite
- Replies: 21
- Views: 10504
Phalanx
It would be a cool effect if hoplites that are adjacent to one another get some kind of defense/attack boost. My understanding of the hoplites fighting tactics is that they would primarily fight as a unit, in a formation known as a Phalanx. This allowed them to increase defense with a shield wall, a...
- Sun Sep 13, 2015 6:30 pm
- Forum: Multiplayer discussions
- Topic: Need 2 active players
- Replies: 34
- Views: 9628
Re: Need 2 active players
I'm game too, always looking for active players
- Thu Sep 03, 2015 7:50 pm
- Forum: Solved/Answered
- Topic: Ships on a bridge destroyed with bridge ANSWERED
- Replies: 4
- Views: 3064
Ships on a bridge destroyed with bridge ANSWERED
Not sure if this is intentional, but noticed this and thought it was weird. If a ship is traveling over their own bridge, it can be destroyed if you destroy the bridge. This makes sense for other units, because if you blow the bridge they would be drowned, but a ship wouldn't be on the bridge in the...
- Thu Aug 06, 2015 6:56 am
- Forum: Solved/Answered
- Topic: Catapult to Heavy catapult bug - IMPLEMENTED
- Replies: 2
- Views: 2960
Catapult to Heavy catapult bug - IMPLEMENTED
I'm not sure if this is the right place to report this, but I noticed an error when you upgrade from catapult to Heavy catapult. Partially built catapults will turn into damaged fully functional Heavy catapults when the 'Heavy catapult' tech is done researching. To reproduce: Take a worker and start...
- Sun Jul 19, 2015 12:25 am
- Forum: Multiplayer discussions
- Topic: benidectarnalod and lordtalamar VS
- Replies: 15
- Views: 3338
- Sat Jul 18, 2015 4:46 pm
- Forum: Multiplayer discussions
- Topic: benidectarnalod and lordtalamar VS
- Replies: 15
- Views: 3338
Re: benidectarnalod and lordtalamar VS
Yes sir. Just say when.
- Sat Jul 18, 2015 3:46 am
- Forum: Campaign map discussions
- Topic: trouble with "Ambition" - IMPLEMENTED
- Replies: 4
- Views: 3717
Re: trouble with "Ambition"
Nah, prince is all cozy in the village drinking wine and chasing women. I don't bother using him in campaign matches.