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Heroes Community > Tournament of Honor > Thread: Sim Turns switching to Turn Based GLITCH!!!
Thread: Sim Turns switching to Turn Based GLITCH!!!
Jinxer
Jinxer


Legendary Hero
*****
posted March 20, 2007 01:49 PM

Sim Turns switching to Turn Based GLITCH!!!

This could be the most devistating problem glitch/bug yet with this game... I hope it can be fixed soon.

I havent had it happen to me yet... but just recently heard of a game.

Player 1 defeats 40 Titans to open up middle Utopia...expends all his mana in doing so, and has half his movement left and is ready to take the Utopia then the mana well.....and POOF... Turns switch to turn based...and Player 2 is awarded the turn!  Where did the rest of Players 1's turn go? Now Player 2 is free to move in and steal the Utopia that should belong to player 1.... then he can also attack player 1 while he is defenseless with no mana.... when he still had movement left and coulda taken both Utopia and well....

How is this fair??  Now keep in mind, Player 1 did not complain and took it on the chin very honorably.... but if and when that happens to me... it will be very unsettling....

Thoughts??

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jorko80
jorko80


Adventuring Hero
posted March 20, 2007 02:58 PM

It doesnt happen the way you describe it. Yes the second player has a free turn,but the first players turn is not wasted.  Player1 finishes his turn and then start waiting on player2 , then player2 advances and the sim turn is over and the game takes the turn back to player1 one and player1 has to push the end turn button again,he can do everything before pushing it,but he has the same amount of movement as before the sim.turns were over. But when player1 pushes the end turn again,player2 now has full movement on the same day. Thats not so bad,cause the sim turns end when the players are aproximatly 2 turns of movement away from each other.
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Jinxer
Jinxer


Legendary Hero
*****
posted March 20, 2007 03:30 PM

No offense Jorko...but apparently you arent as aware of how it truely works as you think you are. If Player 1 got to finish his turn and take the Utopia and the well then this post never woulda happened

And in a recent random 3 way game vs Rethwen and Destro... I was in middle of my turn and had approx half movement left and it switched... it went to one of there turns.... when it came back to me... My movement bar went to max and switched to next day.  I didnt get to use rest of my movement.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted March 20, 2007 03:51 PM

well Jinxer and Jorko80 what U describe  happends to me lets say about 7-8 times now in mp game.....
and when it did it was just like jorko says.....
I get an message that sim turn will now end and bla bla.....
the other player does his moves and when he's finish I get the exact amount of movemnet left from before this message pop up......
I'm not sure that this is an bug at all...

But then again if the other player are close enught to "hit" the other hero then the situation  will be a different case!!
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted March 20, 2007 04:50 PM

seems like most important is distance between 2 opposite heroes

huge guards and tents is no big obstacle for turns to go de-sim

once i had de-sim in hourglass bout end week 2 (totally lol)
..cause our 2 scouts were near garisons. seems calculator puts big respect to 1 in million chances

some other maps, like dueblo, never been de-simed untill go for kill tent, somtimes even 2-3 turns after
some other, i seen crazy de-syncs week 1, day 2 or so..

also, through observations, im convinced map size counts quite much, to calculations on when game will go turngame
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nevermind
nevermind


Famous Hero
posted March 20, 2007 05:21 PM

Quote:
seems like most important is distance between 2 opposite heroes

huge guards and tents is no big obstacle for turns to go de-sim

once i had de-sim in hourglass bout end week 2 (totally lol)
..cause our 2 scouts were near garisons. seems calculator puts big respect to 1 in million chances

some other maps, like dueblo, never been de-simed untill go for kill tent, somtimes even 2-3 turns after
some other, i seen crazy de-syncs week 1, day 2 or so..

also, through observations, im convinced map size counts quite much, to calculations on when game will go turngame


you are wrong distance is not important or that game with vex had an unusual bug what happened was he attack a gate (map was circle of winter) and i after then could reach it with my secondary hero - mind you this is all in simultanius turns so basically the thing that so call intersect check ment to do - avoid 2 players going after same thing didn't work - what happened was when i attack the gate after he was in middle of fighting it nothing happened i click attack several times and just hero stay in place and no attack screen no nothing and when turn ended it switch back to turn base and we finish game normally with no problems.
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted March 21, 2007 04:45 PM

well one thing for sure, i experience unexplainable desim situations in certain maps

is just some speculations im making, while trying to find a fix fix to 'early de-sim' problem
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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted March 21, 2007 04:58 PM

Yeah I have noticed some strange de-sims at times also.  For example in a random map vs camoes we had dropped sim turns day 3 or so week 1 as 2 scouts approached the same stack og neutral guards, which were blocking out path to each other and was 43 Warlords.  So the computer thinks we are both gonna go crashing into that force week 1? I think not, that was a clear proximity issue.  

Dueblo I agree about, I have never seen an early de-sim there.  Usually sim turns ends and the game is as long as it takes the offending player to reach the opponent.

What I REALLY hate is the prospect of a 3way or a 2o2 when the first 2 players meet and then being forced into turn based for the remainder of the game.

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted March 21, 2007 05:30 PM

which reminds me to strengthen key tent guards in dueblo_allies.. for the future, so when 1st passes gate, others will be about ready too

What you say about banzai on same stack makes sense, they were also forced to do so, cause one guard cant be fighting both players simultaneously

btw, if ever want a quality rmg game, just ask me to create a map for you and make appropriate changes, like double guards in key entrances

will cost me 15min, and i be happy to do it
also may ask for any specifications, like town to be lev6, insted of boring lev2

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