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View Full Version : Footie Pitch bug



Scorpio1980
15.06.16, 08:33
My Footie Pitch does not work good
I produced Strength Training and instead of 200% increase of productivity my Weaponsmiths have
received 150% (x3)

Here is a Screen Shot
Damas Weaponsmith - 18 instead 24 Damas Swords

image.prntscr.com/image/fb03d531060e49f8a34e08671c0c0176.png
(image.prntscr.com/image/fb03d531060e49f8a34e08671c0c0176.png)
P.S. Support contacted ;)

TheVictorious
15.06.16, 08:44
... false, my bad eyes lol

corona88
15.06.16, 11:43
200%=x3
100%=x2

150%=x2,5

everything is ok, no bug

Xibor
16.06.16, 02:39
yeah, sometimes the percentage reference can be a little misleading. An increase of 100% is different to a new total of 100% (the latter would be equal to the normal amount). So an increase of 200% is in fact 3x.

But that does raise a question to me - I don't have that item yet, and am not sure I'm going to go for it. What about buildings that are already buffed? Does it increase on top of that buff or will it not affect them at all? If I have a 2x running and I use the pitch will it go to 3x until the pitch wears off and then go back to 2x? Or will it go to 6x while the pitch is running?

And if I use the pitch and then want to buff a building can i? Could I stop-buff on one building and use a different one while the pitch is running? I guess the underlying question is when you use the pitch does it use the existing buff rules: No change to an already buffed building, and a building buffed with the pitch is already buffed and can't be re-buffed. But then like I said could you use a stop buff?

So many possibilities.... my head hurts now

Scorpio1980
16.06.16, 07:05
yeah, true, no bug, my bad

Jim_B
16.06.16, 08:23
I've been told by a player who has one already that the area buffs stack with workyard buffs :)

corona88
16.06.16, 10:12
yeah, sometimes the percentage reference can be a little misleading. An increase of 100% is different to a new total of 100% (the latter would be equal to the normal amount). So an increase of 200% is in fact 3x.

But that does raise a question to me - I don't have that item yet, and am not sure I'm going to go for it. What about buildings that are already buffed? Does it increase on top of that buff or will it not affect them at all? If I have a 2x running and I use the pitch will it go to 3x until the pitch wears off and then go back to 2x? Or will it go to 6x while the pitch is running?

And if I use the pitch and then want to buff a building can i? Could I stop-buff on one building and use a different one while the pitch is running? I guess the underlying question is when you use the pitch does it use the existing buff rules: No change to an already buffed building, and a building buffed with the pitch is already buffed and can't be re-buffed. But then like I said could you use a stop buff?

So many possibilities.... my head hurts now

that's why BB put zone buff in game. zone buff and "normal" buffs can work in same time. Both increase production on base buildings productions

for lvl 6 buildings which have 6 production, always will add + 12. not important if building already buffed or not and which buff you use on building

examples for lvl 6 buildings with 6 production per cycle
if you use x3 buf already on building and activate zone buff you will have total 30 production per cycle 12+12+6
if you use x2 buf already on building and activate zone buff you will have total 24 production per cycle 6+12+6
if you use x4 buf already on building and activate zone buff you will have total 36 production per cycle 18+12+6
if you use x5 buf already on building and activate zone buff you will have total 42 production per cycle 24+12+6
if you don't use buff on buildings and activate zone buff you will have total 18 production per cycle 0+12+6

Xibor
16.06.16, 21:38
Thank you Corona88 - exactly what I wanted to know. Makes that pitch much more appealing now that I understand it.

Cheers!

sanellen
17.06.16, 11:23
where's the LIKE button for corona's post? ty corona makes much more sense now :)

queen-vicious
18.06.16, 03:36
+1 corona - it even makes sense to me now lol

gibbletz
28.06.16, 15:08
I don't work on cannon forge and bow makers, stables, arquebus etc so "smith" is the keyword

Amazony
28.06.16, 18:36
I don't work on cannon forge and bow makers, stables, arquebus etc so "smith" is the keyword

Actually the keyword is "weaponsmith". Crossbowsmith is a building that is not buffed by the Footie pitch.

TheVictorious
29.06.16, 02:48
Actually the keyword is "weaponsmith". Crossbowsmith is a building that is not buffed by the Footie pitch.

So this is a bug for footie, it will be nice if its works for all weapon things (btw stables not weapon things maybe ?)

Xibor
29.06.16, 02:51
Think of it like the Damascene Hammer. You can only use it on weaponsmiths (iron weaponsmith, bronze weaponsmith, etc. Not on crossbowsmiths or cannon forges.)
There must be "weaponsmith" in the title of the building.

Houri3_old
29.06.16, 06:27
There must be "weaponsmith" in the title of the building.

It's in the buff description:

http://image.prntscr.com/image/c471bfcbb1544aeeb3657bf28f63ecbd.png

Xibor
29.06.16, 07:52
It's in the buff description:

http://image.prntscr.com/image/c471bfcbb1544aeeb3657bf28f63ecbd.png

Clearly. But I think the point of some is the understanding of the definition "weaponsmith". Hopefully that has been explained and understood.

brumpunk
29.06.16, 09:02
So when do we get buffs that can be used for bows, cannons etc

topgearfan
29.06.16, 13:04
So when do we get buffs that can be used for bows, cannons etc

long overdue, specially for bows

Xibor
29.06.16, 21:26
Agreed. Sure bows and cannons can be buffed with 'normal' buffs but it seems like the swords have more (and special) options.
+1

B_Golani_7777
01.07.16, 12:38
examples for lvl 6 buildings with 6 production per cycle
if you use x3 buf already on building and activate zone buff you will have total 30 production per cycle 12+12+6
if you use x2 buf already on building and activate zone buff you will have total 24 production per cycle 6+12+6
if you use x4 buf already on building and activate zone buff you will have total 36 production per cycle 18+12+6
if you use x5 buf already on building and activate zone buff you will have total 42 production per cycle 24+12+6
if you don't use buff on buildings and activate zone buff you will have total 18 production per cycle 0+12+6

With fair respect corona, i DO love your publications, and once again
indeed, whow, perfect calculation impressive, BUT please keep REAL = 90 minutes covers only x2 BIG cycles !!!!

Still cannot see any active advantage for the "F*-pitch' 90 minutes other than the micro x2 cycle improvement - Again a personal point-of-vue to decide
The graphic design is great.

vigabrand
01.07.16, 13:13
would be nice if it worked on ALL weapon makers. the thing that find very odd is 90 minutes.

would bb consider changing this to 2 hours, then it would get 1 cycle from schools almost whenever its activated and match with sandwiches. a sandwich and the actvated pitch would be good on dama;s etc.

another missed opportunity to make something very useful!

Glove
02.07.16, 09:17
Mine does not work at all - absolutely no difference in weapon production.

lulu10093
02.07.16, 09:36
Mine does not work at all - absolutely no difference in weapon production.

depends what weapons your looking at
it does say weapon smiths which means the sword makers from bronze swords to platinum swords so bow makers, cannon forge etc are not included in the bonus