Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 10 of 14

Thread: Now that jumping generals are fixed...

  1. #1
    Nifty
    Join Date
    Apr 2012
    Posts
    70
    World
    Newfoundland

    Now that jumping generals are fixed...

    Now that jumping generals are fixed is it painless again to play adventures using blocks? Several months ago I heard that there were some problems, so I stopped playing adventures altogether. Don't even know what the problems are. Anyway, are the problems gone now? If not I would be grateful for a brief description, or a link that describes them.

  2. #2
    Ruler of the Land
    Join Date
    Apr 2013
    Posts
    1,563
    World
    Newfoundland
    Jumping generals forwards were only a visiual bug on client side - could be ignored.
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  3. #3
    Nifty
    Join Date
    Apr 2012
    Posts
    70
    World
    Newfoundland
    Thanks. So are there problems remained with adventures? Is blocking hampered in some way? Do players still block? How is their gameplay different from the time when blocking was without problems?

    I guess most important question would be if I follow any old guide from a sticky thread (Killste, Mimori) that worked a few months ago, would I have problems where blocks do not work as described in the guide?
    Last edited by Dialecticus; 04.02.15 at 17:20.

  4. #4
    Ruler of the Land
    Join Date
    Apr 2013
    Posts
    1,563
    World
    Newfoundland
    I've been blocking all the time, though needed to adapt to the changed conditions 25/11.
    It seems like the confusing "jumping generals" issue is solved (by now), but because of camps' "mouse-over" info you'll probably still struggle a little to get all generals attacking as you like - tweak zoom level to better suit mouse handling.
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  5. #5
    Nifty
    Join Date
    Apr 2012
    Posts
    70
    World
    Newfoundland
    I just started a Dark Brotherhood. Following killste's guide. My first block in south-west zone did not end well. Sent 23E 170C with normal general, and 110R 110S with MMA. Block ended at nearly the same time MMA reached the leader. This is exactly what I had feared. My gens went from exact same spots as they were depicted in the guide. Why did this happen? What is happening with blocks?

  6. #6
    Nifty
    Join Date
    Apr 2012
    Posts
    70
    World
    Newfoundland
    I have the impression that the camp's destruction progress bar went down quicker than I remember, but can't be sure as last time I played an adventure was some three months ago.

    EDIT: and that was what happened. Chose the wrong general, because now the letters obscure the images, and names of my veteran generals don't exactly give information that they are veterans. My bad, but I blame the higher powers...
    Last edited by Dialecticus; 04.02.15 at 23:38.

  7. #7
    Nifty
    Join Date
    Apr 2012
    Posts
    70
    World
    Newfoundland
    Reusing my own thread.

    So, I'm in Roaring Bull now, and attacked central zone, also known as WT1 in Evil_J's guide, only using VET 144R 1S 105E instead of Evil_J's major gen. Simulator says that both Evil_J's major and my veteran (actually setup from PrincessAlly's guide) complete the fight in 2 rounds. So there should be no problem...

    When progress bar appeared on leader camp I left the adventure. When I returned shortly after I discovered that regular general on block attack actually have won the fight before the veteran finished attack on the leader. How did this happen, did I do something wrong? The report shows that it took 6 rounds to win this fight, which simulator shows as maximum duration. Can't be just some lag.

    Lost a big lot of damascene swords on this accident.
    Last edited by Dialecticus; 23.04.15 at 21:21.

  8. #8
    Ruler of the Land Xibor's Avatar
    Join Date
    Sep 2014
    Location
    New Zealand
    Posts
    2,258
    World
    Sandycove
    I've found that leaving the adventure during an attack is a bad idea - it seems Flash gets completely confused and can't get itself back together, causing troop changes on generals, changes of position, etc. Only leave an adventure when relocating or when the general is returning to his garrison after a fight. At least for me that solved the problems.
    Sorry, but I've slept since then...

  9. #9
    Nifty
    Join Date
    Apr 2012
    Posts
    70
    World
    Newfoundland
    Tried next attack on WT2, did not leave the island, and same thing happened again. 4 rounds for normal block was not enough against veteran's 1 round. My regular generals behave like fast generals, and can't hold the block long enough.

    In battle report I noticed that both regular and fast generals have skill "is specialist". This seems suspicious. No blocks for me until someone tells me what in the world is going on...

  10. #10
    Quartermaster
    Join Date
    May 2012
    Posts
    252
    World
    Sandycove
    is it possible you used a bhg ?
    and what guide did you use, because there are 2x 1 rec blocks in both guides

Reply to Thread

Similar Threads

  1. 1st Ali xp jumping
    By Azeitrop in forum Bugs & Technical Issues
    Replies: 4
    Last Post: 02.11.15, 04:19
  2. Replies: 11
    Last Post: 28.11.14, 13:06
  3. Jumping Gens on WoTS
    By chickenhedz in forum Bugs & Technical Issues
    Replies: 0
    Last Post: 30.09.14, 08:33
  4. [Feedback] Generals jumping forward and getting intercepted
    By jonas_strandba in forum News Feedback
    Replies: 98
    Last Post: 02.04.13, 11:41
  5. Generals jumping backwards
    By Flave in forum Bugs & Technical Issues
    Replies: 1
    Last Post: 11.04.12, 14:39

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.