找到结果: 778
I assume you're referring to a desktop app or phone app, and we do... but it's silverlight exclusive which we don't use anymore. There's a lot on the agenda and i'm not sure where an app fits in there.
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作者: Phoenix, 13.05.2021 at 03:49

Thanks for answers and... Sorry but this raises 1 more q for me...

So If I build 2 units (theoretical move 1).. send them to tb somewhere (theoretical move 2).... and then build more units in that city to defend (theoretical move 3)... does the production of all those units in move 1 and move 3 then count as a merge, meaning move 1 effectively becomes bundled into move 3? effectively meaning your tb units are more likely themselves to be tb'ed?


Oof this got complicated fast... but that's okay. I don't know so I'll have to find about that also...
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作者: Phoenix, 13.05.2021 at 01:57

On production and moves:
Just for clarity... if i build 3 bombers before taking them out of a city... does it count as the same number of moves as building one bomber i.e 1 move. and if so does building a stack of 2 inf 2 tanks and 2 mili before moving the stack out count as 1 move or 6 moves for each unit built.. or low and behold does it count as 3 moves for each unit type?


It doesn't matter how many units or which types you build in a city, it all counts as 1 action. But only within that city. If you built some units in a 2nd city then that would count as a 2nd action, and so on.

作者: Phoenix, 13.05.2021 at 01:57

And going into more detail on production vs chance to be tb'd.

If i have 2 units and 8 reinf.. and someone sends 1 unit to tb... is it the 2 existing that get tb'd meaning guaranteed tb inc the 8? or is it the 8 i build and the 2 that get tb'd meaning theres only a 20% chance with formula? This follows on from question above and how many moves regarding production...


That's a very good question... I'm really not sure. I'll have to go back to the code and try to figure that one out....

Edit: I also don't know if autoproduction counts as a turn action or not, I'll check...
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作者: PleaseMe, 12.05.2021 at 21:19

#neverforget




On the old server I'd totally believe 12-15 users from reddit at the same time would have been enough to knock it offline

This time we got hit with literally millions of requests... just to prove I'm not making it up:



Today we were very popular with Russia and China in particular:

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作者: Sean Spicer, 12.05.2021 at 15:24

Turn the frontend into the backend then the backend into the frontend


It's so simple, it might actually work!
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作者: Pavle, 12.05.2021 at 10:53




She would be better than the douchebag we've got right now
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作者: Phoenix, 12.05.2021 at 13:10

Dave is it possible to deploy to linux and use an open source reverse proxy with several smaller servers? Would AW app architecture allow for that?


God I wish we could. But no, the whole atWar backend is built on Microsoft tech stack. So we're stuck on Windows Server for now. And atWar was never designed to scale. We can offload certain things to other servers (and I have), but the main service is not designed to run on multiple servers -- it just sits on one huge ass Windows Server.

My goal is to rewrite the backend using all open source tech which would run on linux and which would support multiple servers. Imagine being able to spin up new servers automatically based on demand!

I've been slowly working on this, just haven't had a lot of time to dedicate to it yet. As of right now it's still a long way off. Someday....
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AtWar is currently under DDoS attack again. The site was unavailable for a short time early this morning (around 5:30 AM my timezone -- US Pacific time), but is back now.

There will be some captchas to solve for the next few days, or however long until the DDoSer gives up. Sorry about that, but its what we all have to do.

Will keep you posted on this thread about any updates.
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07.05.2021 在 3 Word Story!
Surrendered to China
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Just to be clear (because somebody asked), I was only trying to figure out how turnblocks work, I haven't actually changed anything. I haven't changed the turnblock code at all in the 2+ years I've been here, and I don't have any plans to change it in the immediate future. (Maybe someday, but not anytime soon... I'm scared to even touch it tbh...)
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04.05.2021 在 New flags icons?
作者: cascaval, 04.05.2021 at 17:04

What about custom flags?


We were thinking about that at one point, but it would probably be too tempting a target for abuse, I don't think we'll go there...
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AtWar's server host will be performing "emergency" maintenance (whatever that means) tomorrow, May 5, 2021, between 7am and 11am UTC time. The game should continue as normal during this time, except for possibly brief connection interruptions. Copy & pasting from our host's announcement:




Event Type: Network Emergency

We are performing system changes during the following emergency maintenance window.

Start Time: 2021-05-05 07:00:00 UTC
End Time: 2021-05-05 11:00:00 UTC
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03.05.2021 在 Happy Easter
作者: Your Monkey, 03.05.2021 at 21:56

作者: Croat, 03.05.2021 at 10:48

作者: Tchetnik, 02.05.2021 at 09:59

Happy Easter to all of my Serbian brothers, inlcluding you and Croat..


Happy Easter turkish cockroach

can mods use racist memes now?


Mods can do whatever the fuck they want. Get over it.
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作者: Mobster, 02.05.2021 at 03:37

I thought building some units didn't count as action?


Actually it does.

I just double checked ... building units is counted as a "turn action".
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There's also this strange code I haven't been able to explain yet:

if ( ( RandomNumber * AttackingUnits * PrayersToZizou ) > 42 && isFullMoon ) {
blockAllTurnblocks = true;
} else {
DCrandomPlayers();
}

I'm joking... real AW code would have at least 5 levels of nested conditionals...
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作者: PleaseMe, 01.05.2021 at 20:11

Queston, how does move order work when there are multiple people in a single game? I am assuming the move order would work similar, but now we add player C, D, E... etc?

So in a team game for example a 3v3, do you now have a 1/6 chance of making the very first move?
Whenever I imagined move priority, i only ever thought of it being between two people and not larger game.


So let's say 6 players have 3 moves each... it *might* happen in a nice and neat order like this:

Player 1 - Move 1
Player 2 - Move 1
Player 3 - Move 1
Player 4 - Move 1
Player 5 - Move 1
Player 6 - Move 1
Player 1 - Move 2
Player 2 - Move 2
Player 3 - Move 2
Player 4 - Move 2
Player 5 - Move 2
Player 6 - Move 2
Player 1 - Move 3
Player 2 - Move 3
Player 3 - Move 3
Player 4 - Move 3
Player 5 - Move 3
Player 6 - Move 3

(I guess that would be the ideal in terms of fairness)

OR it could happen in a totally wonky order like this:

Player 5 - Move 1
Player 5 - Move 2
Player 5 - Move 3
Player 4 - Move 1
Player 2 - Move 1
Player 3 - Move 1
Player 4 - Move 2
Player 6 - Move 1
Player 1 - Move 1
Player 1 - Move 2
Player 6 - Move 2
Player 2 - Move 2
Player 6 - Move 3
Player 3 - Move 2
Player 1 - Move 3
Player 4 - Move 3
Player 2 - Move 3
Player 3 - Move 3

It's possible a player could get really lucky (like Player 5 in this example) and have all their moves processed before anyone else...

It kinda makes me wonder if I should change this system because it's almost a free-for-all...
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作者: Witch-Doctor, 01.05.2021 at 19:44

Wow of course the actual tb system is the jankiest thing i've ever seen. What happens if player A's attack enemy stack Z is processed before player B moved his stack Z out of the way.


If the attack is processed first, the TB formula will be applied. If stack Z wins the chance to escape it escapes, otherwise it's TB'd.

Either way, unless the stack happens to move out of range first... the TB formula gets applied.
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Correction -- A novel by Dave

I was recently looking into this again after somebody asked me some questions about it. I noticed the things Clovis said in this topic, and even the things I said too, were not matching up with what was actually happening in-game when I did some tests. It turns out what we both said were wrong.

I've looked through the code again, AND tested in-game, and the following is what really happens.




First, we have to understand the issue of move order. This is important because it may seem like you "escaped a turnblock", when in fact a turnblock was never possible due to the particular order of moves. (Clovis has explained this system correctly, but I'll explain it again in my own way.)

So... Within in a turn, players can make several moves. Let's call that the "moves list". It may look something like this:

Player A:
- Build some units
- Move stack X from A to B
- Use stack Y to attack enemy stack Z

Player B:
- Build some units
- Move stack Z from C to D

At the end of the turn, the game processes these moves like so: 1) pick a random player, 2) process the first move from their list, 3) pick a random player (might even be the same player again), 4) process the next move on their list, and so on.

So the end result might look like this:

Player A -- Build some units
Player B -- Build some units
Player B -- Move stack Z from C to D
Player A -- Move stack X from A to B
Player A -- Use stack Y to attack enemy stack Z.

But that's just one possible result... it could just as easily come out another way, for example:

Player B -- Build some units
Player A -- Build some units
Player A -- Move stack X from A to B
Player A -- Use stack Y to attack enemy stack Z.
Player B -- Move stack Z from C to D

Other combinations are possible too, these are just 2 examples. As you see, the moves are taken "in order" in the sense that a player's first move is always done before his later moves... but overall it's random in the sense that Player A's moves could be before Player B's, or they could be after, or mixed in different combinations.




With that in mind, now lets consider what happens when you attack a stack that's moving. Let's say Player A has stack Y, and Player B has stack Z. Player A moves stack Y to attack Player B's stack Z. During the same turn, Player B moves stack Z from place C to D.

What happens at the end of the turn?

Well, if the move list looks like the first example above, we see that "Player B -- Move stack Z from C to D" is processed BEFORE "Player A -- Use stack Y to attack enemy stack Z". In other words, Player B's stack moves before Player A's attack. Now the question becomes distance -- did Player B's stack move out of range of Player A? If yes, then no attack happens. If no, then Player A's stack follows Player B's and attacks.

So, the point here is, depending on the order in which the moves are applied, a stack might "escape" before we even consider if its a turnblock situation or not.

Or, put another way, if the stack moves out of range of the would-be attacker, it escapes. There's no question of a turnblock in this case.




Finally, lets talk about turnblocks. Continuing with the above examples, lets say Player B is moving stack Z from place C to D. Meanwhile Player A is using stack Y to attack stack Z. Let's suppose stack Z's move is entirely within the range of stack Y, so escape due to range is not a possibility. So now we have, by default, a turnblock.

I say "by default", because the system starts with the assumption the move will be blocked. It then applies the "turnblock formula" as a possible means of escaping the turnblock, and only IF that is successful is the turnblock avoided.

To say that again, turnblocks ALWAYS happen, unless you win the chance to escape it.

So how to escape a turnblock? First, the defender (Player B) must have MORE THAN 3 units in his stack to escape. If you have 3 or less units, you will be turnblocked every single time. (Unless your stack escapes due to range, as discussed earlier, which happens before turnblocks enter into the equation.)

Assuming the defending stack has > 3 units, the famous "turnblock formula" now arrives:

If RandomNumber > AttackerArmyCount / DefenderArmyCount * 2
Then escape

(This is almost verbatim from the atWar source code... I've only simplified the names for clarity.)

RandomNumber is a random number between 0 and 1.
AttackerArmyCount is how many units are in the attacking stack.
DefenderArmyCount is how many units are in the defending stack.

Here's the problem though: this is NOT as Clovis wrote in the original post, when he said:

AttackerArmyCount / (DefenderArmyCount * 2)

Those parentheses are NOT present in the source code. It may seem like a slight difference, but it's actually really important as that completely changes the math order of operations here. As a result what I said in this thread about the max chance being 50% is WRONG!

It is, in fact, like this, without the parentheses:

AttackerArmyCount / DefenderArmyCount * 2

Which, in C# code, is mathmatically the same as:

(AttackerArmyCount / DefenderArmyCount) * 2

Now, I don't know if Amok/Ivan did it this way on purpose or not. Maybe this is what they wanted. All I know is I've never changed it... it is exactly how it was from their time.

What's so important about this? It means that... if the attacking stack is at least half the size of the defending stack, the defending stack has NO HOPE OF ESCAPE. In other words, they will be turnblocked every single time.

If there is a stack of 20 units and I send 10 units to attack it, it WILL BE turnblocked. Every time. (Again, unless the 20 stack moved out of range of my attack... that's the only loophole.)

If I send less than 10, against a stack of 20, it then becomes a chance. For example if I send only 5, the chance of TB will be 50%.




So to sum up, what does all this mean?

First, when attacking a stack that's moving, any of the following could happen:

1) it could move out of range, preventing the attack
2) it could move within range and the attack proceeds

Second, if the attack proceeds, you are now "turnblocked" unless you can escape from it:

1) If defender has 3 or fewer units, they can't escape. They are turnblocked.
2) If attacker has at least 50% the units the defender has, they can't escape. They are turnblocked.
3) Otherwise, there is a % chance the defender *might* escape.

So there.
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I love how my post title is "Dumbasses get too much attention" .... and they all flocked here
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29.04.2021 在 New flags icons?
作者: JUGERS2, 29.04.2021 at 05:06

Also what happens with those have bought the flag pack already? They will have to buy them 1 by 1?


I'm making a 2nd flag pack --- Flags II
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28.04.2021 在 New flags icons?


Poor Sascha
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28.04.2021 在 New flags icons?
We're working on a new set of flags chat icons. Should we include all kinds of historical but maybe controversial flags? (If yes, including nazi or soviet or catholic or muslim or whatever, vote "Gimme all kinds"). Or should we keep it clean... historical/non-threatening ones only?

Vote.
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作者: JUGERS2, 28.04.2021 at 08:36
Also you broke them and now naval transports can't even wall.


No, I didn't:
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Here I added another option.... if you want things to be like the old fucked up way, you can vote "Why should anything make logical sense on atWar?" and I'll know that's what you want.
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作者: Mobster, 28.04.2021 at 08:22

Where is the option for "sea trans should and AT shouldn't" which was there for years


That had to be a stupid bug.... no logical reason for that.
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作者: JUGERS2, 28.04.2021 at 08:24

作者: Dave, 28.04.2021 at 08:20

作者: JUGERS2, 28.04.2021 at 08:08

Where is option just leave it as it is?




As it is right now is "yes, both Air trans and Sea trans"

Well 1 day ago wasn't that like... I mean the one Mobster wrote above where naval tran can and air tran can't.


That's true. I fixed it yesterday when I posted here: https://atwar-game.com/forum/topic.php?topic_id=47320#m760110

It makes no logical sense that one kind of transport could take cities, but another couldn't. Either they both can, or neither can.

Personally I'd prefer that no transports can capture cities. But if the majority feel the other way I'll make them both able to capture.
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作者: JUGERS2, 28.04.2021 at 08:08

Where is option just leave it as it is?




As it is right now is "yes, both Air trans and Sea trans"
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Tell me what you want
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作者: 1000Nothings, 27.04.2021 at 14:26

ouch that hurt me


Sorry
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