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  1. #11
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    Feb 2012
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    Found an old thread detailing the range check version of the speed glitch it seems to explain this. If i did it right.

    For distance I am putting 0 at the baly and the wmc at the baly range of 3633.

    Distance mm need to travel to be in range of the wmc 1618.

    round 1
    range check to 33 move 200 to distance 200
    rd 2
    range check to distance 233 move 200 to distance 400
    rd 3
    range check to distance 466 move 200 to distance 600
    rd 4
    range check to distance 932 move 200 to distance 800
    rd 5
    range check to distance 1864 move 200 to distance 1000
    rd 6
    range check to distance 3728 mm think wmc are in range and attack wmc while the wmc consider mm out of range
    rd 7 mm breach wall

    mm only moved a total of 1000 so they were still outside of wmc range
    Just because someone is an "Expert Member" in the forum doesn't mean they know what they are talking about....It just means they're talking.

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  2. #12
    Expert Member
    Join Date
    Nov 2010
    Posts
    806
    Quote Originally Posted by former noob View Post
    Found an old thread detailing the range check version of the speed glitch it seems to explain this. If i did it right.

    For distance I am putting 0 at the baly and the wmc at the baly range of 3633.

    Distance mm need to travel to be in range of the wmc 1618.

    round 1
    range check to 33 move 200 to distance 200
    rd 2
    range check to distance 233 move 200 to distance 400
    rd 3
    range check to distance 466 move 200 to distance 600
    rd 4
    range check to distance 932 move 200 to distance 800
    rd 5
    range check to distance 1864 move 200 to distance 1000
    rd 6
    range check to distance 3728 mm think wmc are in range and attack wmc while the wmc consider mm out of range
    rd 7 mm breach wall

    mm only moved a total of 1000 so they were still outside of wmc range
    I think people have looked at the range with distance increase and thought this did not fit with all the observations. However, it's possible it could be different for xbows.

    How does the math work? I can't quite figure out the pattern from your calculations: +distance for round 2, double range for round 3 and beyond?

  3. #13
    Super Member
    Join Date
    Feb 2012
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    1,565
    Quote Originally Posted by Ida View Post
    I think people have looked at the range with distance increase and thought this did not fit with all the observations. However, it's possible it could be different for xbows.

    How does the math work? I can't quite figure out the pattern from your calculations: +distance for round 2, double range for round 3 and beyond?
    Not real sure I was just trying to copy the math patterns from the example I found. The range check version did a good job explaining infantry movement prior to the tr which makes me wonder if there are more differences between the troop types. Just thinking out my rear end but is it possible that each troop type has a different method for movement (ie multiple speed glitches)? The troop types were around before the tr perhaps troop types were used to make differences in performing movement through rounds. I'm thinking range checking for infantry, and ranged (foot soldiers), the round#Xspeed for horsed and seige (units using horses), and no movement for defensive? Just my thoughts I have no proof of this.
    Just because someone is an "Expert Member" in the forum doesn't mean they know what they are talking about....It just means they're talking.

    400k glory (legitimately)
    won gems in a might tourney

  4. #14
    Advanced Member
    Join Date
    May 2011
    Location
    New Zealand
    Posts
    625
    I think you've got it former noob ... been trying to wrap my head around what is happening with speed, and was always looking at movement doubling.

    Movement is staying the same, range check is compounding distance moved, so after a few rounds of combat, mm shoot further than cats lol

    Nice work.
    Expect nothing from Kabam but greed.


 
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