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It's really strange that Autocombat (F11) delivers different results than if I autoresolve combats using Quickcombat (F10).

I'm seeing these strange results & discrepancies all over the game:
Battle against some weak/mediocre defenders using lvl 30 Commander, lvl 30 Swordman & lvl 30 Healer.

Autocombat: Battle won, but Healer dies.
[reload + select very same combat:]
Quickcombat: Battle won, no losses.

How is this possible?

It's even more annyoing because, in a lot of instances, you're prompted to select autocombat right on the first popup, while you cannot do this for quickcombat, where you have to firstly enter a combat and then select quickcombat manually.
As it is now, the autocombat feature is completely useless for me because I constantly loose my Healer...
It is unlikely that the MotBW devs monitor this forum. They barely have time to monitor their own forum.

On a general note, I wonder if the random seed is preserved across reloads.
If you reload N times and do exactly the same thing, do you get the same outcome N times?

That might explain the discrepancy between auto-combat and quick-combat.

Regards.
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Boon952: It is unlikely that the MotBW devs monitor this forum. They barely have time to monitor their own forum.

On a general note, I wonder if the random seed is preserved across reloads.
If you reload N times and do exactly the same thing, do you get the same outcome N times?

That might explain the discrepancy between auto-combat and quick-combat.

Regards.
Yes you always get the same results. It's because the game only generates pseudo-random numbers, that is, if you change a single thing (from one reload to another) then it's highly likely that stuff will turn out different; but if keep everything the same (as in just reloading & directly hitting endturn) then everything will turn out exactly as before.

You can most easily observe this with the events happening in the provinces, but also at the quick-combat option where you can observe shortly the final outlay on the battlefield (positions match)

It must've to do something with the difference between auto- & quickcombat features. I mean, there must be some differences otherwise it wouldn't make much sense to present a two-fold option in the first place^^

So I hope maybe someone knows something about it?^^
Post edited June 25, 2016 by Kassiopeija
It is probably because auto resolve just calculates the odds and delivers an average result while auto combat properly plays it out. I have seen this in other games as well.
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Kassiopeija: It's really strange that Autocombat (F11) delivers different results than if I autoresolve combats using Quickcombat (F10).

I'm seeing these strange results & discrepancies all over the game:
Battle against some weak/mediocre defenders using lvl 30 Commander, lvl 30 Swordman & lvl 30 Healer.

Autocombat: Battle won, but Healer dies.
[reload + select very same combat:]
Quickcombat: Battle won, no losses.

How is this possible?

It's even more annyoing because, in a lot of instances, you're prompted to select autocombat right on the first popup, while you cannot do this for quickcombat, where you have to firstly enter a combat and then select quickcombat manually.
As it is now, the autocombat feature is completely useless for me because I constantly loose my Healer...
MotBW autocombat is broken in MANY ways. The problem is, however, that there are even much worse bugs in MotBW, that I lost motivation to report anything. For instance, banks that do exactly nothing. Or combat that happens but has no consequence (but if you repeat that battle a turn later, you do get both experience and artefacts). And of course, all the crashes and freezes.

The other day someone reported a bug about how a certain unit didn't get medals. I was like "LOLWUT?! THIS is what you think is broken in MotBW?" The game has some serious flaws. I can only think that people haven't been playing it very much.
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gscotti: The other day someone reported a bug about how a certain unit didn't get medals. I was like "LOLWUT?! THIS is what you think is broken in MotBW?" The game has some serious flaws. I can only think that people haven't been playing it very much.
Well, actually it was me complaining my Elf Durid not getting any medals!!!! This is a SERIOUS issue !!! LMAO :)))))

Nevermind, all computer games have bugs. Don't let this take away the fun from it. Nevertheless, some stuff can be remedied by small mods. Last but not least I think there's still hope because they are in development for that new expansion.

What precisely do you mean with banks? Moneylender?
Post edited June 28, 2016 by Kassiopeija
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Kassiopeija: , all computer games have bugs. Don't let this take away the fun from it. Nevertheless, some stuff can be remedied by small mods. Last but not least I think there's still hope because they are in development for that new expansion.
Hope? For the devs are still in duty, but they didn't succeed in correcting the bugs when they had only MotBW to care... (even, they added many).
So, I won't buy their new games, as I expect they will be too buggy.
Post edited June 28, 2016 by ERISS
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gscotti: The other day someone reported a bug about how a certain unit didn't get medals. I was like "LOLWUT?! THIS is what you think is broken in MotBW?" The game has some serious flaws. I can only think that people haven't been playing it very much.
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Kassiopeija: Well, actually it was me complaining my Elf Durid not getting any medals!!!! This is a SERIOUS issue !!! LMAO :)))))

Nevermind, all computer games have bugs. Don't let this take away the fun from it. Nevertheless, some stuff can be remedied by small mods. Last but not least I think there's still hope because they are in development for that new expansion.

What precisely do you mean with banks? Moneylender?
Moneylender and Bank have NO effect - none! They do nothing.
Treasury, the first of these types of buildings, does work initially, but I noticed that, after a while, it doesn't work equally as well as initially: I had around 280.000 gold and was accruing about 2100/turn. Then I got myself a new unit (275.000), but eve with only 5000 gold left I was accruing 1800/turn.

The other, really annoying, but is the "blank" battles - no experience is gained after the battle, nor is anything "found". Typically when this happens, all the battles in that turn are "blank", so what I do is, I reload the game and chose "Retreat" for all the battles. Then I approach the various locations with my heroes sometimes later. The only battle in a "blank" turn where experience can be gained is an Arena battle. "Blank" battles happen even with Cult of the Dragon-locations, where very rare artifacts can be gained, so this procedure of reloading the game and fighting the battle in a future turn, is very much worth it.





Another bug, but very minor, is non-working rings, bracelets and necklaces: In theory these should have infinite durability, i.e. they never would need repairing. However, sometimes when you find them, they are broken (have no effect on the hero) but there doesn't seem to be a way to repair them. What I have noticed to work is to equip a hero with such artifact, together with a common artifact in need of repair (a sword, armor, arrows...), and then use the "Repair all" button. This will also fix the ring/bracelet/necklace.
Post edited July 03, 2016 by gscotti
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gscotti: Moneylender and Bank have NO effect - none! They do nothing.
Treasury, the first of these types of buildings, does work initially, but I noticed that, after a while, it doesn't work equally as well as initially: I had around 280.000 gold and was accruing about 2100/turn. Then I got myself a new unit (275.000), but eve with only 5000 gold left I was accruing 1800/turn.
Of course. The way that these "Income +n% of the gold already available"-buildings work is, they *snapshot* the current amount of gold you have on the very turn you build them, calculate the bonus-percentage, and from this turn on you will get this *fixed* amount every turn - irrelevant if your future gold reserve is high or low.

I'm pretty sure that Moneylender does indeed work because, every time I build it it *did* increase my income significantly. I prepared for this by accumulating money for a dozen turns.
Can't say for sure in the case of Bank - usually win maps before I get to it.

Your -300gold per turn discrepancy is most likely from increased upkeep or corruption. The game doesn't inform about all the various increments of income so this is just an educated guess though.... but I also don't think that Treasury looses power over time...
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gscotti: Then I approach the various locations with my heroes sometimes later. The only battle in a "blank" turn where experience can be gained is an Arena battle. "Blank" battles happen even with Cult of the Dragon-locations, where very rare artifacts can be gained, so this procedure of reloading the game and fighting the battle in a future turn, is very much worth it.
That's a serious issue. Do you know what triggers these blank turns?
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gscotti: Another bug, but very minor, is non-working rings, bracelets and necklaces: In theory these should have infinite durability, i.e. they never would need repairing. However, sometimes when you find them, they are broken (have no effect on the hero) but there doesn't seem to be a way to repair them. What I have noticed to work is to equip a hero with such artifact, together with a common artifact in need of repair (a sword, armor, arrows...), and then use the "Repair all" button. This will also fix the ring/bracelet/necklace.
Good to know. Well I always use the "Repair all" option so I won't be much effected by this bug but will keep an eye onto it.
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gscotti: Moneylender and Bank have NO effect - none! They do nothing.
Treasury, the first of these types of buildings, does work initially, but I noticed that, after a while, it doesn't work equally as well as initially: I had around 280.000 gold and was accruing about 2100/turn. Then I got myself a new unit (275.000), but eve with only 5000 gold left I was accruing 1800/turn.
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Kassiopeija: Of course. The way that these "Income +n% of the gold already available"-buildings work is, they *snapshot* the current amount of gold you have on the very turn you build them, calculate the bonus-percentage, and from this turn on you will get this *fixed* amount every turn - irrelevant if your future gold reserve is high or low.

I'm pretty sure that Moneylender does indeed work because, every time I build it it *did* increase my income significantly. I prepared for this by accumulating money for a dozen turns.
Can't say for sure in the case of Bank - usually win maps before I get to it.

Your -300gold per turn discrepancy is most likely from increased upkeep or corruption. The game doesn't inform about all the various increments of income so this is just an educated guess though.... but I also don't think that Treasury looses power over time...
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gscotti: Then I approach the various locations with my heroes sometimes later. The only battle in a "blank" turn where experience can be gained is an Arena battle. "Blank" battles happen even with Cult of the Dragon-locations, where very rare artifacts can be gained, so this procedure of reloading the game and fighting the battle in a future turn, is very much worth it.
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Kassiopeija: That's a serious issue. Do you know what triggers these blank turns?
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gscotti: Another bug, but very minor, is non-working rings, bracelets and necklaces: In theory these should have infinite durability, i.e. they never would need repairing. However, sometimes when you find them, they are broken (have no effect on the hero) but there doesn't seem to be a way to repair them. What I have noticed to work is to equip a hero with such artifact, together with a common artifact in need of repair (a sword, armor, arrows...), and then use the "Repair all" button. This will also fix the ring/bracelet/necklace.
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Kassiopeija: Good to know. Well I always use the "Repair all" option so I won't be much effected by this bug but will keep an eye onto it.
The bank buildings most definitely do not take a snapshot as you say: I have done way too many experiments not to know.
And I am most certainly sure also that, besides Treasury, the other two buildings do nothing. Pay attention next time you build a Monelender and you will see yourself.

How do I know that Treasury doesn't just take a snapshot? Simple, really: when I spend a large amount of the money I have, I see that the accrued gold per turn goes down. I am most adamant that your statement about snapshot is wrong.


Of course, everybody uses "Repair all" - but you cannot repair a "broken" ring/bracelet/necklace with it UNLESS YOU HAVE ANOTHER BROKEN OBJECT with the hero. Otherwise, the "Repair all" button will be grayed out even though the ring/bracelet/necklace is still broken. The ONLY way, in fact, to even notice that it's broken, is to see if it has any effect on the hero (or income, for those items that add gold or gems when worn by a hero).
Post edited July 04, 2016 by gscotti
Well let's take a closer look. Here're the codelines for all 3 buildings:

TREASURY:

[*] : struct.begin
BuildingID = 99
BuildName = treasury
Icon = 155
GoldPrice = 950
GemPrice = 0
Group = 0
Slot = 3
Upgrade = 0
Level = 3
Quarter = 6
QuarterLevel = 2
Abilities : struct.begin
[*] : struct.begin
AbilityID = 32
Param1 = 2
Param2 = 0
struct.end
[*] : struct.begin
AbilityID = 33
Param1 = 3
Param2 = 0
struct.end
struct.end
Resources : struct.begin
[*] : struct.begin
ResourceID = 1
Count = 2
struct.end
[*] : struct.begin
ResourceID = 6
Count = 2
struct.end
[*] : struct.begin
ResourceID = 5
Count = 1
struct.end
[*] : struct.begin
ResourceID = 7
Count = 1
struct.end
struct.end
RequiredBuildings : struct.begin
[*].BuildingID = 50
[*].BuildingID = 51
struct.end
struct.end

MONEYLENDER:

[*] : struct.begin
BuildingID = 109
Icon = 156
GoldPrice = 1500
GemPrice = 0
Group = 0
Slot = 3
Upgrade = 99
Level = 5
Quarter = 6
QuarterLevel = 3
Abilities : struct.begin
[*] : struct.begin
AbilityID = 32
Param1 = 2
Param2 = 0
struct.end
struct.end
Resources : struct.begin
[*] : struct.begin
ResourceID = 6
Count = 3
struct.end
struct.end
RequiredBuildings : struct.begin
[*].BuildingID = 58
[*].BuildingID = 99
struct.end
struct.end

BANK:

[*] : struct.begin
BuildingID = 151
Icon = 157
GoldPrice = 5000
GemPrice = 0
Group = 0
Slot = 3
Upgrade = 109
Level = 6
Quarter = 6
QuarterLevel = 4
Abilities : struct.begin
[*] : struct.begin
AbilityID = 32
Param1 = 3
Param2 = 0
struct.end
struct.end
Resources : struct.begin
[*] : struct.begin
ResourceID = 6
Count = 5
struct.end
[*] : struct.begin
ResourceID = 7
Count = 1
struct.end
struct.end
RequiredBuildings : struct.begin
[*].BuildingID = 109
[*].BuildingID = 110
struct.end
struct.end

The only noticeable difference is that Moneylender & Bank are missing their buildname-tag. However, going through the whole file [inner_build.cfg] many other buildings do miss this as well, so I don't think this is problematic.

All the buildings main function is set by the reference to "AbilityID = 32" & its correspondending value. If this ability would be broken then it wouldn't work on any of the buildings, because the reference is entirely similiar in all 3 buildings. If it does work it will work indeed fine in all 3 buildings as well.

I just made a quicktest for Moneylender; [Ifor this I've decreased its buildcost, its requirements - so I could build it on any given saved game; and increased its efficiency to 10%]

As you can see it works just fine:
[img]https://s19.postimg.org/p73mjmx9f/Moneylender1.jpg[/img]
[img]https://s19.postimg.org/4o8qekjc3/Moneylender10.jpg[/img]
[img]https://s19.postimg.org/76uff952b/Moneylender1000.jpg[/img]

Castle-income: 24
Gold balance after build: 710

710/100*10+24 = 95.

I advanced about 50 turns ahead in order to check if anything did change, but nothing became apparent.

But you were right in that the game won't do a fixed snapshot - it actually recalculates the amount on any change that occurs, even in between turns.

In the 3rd pic you can see the 500 coin max cap, which may -or may not- bring a possible explanation to what you were describing in the other post: With 275.000 you were naturally hitting the 500 coin cap. Then down at 5000 gold Treasury @2% will make 100 coins, that's -400 coins than before, which sort of matches your reported discrepancy of -300 coins. [not exactly but these numbers neither look precisely reported in the first place as well...]

I didn't check if Treasury or Bank do have different max caps.... The most important thing to realize is that AbilityID = 32 works fine.
Post edited July 04, 2016 by Kassiopeija
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gscotti: Of course, everybody uses "Repair all" - but you cannot repair a "broken" ring/bracelet/necklace with it UNLESS YOU HAVE ANOTHER BROKEN OBJECT with the hero. Otherwise, the "Repair all" button will be grayed out even though the ring/bracelet/necklace is still broken. The ONLY way, in fact, to even notice that it's broken, is to see if it has any effect on the hero (or income, for those items that add gold or gems when worn by a hero).
Well I checked the taglines in items.cfg but rings & necklaces seems to be uniformingly unbreakable and carry no intrinsic durability. I may overlooked some entries as the names given in this file are still in russian....

Some stuff doesn't work exaclty like the tooltip tells you because of truncation, roundings, caps or other stats that may interfere. For example, in my current game my Commander wears a Merchants Ring Gold+5 bonus, but if I take it off only -4 coins are missing at the end of the total income calculation. This is because, taking it off did reduce Corruption for 1 coin, although this only happens at specific breakpoints....
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gscotti: Of course, everybody uses "Repair all" - but you cannot repair a "broken" ring/bracelet/necklace with it UNLESS YOU HAVE ANOTHER BROKEN OBJECT with the hero. Otherwise, the "Repair all" button will be grayed out even though the ring/bracelet/necklace is still broken. The ONLY way, in fact, to even notice that it's broken, is to see if it has any effect on the hero (or income, for those items that add gold or gems when worn by a hero).
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Kassiopeija: Well I checked the taglines in items.cfg but rings & necklaces seems to be uniformingly unbreakable and carry no intrinsic durability.
And that's why this is a bug! The reason it's nasty is because people (apparently) don't check whether these items actually work. Like the banks, which don't work but people trust the game not to have such a horrible bug like completely and utterly useless buildings, or battles that only seem to function but actually give no experience and no artifact (but the location is cleared after it).