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Topic ClosedExploit Allowing NPC's to Join a Player's Army

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The Electrocutioner View Drop Down
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Direct Link To This Post Topic: Exploit Allowing NPC's to Join a Player's Army
    Posted: 09 Aug 2013 at 11:31
There is an exploit that allows a player to add NPC units to their own forces in a blockade or siege. Their army does not battle the NPC's, but rather, the NPC's end up helping to fortify the blockade or siege. Here is an example from a scout report with the player info redacted. I have a dozen or so such reports.

xxx's forces from xxx
Army: New Army 5  
Division: New Division 1  
Commander: ChariotCharioteers Charioteer1
Troops:Charioteers Charioteers1
NPC's forces from NPC Town
Army: A Legion of Poisonous Crawlers  
Troops:Small Poisonous Crawlers Small Poisonous Crawlers1946
Troops:Adult Crawler Adult Crawler622
Troops:Crawler Queens Crawler Queens425
Troops:Spitting Crawlers Spitting Crawlers245

I created a petition about this and updated it later with additional info. I created a second petition in a different category in hopes of drawing attention to it, and I updated that petition with an additional report. I emailed GM Luna requesting that this be fixed, all to no avail. I am resorting to this public option now as well.

Devs, would you be so kind as to fix this glaring problem? Thank you.
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Direct Link To This Post Posted: 09 Aug 2013 at 13:46
well, there are still players with 12 cities for weeks and many more players with 150k pop and 10 cities (and no, they did not ever lose a city). 

Seems like the prevailing attitude with regards to exploits is "close both eyes" nowadays...
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Brandmeister View Drop Down
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Direct Link To This Post Posted: 09 Aug 2013 at 15:26
So the troops in a blockade or siege won't fight animals, and will actually get reinforced? I think we saw something similar with undead during the last tournament. Occasionally the undead would reinforce the first army on the square.

There are many players with 10 cities and less than 200,000 population. 200k strains food production and is less than ideal for military players because you can't raise taxes. Once players get their 10th city, many of them start knocking down the buildings to reach a more flexible population. It wouldn't surprise me if most 10 city players had 150-175k population.

Edited by Brandmeister - 09 Aug 2013 at 15:28
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Sir Bradly View Drop Down
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Direct Link To This Post Posted: 09 Aug 2013 at 16:24
I filed a petition over this in May.  Petition 9139.

Result: Unassigned.
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Direct Link To This Post Posted: 09 Aug 2013 at 21:40
Idk if I would call this an 'exploit'  it may not be intended but its completely random if a set of animals decides to reinforce.  No one can send an empty siege army and use 100k animals to do the siege.  

Also from my understanding the 12 city exploit has already been fixed.  And as Brand said there isn't anything wrong with having under 150k with 10 cities.  
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Mr Damage View Drop Down
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Direct Link To This Post Posted: 09 Aug 2013 at 23:11
I like this randomness, dont think its an exploit.
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Sir Bradly View Drop Down
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Direct Link To This Post Posted: 10 Aug 2013 at 01:43
It is not random.  If you send a blockade to the square where an npc is currently residing, the blockade will be reinforced by the npc.  Not too much fun when at war and a myriad of crawlers is blockading your city and you have to waste 4000 cavarly to clear and your enemy only loses one troop.
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Epidemic View Drop Down
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Direct Link To This Post Posted: 10 Aug 2013 at 06:28
So then it is an exploit, one that definitely needs to be fixed.
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Tordenkaffen View Drop Down
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Direct Link To This Post Posted: 10 Aug 2013 at 09:06
Or...Keep critters away from your cities!
"FYI - if you had any balls you'd be posting under your in-game name." - KP
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twilights View Drop Down
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Direct Link To This Post Posted: 10 Aug 2013 at 14:04
sounds like strategy to me, i vote allow it
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