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

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Mr Damage View Drop Down
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Direct Link To This Post Posted: 10 Aug 2013 at 23:21
Originally posted by Tordenkaffen Tordenkaffen wrote:

Or...Keep critters away from your cities!

Exactly
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Sir Bradly View Drop Down
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Direct Link To This Post Posted: 11 Aug 2013 at 00:40
So you think it would be prudent strategy to waste my troops clearing NPCs in the middle of a war?  Are you getting paid by Bane to give this advice?  :P

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Daefis View Drop Down
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Direct Link To This Post Posted: 11 Aug 2013 at 01:20
Whilst I agree this should be fixed by our errant developers it's now open knowledge and works for both sides surely? So hardly a case of picking sides:) This does actually seem to offer another level of tactics....

Edited by Daefis - 11 Aug 2013 at 01:32
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Direct Link To This Post Posted: 11 Aug 2013 at 01:46
Another level of tactics? Rubbish. Even if everyone knows about it, this is still a bug and an exploit. It just randomly penalizes players in areas where legions of rats and poisonous crawlers can wander near their cities. In some places like the southern islands, there is an extreme density of strong NPCs in large groups.
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Direct Link To This Post Posted: 11 Aug 2013 at 02:52
Originally posted by Spheniscidae Spheniscidae wrote:

well, there are still players with 12 cities for weeks


Who?

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and many more players with 150k pop and 10 cities (and no, they did not ever lose a city). 


You can demolish buildings after you get 10 cities - FYI.
"This is a bad idea and we shouldn't do it." - endorsement by HM

"a little name-calling is a positive thing." - Rill
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Rill View Drop Down
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Direct Link To This Post Posted: 11 Aug 2013 at 07:16
I have sent sieges that have been annihilated by NPC occupations, and I know of other players in my alliance that have experienced the same thing.  Either this is unique to blockades or does not happen every time.  (Which would make it harder to track down the problem.)

It seems more like a bug than an exploit, since one can't predict when one sends troops if there will be a group of animals there or how large it will be.  (Unless one were very close already.)

Nevertheless, it seems unlikely that this is intended to be a "feature," however amusing it might be to the people NOT being blockaded by bugs.  Hope the devs look into it.
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Direct Link To This Post Posted: 11 Aug 2013 at 07:54
i had this happen during the war.. my city i lost had bears helping.. i believe i put in a petition on it .. on 1-19-2013 that is still unassigned...
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Direct Link To This Post Posted: 11 Aug 2013 at 14:03
Update... GM Luna is investigating the issue now.
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Direct Link To This Post Posted: 11 Aug 2013 at 15:04
Originally posted by KillerPoodle KillerPoodle wrote:

 
You can demolish buildings after you get 10 cities - FYI.

To all of you who doubt my ability to find the demolish building button after 1.5 years of playing this game, yes, I do know this. If you have reached the pop threshold for 10 cities and then demolished some buildings, then a population tracker such as Illytools would show this. What I'm talking about if players whose pop never decreases, and then after this known bug they have 10 cities even though they never had the pop to do so. Suspicious, no?

I'm not naming names, Luna has acknowledged the petition i filed and the player with 12 cities is now down to 11 within the last few days so something is being done. Those who need to know, know.
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Direct Link To This Post Posted: 11 Aug 2013 at 18:05
It must be result of that siege-capture/settle bug.I thought devs removed that bug half year ago.If not than all of us who are falowing rules when settling new cities are fools compared to those who use that exploit.

If they did not remove it would be good that they revert all gains that players have gained by using that exploit.I know people who use RL money for the game and they would not be happy to see host of players settling 10 cities from 130k pop or less by using capture/settle exploit.
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