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Darkwords View Drop Down
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Direct Link To This Post Posted: 05 Mar 2013 at 18:21
Is it many times, or every time?  Been a while since I seged an inactive.

Just wondering if the devs have writen something in to make inactives armies only fight against seige forces.
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Direct Link To This Post Posted: 05 Mar 2013 at 19:38
_every_time, I can not say for certain.  Most times, yes.  Most of the inactive city's troops will engage clearing armies.  But when a siege - whether strafing or storming to raze/capture - enters the city, suddenly there are fresh troops - not assigned to an army as if just produced from barracks.  I've seen about 50 troops appear just a few minutes after a clearing army passed through so there was no way that was current build queue completing between armies.
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Direct Link To This Post Posted: 05 Mar 2013 at 23:32
There were 500 troops or so to greet my siege army. The account had gone about 71 days since the last log in. There couldn't have been anything in queue.

I used prestige in an effort to beat the devs from deleting the account of the city I wished to siege. After further contemplation I am guessing that Karma has been incorporated into the game mechanics.
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Direct Link To This Post Posted: 06 Mar 2013 at 00:24
WOW!  500 ghost troops!  That's much more than we've encountered in RES.
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R88 View Drop Down
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Direct Link To This Post Posted: 06 Mar 2013 at 05:50
it is the underground resistance saving there town! Wink
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Direct Link To This Post Posted: 06 Mar 2013 at 14:06
yeah dark the account was inactive.


i got a clue, the commanders were alive(defy death) only troops were wiped out.so the commanders defended the towns
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Direct Link To This Post Posted: 07 Mar 2013 at 20:14
OK, here is a Scout Report, Clearing Attack Battle Report, and Siege Storming Battle Report that illustrates the Ghost Troops issue.  Note that Gruntfuttock has been inactive since about January 2.

Scout Mission to 1. The Solar Hifi System Partially Successful

Sent By: System
Received By: El_Jeffe [RES]
Date: 04 Mar 2013 12:48
Operation From: Perseverance El_Jeffe [RES]
Operation Against: 1. The Solar Hifi System at [-98|-405] in Tor Carrock Gruntfuttock
Operation Type: Scout
Operation Outcome: Partially Successful
Mission Report:
Your diplomatic mission was detected, but still managed to complete the objective! As they were being watched, however, they were apprehended after the mission was completed. Before their capture, an agent released a carrier pigeon home.

Information Gathered:

Troop levels present, belonging to player: 
Type: Unit: Quantity:

Army: pike army
Division: pike

Army: solar group
Division: solar group m@a
Commander: man at arms Man-at-Arms 1 - CMDR Assassinated later
Troops: Men-at-Arms 344
Division: solar group chariot
Troops: Knights 322
Division: solar group Quantril chariot
Troops: Longbowmen 422
Division: solar group knight
Division: solar group sword
Troops: Militiamen 422
Troops: Pikemen 73

Army: KNIGHTS
Division: KNIGHTS
Commander: Sir Charge Knight 1
Troops: Knights 1403

Army: The GMG Possy
Division: possy
Commander: Chariot Charioteer 1
Troops: Archers 230

Army: down
Division: deeper and down
Commander: Quantrill chariot Charioteer 1 - CMDR Assassinated later
Troops: Catapults 26
Troops: Charioteers 422
Troops: Swordsmen 200
Troops: Knights 1926
Troops: Archers 782

Troop levels present, foreign reinforcements: 
Type: Unit: Quantity:

Troop levels from this city, abroad:
Type: Unit: Quantity:
__________________________

Victorious battle against Gruntfuttock's forces at 1. The Solar Hifi System by The_Dude's forces from King Ranch

Sent By: System
Received By: The_Dude [RES]
Date: 05 Mar 2013 19:24
Two opposing forces clash against each other.
Cavalry comes into its own when able to strike hostile forces at will, and from unexpected directions - and nowhere is this more feasible than on open plains. Lightly armoured spear units, however, prefer terrain where there's some cover available.

Fighting defensively on open plains, cavalry draws strength from the ability to form and reform their lines of engagement depending on the direction of battle, and it is here where cavalry excels.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Knight Knight 1 Damaged for 86, 514 health remains.
Troops: Knights 4000 3451 549

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Men-at-Arms 344 344 0
Troops: Knights 322 322 0
Troops: Longbowmen 422 422 0
Troops: Militiamen 422 422 0
Troops: Pikemen 73 73 0
Commander: Sir Charge Knight 1 Damaged for 600, 0 health remains.
Troops: Knights 1403 1403 0
Commander: Chariot Charioteer 1 Damaged for 350, 0 health remains.
Troops: Archers 230 230 0
Troops: Charioteers 422 422 0
Troops: Catapults 26 26 0
Troops: Swordsmen 200 200 0
Troops: Knights 1926 1926 0
Troops: Archers 782 782 0

Resources Seized from outside the City: 
Resources: Amount:
54900 Commander Sir Charge narrowly avoided a fatal blow, and lives to fight another day.
Commander Chariot narrowly avoided a fatal blow, and lives to fight another day.
--------------------------------------------------------------------------------------------------------------
Victorious battle against Gruntfuttock's forces at 1. The Solar Hifi System by The_Dude's forces from Santa Fe

Sent By: System
Received By: The_Dude [RES]
Date: 07 Mar 2013 19:56
Two opposing forces clash against each other.
Cavalry comes into its own when able to strike hostile forces at will, and from unexpected directions - and nowhere is this more feasible than on open plains. Lightly armoured spear units, however, prefer terrain where there's some cover available.

Fighting defensively on open plains, cavalry draws strength from the ability to form and reform their lines of engagement depending on the direction of battle, and it is here where cavalry excels.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Pikeman Pikeman 1 Damaged for 2, 198 health remains.
Troops: Catapults 15 0 15
Troops: Men-at-Arms 50 2 48
Troops: Battering rams 15 1 14
Troops: Knights 2000 43 1957

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Swordsmen 262 262 0

----------------------------------------------------------
So, there was about 31 hours between the Scout report and the clearing attack.  The clearing attack killed all the units in the scout report.  No new units appeared on the clearing attack report.  So if no new units are produced during 31 hours on the inactive account, then there were no units in the barracks queue.  Also, Level 20 Barracks with no Sov produces 6 Swordsman per hour.  About 48 hours interval between clearing attack and storming attack - 288 units should have been produced if this was barracks queue.

Gruntfuttock was unaligned and there was no Cmdr/Army so these could not have been reinforcements that arrived post clearing attack.  

So where did the 262 Swordsmen come from?  

They're ghosts, I say!  Ghosts!


Edited by The_Dude - 07 Mar 2013 at 20:19
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