Posts from How to effectively use quick battles (autobattles)?
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I think those who read the thread on the forum saw that I want to create an algorithm for any battle: the quick battle result is shown, and you can either accept it or replay it in a real battle. But here's the thing...
This would significantly speed up the game for many situations:
- some battles in the first week - minimal guard of a tower, skeleton, golem against an initial army; it often happens that the quick battle results in no losses, which corresponds to reality - you can save from 20 to 60 seconds per battle.
- many battles in the second week - when you transfer an army from the second week to a tower to defend resources against minimal guard
- battles in hives
and others.
It will be possible to try disabling the "no retaliation" ability in the quick battle and view the battle logs.
That is, the task is to make the quick battle give a maximum result that is not significantly better than what you can achieve yourself. Then it can be implemented in the form that I propose.
and since they attack everyone, that's why they don't take any action.
However, finding the bug that causes them to attack everyone might be more difficult than disabling the ability... although it's worth investigating.
P.S. Send me a message on ICQ: 343-425-087.
You could try banning some of the quick-farming strategies that involve units with no retaliation, but not quick-farming as a whole. Besides, except in rare cases where it gives a significant advantage, it doesn't really matter. Taking hives with 2 Hydras has been the norm for a long time; they're even used in tactical battles, you just need to add some healing. And dragons, at the stage when you have 8 Hydras, don't pose a threat, even in tactical battles.
Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...
If no other issues with quick combat are found, then we just need to find the cause of the inadequate multi-attack function. Although, it wouldn't hurt to also test liches and ogres.
Let's better figure out its "features" together, present the results for everyone to see, and then we'll all use it. It turns out great and with taste. Innovation, damn it! And you immediately want to cut it down.... Maybe we can breathe new life into Inferno, turning it from a complete outsider into one of the leaders.
That's just my personal opinion.:smile36:
By the way, since we're talking about morality and luck, it seems we'll have to either remove it completely or make it fully visible.
1) Morality, luck, abilities.
This issue has already been resolved with the LM Patch.
Quick Combat is allowed, but only if you are 100% sure you will win the battle manually!
So, creating a fixed version of Quick Battles will be progress. But I'm sure most people won't accept it. Another "branch" will occur :D
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
So, creating a fixed quick battle option would be progress. But I'm sure most won't accept it. Another split will happen :D
I'm not counting on SOD; experienced players will switch to one of the TE versions anyway (not necessarily TE-full). Especially when simultaneous turn-based gameplay and other planned features are implemented. So, the patch can be integrated without any problems; the main thing is to find the right section of code.