help please 74 lv ??
screenshots would help
help please 74 lv ??
screenshots would help
Display MoreKapetanios and S1N1STRO are correct about T6 ally units NOT randomly slowing down enemies.
In fact, the size of groups comes in play when unit groups are tied in speed.
1) rear enemy units with 4 speed:
- if bonewings size >= wraiths size, then bonewings will be attacked first and wraiths later
- if wraiths size > bonewings size, then wraiths will be attacked first and bonewings later
2) front enemy units with 1 speed:
- if bloated corpses size >= bone giants size, then bloated corpses will be attacked first and wraiths later
- if bone giants size > bloated corpses size, then bone giants will be attacked first and bloated corpses later
Consider this specific example that I got from layer 59:
skeletons = 13
zombies = 26
cultists = 3
bonewings = 16
corpses = 7
wraiths = 10
revenants = 12
giants = 8
T1 = 48
T2 = 60
T3 = 50
T4 = 16
T5 = 1
losses were:
60 T2
2 T3
1 T5
Take note that I didn't use T6 units that would scramble the units order. And that no T1 casualties had occured.
That's because T1 units attacked bone giants first (8 size) and T3 units had to later deal with bloated corpses (7 size) which caused casualties in T3 units (14 damage that took out 2 T3 units).
here's your battle report in case anyone want to understand why things happen when happen xD i tried to provide as much details i could
Occ=occult
BRU=brutal
MSTR=monstrosity
RG=rearguard
VG=vanguard
spd=speed
Round 1
9 attacks
1.Bat Swarm RG BRU spd 5→Bone Giant VG MSTR ×0.53 204 dmg (25→0 HP )DEAD+7 overflow−8 Bone Giant
✦Revenant Aura: −15% damage
✦Quick Strike: +25% (round 1)
✦Bone Giant: +5% enrage stack
2.Banshee RG MSTR spd 4→Undead Cultist RG OCC ×0.42 48 dmg(1→0 HP)DEAD+2 overflow−3 Undead Cultist
✦Revenant Aura: −15% damage
✦Wailing Rend: Undead Cultist #1's group −25% attack for 1 round!
3.Wraith RG OCC spd 4→Ghoul VG BRU ×1.75 123 dmg(5→0 HP)DEAD+23 overflow−24 Ghoul
✦Undying Resilience: −50% damage
✦Wraith Outnumbered: ×3.50 (50 excess, 5 multiples of 10, +50% each)
4.Bonewing RG OCC spd 4→Necromancer RG OCC 96 dmg(5→0 HP)DEAD−1 Necromancer
5.Vampire Thrall VG OCC spd 4→Bloated Corpse VG MSTR ×2.00 599 dmg(10→0 HP)DEAD+6 overflow−7 Bloated Corpse
✦Killer Instinct: +33% (target Spd 1 < 3)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group (1 killed)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group (1 killed)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
6.Revenant VG BRU spd 4→Ghoul VG BRU ×0.50 48 dmg(2→0 HP)DEAD+9 overflow−10 Ghoul
✦Undying Resilience: −50% damage
7.Skeleton VG BRU spd 3→Ghoul VG BRU ×0.50 20 dmg(4→0 HP)DEAD+3 overflow−4 Ghoul
✦Undying Resilience: −50% damage
8.Ghoul VG BRU spd 2→Zombie VG BRU 66 dmg(7→0 HP)DEAD+8 overflow−9 Zombie
9.Zombie VG BRU spd 2→Ghoul VG BRU ×0.50 17 dmg(4→0 HP)DEAD+2 overflow−3 Ghoul
✦Undying Resilience: −50% damage
Casualties This Round
Allies Lost
Ghoul −41(19 remaining)
Vampire Thrall −2(48 remaining)
Necromancer−1(0 remaining)
Enemies Lost
Zombie −9(17 remaining)
Bloated Corpse −7(0 remaining)
Bone Giant −8(0 remaining)
Undead Cultist −3(0 remaining)
Round 2
6 attacks
1.Bat Swarm RG BRU spd 5→Zombie VG BRU ×0.85 327 dmg(4→0 HP)DEAD+16 overflow−17 Zombie
✦Revenant Aura: −15% damage
✦Zombie Resurrection: 26 Zombies revived with 1 HP!
2.Banshee RG MSTR spd 4→Bonewing RG OCC ×0.42 48 dmg(3→0 HP)DEAD+15 overflow−16 Bonewing
✦Revenant Aura: −15% damage
✦Wailing Rend: Bonewing #1's group −25% attack for 1 round!
3.Wraith RG OCC spd 4→Ghoul VG BRU ×0.50 35 dmg(2→0 HP)DEAD+6 overflow−7 Ghoul
✦Undying Resilience: −50% damage
✦Wraith Outnumbered: ×1.00 (9 excess, 0 multiples of 10, +50% each)
4.Vampire Thrall VG OCC spd 4→Zombie VG BRU ×0.67 192 dmg(1→0 HP)DEAD+25 overflow−26 Zombie
✦Killer Instinct: +33% (target Spd 2 < 3)
5.Revenant VG BRU spd 4→Ghoul VG BRU ×0.5 048 dmg(2→0 HP)DEAD+9 overflow−10 Ghoul
✦Undying Resilience: −50% damage
6.Skeleton VG BRU spd 3→Ghoul VG BRU ×0.50 20 dmg(4→0 HP)DEAD+1 overflow−2 Ghoul
✦Undying Resilience: −50% damage
Casualties This Round
Allies Lost
Ghoul −19(0 remaining)
Enemies Lost
Zombie −17(0 remaining)
Bonewing −16(0 remaining)
Round 3
3 attacks
1.Bat Swarm RG BRU spd 5→Skeleton VG BRU ×0.85 327 dmg(4→0 HP)DEAD+12 overflow−13 Skeleton
✦Revenant Aura: −15% damage
2.Banshee RG MSTR spd 4→Wraith RG OCC ×0.42 48 dmg(2→0 HP)DEAD+9 overflow−10 Wraith
✦Revenant Aura: −15% damage
✦Wailing Rend: Wraith #1's group −25% attack for 1 round!
3.Vampire Thrall VG OCC spd 4→Revenant VG BRU ×0.50 144 dmg(12→0 HP)DEAD+11 overflow−12 Revenant
Casualties This Round
Enemies Lost
Skeleton −13(0 remaining)
Revenant −12(0 remaining)
Wraith −10(0 remaining)
Total Blood Lost🩸 990
fights are very easy to win once you understand those things,it will only become little complicated once you start face Lich until then you are gucci
pro tip use always just 1 necromancer for bait(see round 1 your banshee survived)
use enough banshee to knock out all cultist or else get huge debuff in possibly all of your units(after you calculate if your banshee are enough for this,now banshee also must to be at least as much bonewings are that way your banshee will attack first and can knock out bonewings in round 2 also
Display MoreThis is not correct. Not to any "random" enemy. The special ability of Tier 6 unit is clearly written and explained.
Only reduces (fixed) 2 Speed for the enemy unit WHEN (and IF) from the round that this unit attacks our Tier 6.
The effect lasts for the affected units (all that attacked our Tier 6 - Again, IF THERE) until the end of the battle.
I’m just wondering why the Super Game Operator is taking part in this conversation instead of giving us real explanations of the mechanics. Do you take us for fools, dangling a carrot in front of us without saying what specific stick it is hanging from?
The longer I think about it, the more convinced I am that misleading players by giving them incomplete information about unit mechanics and the combat system as a whole was only meant to make them figure out how it actually works through trial and error.
There would be nothing wrong with that if it weren’t for the fact that this combat system has a very narrow margin for error and punishes even absurdly small mistakes in army composition mercilessly. Often, adding just one unit too many or one unit too few is enough for the entire front to collapse and for attack targets to change, ruining everything the player had spent an hour planning out on a piece of paper.
This results in a full wipe, and players, thinking they are calculating everything correctly based on what you wrote on the forum in the FAQ and Detailed FAQ, get a nasty surprise when they lose an entire army they had spent the whole day building.
Why? Because they were either off by a single unit or misinterpreted your vaguely defined rules.
Fortunately, I’m past that now. It’s enough for me that I have 98% accuracy, and at this point I’m not even sure whether I would want to know the exact 1:1 model from the game anymore.
becouse he dont know neither how every mechanic works yet
Display MoreDisplay MoreDisplay MoreDisplay MoreIt's the work of the usual amateur research with practical testing (hypothesis and imagination, battle outcome, try to explain and match up displayed units loss). It started with a classic pen and paper, then with coding as battles became more complex and to try out ideas faster.
Q&A about unit abilities were posted here:
Path to Ancestry - Q&A
But I noticed several discrepancies between Q&A answers and the actual game mechanism.
- In my opinion, the wraiths damage multiplier is wrongly explained, in their given example the damage percent is exaggerated. And it also isn't mentioned anywhere that wraiths ingore unit typing, only T2 units resist them with 50% resistance). I noticed this in battles with active wraiths and T6 units where reported T6 unit losses were lower than expected and it matched this theory of mine.
- I've come across situations where calculated damage appeared to be rounded normally and not rounded up. The most obvious example was in battles with active revenant's debuff and 21 T4 units attacking 21 bonewings. 21 bonewings have 63 hp and T4 units deal 21 * 7 * 0.50 * 0.85 = 62,475 damage. If it was rounded up, it would equal 63 damage and would eliminate bonewings. But nope, 1 bonewing survived (theoretically speaking, the damage was rounded down to 62 hp and 1 bonewing survived with 1 hp) and dealt 6 * 1.50 (type advantage) * 0.75 (T4 unit debuff) = 6.75 => 7 damage to T4 units and eliminated 1 of my T4 units with 4 hp.
- I suspect the T6 unit ability might also work in a slightly different way than explained in this Q&A.
Unit abilities in english were posted here:
Help Needed: Path of Ancestry Troop Stats (Tiers 3–8)
And I also slowly unlocked these units on my own.
However, I still get unexplained mishaps here and there (mismatch between my calculations and actual outcomes). And I will never be sure if it's a mistake on my side or a game bug until I get to see the actual battle reports.
As for T6 and T8 units: this is still all wrapped in theories.
- T6: The "official" explanation is that only enemy units attacking T6 units are slowed down. But I also suspect that for each round the T6 unit is alive, one randomly chosen rear enemy unit is being slowed down. Afterall, rear enemy units could count as "attacking units" that are mentioned in T6 unit ability description.
-T8: Should be self-explanatory. If T8 unit eliminates one enemy defending unit group, the excess damage transfers over to the next enemy defending unit group. Let's say we pit one T8 unit against 5 zombies (35 hp) and 2 skeletons (8 hp). When T8 unit attacks zombies and has type advantage (monster T8 vs brute zombies), it deals 30 * 1.50 = 45 damage to zombies and eliminates them. 10 excess damage would be transferred to the skeletons which also eliminates them.
But I've only just unlocked this last T8 unit and have yet to do tests with it.
Very, very nice! I tested your code and it's perfect. Step by step. Congrats again!!
i have tested t6 behavior i and i found out that only the unit who attacks the t6 will get slow down,i made many battles to learn some units behavior and t6 was on of them,also my simulator i made who gives battle report based on what i have provided it had confirm many 100% outcomes and t6 behavior was only as i said,the only unit i can expain you 100% is the t8 though
I made more than 20 attempts. The unit attacking T6 does not slow down. The T6 slows down a random unit in every battle. For this reason, when you use the T6, a chain of possibilities occurs. If you are sure of your calculations, I will assign you 3 T6 troop formations. Tell me the results, how much can you do the math?
here i found on old report of mine 100 true results this is what happend
you can see that my bats dont attack the the spiderlings
and if thing was random like you said my 2 remainig t6 would had to hit the wraiths instead and that woudnt be enough,then on round 4 which was only 1 turn i would have different results on round 4 wraiths would have killed my 2 remaining t6 possibly
Round 3
7 turns
1.Spiderling RG MSTR spd 4→Gargoyle VG MSTR 10 dmg(12→2 HP)
✦Dread Aura: Spiderling Speed 6 → 4 (permanent)
2.Bat Swarm RG BRU spd 5→Lich RG OCC×1.50 612 dmg(25→0 HP)DEAD−6 Lich
3.Banshee RG MSTR spd 4→Wraith RG OCC×0.50 4 dmg(2→0 HP)DEAD−2 Wraith
✦Wailing Rend: Wraith's group −25% attack for 1 round
4.Wraith RG OCC spd 4→Gargoyle VG MSTR 79 dmg(2→0 HP)DEAD−7 Gargoyle
5.Bonewing RG OCCspd 4→Banshee RG MSTR×1.50 81 dmg(2→0 HP)DEAD−4 Banshee
6.Vampire Thrall VG OCC spd 4→Wraith RG OCC 444 dmg(2→0 HP)DEAD−12 Wraith
7.Gargoyle VG MSTR spd 3→Spiderling RG MSTR 24 dmg(1→0 HP)DEAD−10 Spiderling
Casualties This Round
Allies Lost
Gargoyle −7(2 remaining)
Banshee −1(0 remaining)
Enemies Lost
Wraith −12(0 remaining)
Lich −6(0 remaining)
Spiderling−10(0 remaining)
Display MoreDisplay MoreDisplay MoreDisplay MoreIt's the work of the usual amateur research with practical testing (hypothesis and imagination, battle outcome, try to explain and match up displayed units loss). It started with a classic pen and paper, then with coding as battles became more complex and to try out ideas faster.
Q&A about unit abilities were posted here:
Path to Ancestry - Q&A
But I noticed several discrepancies between Q&A answers and the actual game mechanism.
- In my opinion, the wraiths damage multiplier is wrongly explained, in their given example the damage percent is exaggerated. And it also isn't mentioned anywhere that wraiths ingore unit typing, only T2 units resist them with 50% resistance). I noticed this in battles with active wraiths and T6 units where reported T6 unit losses were lower than expected and it matched this theory of mine.
- I've come across situations where calculated damage appeared to be rounded normally and not rounded up. The most obvious example was in battles with active revenant's debuff and 21 T4 units attacking 21 bonewings. 21 bonewings have 63 hp and T4 units deal 21 * 7 * 0.50 * 0.85 = 62,475 damage. If it was rounded up, it would equal 63 damage and would eliminate bonewings. But nope, 1 bonewing survived (theoretically speaking, the damage was rounded down to 62 hp and 1 bonewing survived with 1 hp) and dealt 6 * 1.50 (type advantage) * 0.75 (T4 unit debuff) = 6.75 => 7 damage to T4 units and eliminated 1 of my T4 units with 4 hp.
- I suspect the T6 unit ability might also work in a slightly different way than explained in this Q&A.
Unit abilities in english were posted here:
Help Needed: Path of Ancestry Troop Stats (Tiers 3–8)
And I also slowly unlocked these units on my own.
However, I still get unexplained mishaps here and there (mismatch between my calculations and actual outcomes). And I will never be sure if it's a mistake on my side or a game bug until I get to see the actual battle reports.
As for T6 and T8 units: this is still all wrapped in theories.
- T6: The "official" explanation is that only enemy units attacking T6 units are slowed down. But I also suspect that for each round the T6 unit is alive, one randomly chosen rear enemy unit is being slowed down. Afterall, rear enemy units could count as "attacking units" that are mentioned in T6 unit ability description.
-T8: Should be self-explanatory. If T8 unit eliminates one enemy defending unit group, the excess damage transfers over to the next enemy defending unit group. Let's say we pit one T8 unit against 5 zombies (35 hp) and 2 skeletons (8 hp). When T8 unit attacks zombies and has type advantage (monster T8 vs brute zombies), it deals 30 * 1.50 = 45 damage to zombies and eliminates them. 10 excess damage would be transferred to the skeletons which also eliminates them.
But I've only just unlocked this last T8 unit and have yet to do tests with it.
Very, very nice! I tested your code and it's perfect. Step by step. Congrats again!!
i have tested t6 behavior i and i found out that only the unit who attacks the t6 will get slow down,i made many battles to learn some units behavior and t6 was on of them,also my simulator i made who gives battle report based on what i have provided it had confirm many 100% outcomes and t6 behavior was only as i said,the only unit i can expain you 100% is the t8 though
I made more than 20 attempts. The unit attacking T6 does not slow down. The T6 slows down a random unit in every battle. For this reason, when you use the T6, a chain of possibilities occurs. If you are sure of your calculations, I will assign you 3 T6 troop formations. Tell me the results, how much can you do the math?
send me private what formation and i will try them and tell you what i think,you maybe right i come as friend
the only time i get different results is becouse of t3 units there's something at me missing that sometimes for no reason the last 2-3 of them die for no reason
i did the math 10 times on past on all units,now the math is done by my application
in order for this to work you must already know the true in game results for the formation that you send me or else i cant be sure
Display MoreDisplay MoreIt's the work of the usual amateur research with practical testing (hypothesis and imagination, battle outcome, try to explain and match up displayed units loss). It started with a classic pen and paper, then with coding as battles became more complex and to try out ideas faster.
Q&A about unit abilities were posted here:
Path to Ancestry - Q&A
But I noticed several discrepancies between Q&A answers and the actual game mechanism.
- In my opinion, the wraiths damage multiplier is wrongly explained, in their given example the damage percent is exaggerated. And it also isn't mentioned anywhere that wraiths ingore unit typing, only T2 units resist them with 50% resistance). I noticed this in battles with active wraiths and T6 units where reported T6 unit losses were lower than expected and it matched this theory of mine.
- I've come across situations where calculated damage appeared to be rounded normally and not rounded up. The most obvious example was in battles with active revenant's debuff and 21 T4 units attacking 21 bonewings. 21 bonewings have 63 hp and T4 units deal 21 * 7 * 0.50 * 0.85 = 62,475 damage. If it was rounded up, it would equal 63 damage and would eliminate bonewings. But nope, 1 bonewing survived (theoretically speaking, the damage was rounded down to 62 hp and 1 bonewing survived with 1 hp) and dealt 6 * 1.50 (type advantage) * 0.75 (T4 unit debuff) = 6.75 => 7 damage to T4 units and eliminated 1 of my T4 units with 4 hp.
- I suspect the T6 unit ability might also work in a slightly different way than explained in this Q&A.
Unit abilities in english were posted here:
Help Needed: Path of Ancestry Troop Stats (Tiers 3–8)
And I also slowly unlocked these units on my own.
However, I still get unexplained mishaps here and there (mismatch between my calculations and actual outcomes). And I will never be sure if it's a mistake on my side or a game bug until I get to see the actual battle reports.
As for T6 and T8 units: this is still all wrapped in theories.
- T6: The "official" explanation is that only enemy units attacking T6 units are slowed down. But I also suspect that for each round the T6 unit is alive, one randomly chosen rear enemy unit is being slowed down. Afterall, rear enemy units could count as "attacking units" that are mentioned in T6 unit ability description.
-T8: Should be self-explanatory. If T8 unit eliminates one enemy defending unit group, the excess damage transfers over to the next enemy defending unit group. Let's say we pit one T8 unit against 5 zombies (35 hp) and 2 skeletons (8 hp). When T8 unit attacks zombies and has type advantage (monster T8 vs brute zombies), it deals 30 * 1.50 = 45 damage to zombies and eliminates them. 10 excess damage would be transferred to the skeletons which also eliminates them.
But I've only just unlocked this last T8 unit and have yet to do tests with it.
Very, very nice! I tested your code and it's perfect. Step by step. Congrats again!!
i have tested t6 behavior i and i found out that only the unit who attacks the t6 will get slow down,i made many battles to learn some units behavior and t6 was on of them,also my simulator i made who gives battle report based on what i have provided it had confirm many 100% outcomes and t6 behavior was only as i said,the only unit i can expain you 100% is the t8 though
Αναφορά μάχης Tue, 14.04.2026 - 10:55:09
Constantine vs. SAKATIS
Νικητής: Constantine
Τέλος μάχης: Οι επιτιθέμενοι προκάλεσαν μεγαλύτερη ζημιά (123980 : 92753)!
Constantine κέρδισε: 24.796.970 Χρυσός + 16.815 Μπόνους χρυσού
Not only do we not have merchants update , we also lost the best discount event
And the races event, erased from the memory
races event replaced with moon blessing i think which is better
Did they completely remove the moon event with -35% HS discount on items/potions?
ye its been so long since i saw that event last time
μπραβο στην Gameforge για τους καινουργιους νεκρους σερβερ που θα ανοιξουν.. αυτο χρειαζομασταν σαν παικτες
επιτελους τοσες μερες δεν μπορουσα να κοιμηθω απο τη στεναχωρια που δεν εβλεπα νεους σερβερ, πολυ σωστη κοινηση της εταιρειας χαχα
Pls help. I'm stuck on L78...7 times...i tried all combinations.
t1 53-t2 68-t3 61-t4 10-t5-t6 8
expected looses
t1 18- t2 68- t3 0- t4 10- t5 1- t6 4
i am not always 100% correct about the preddictiopn looses but most times i am keep in mind
t1 50/ t2 89/ t3 42/ t4 16/ t5 1/ t6 9/t7 1
expected looses,may slightly be different but not big deal
t1 13 dead/ t2 89 dead/ t3 0 dead/ t4 0 dead/ t5 1 dead/ t6 0 dead/ t7 1 dead
Total Blood Lost 1615
3 peopple means dead server what u talking about either 3 or 0 to me is the same
I know, I know... but look on the bright side. You share a server with two friends. Pretty exclusive move from GameForge, huh?
I have to share mine with 30 enemies
dude i am very antagonistic in every game i play,its my play style i always prefer many enemies
i can back 1 month ago while i was first before 1 year and i saw the new update and being 2 second place by -1100 levels, now i am second -180 levels
all ty to update ofcourse XD but i know if i play one more month he will stop again ![]()
this will help you learn who is going to attack first and who gets targeted etc(i saw everyone dont know turns orders so thats the most important this guide will provide you) i am pretty sure this enough for anyone who wants to learn and succes
please check the internation forum guide and tutorial for the 100% accurate report (special thanks to Bob for helping me make this report 100% accurate for you guys) you can see the better version in internation language for(guide and tutorial)
Occ=occult
BRU=brutal
MSTR=monstrosity
RG=rearguard
VG=vanguard
▲ Vanguard
Skeleton BRU0/12 survived
12
Zombie BRU0/24 survived
24
Bloated Corpse MSTR0/7 survived
7
Revenant BRU0/6 survived
6
Bone Giant MSTR0/8 survived
8
▼ Rearguard
Undead Cultist OCC0/21 survived
21
Bonewing OCC0/9 survived
9
Wraith OCC0/12 survived
12
Broodmother MSTR0/6 survived
6
Lich OCC0/6 survived
6
▲ Vanguard
Ghoul BRU 0/78 survived
78
Vampire Thrall OCC 74/76 survived
76
Gargoyle MSTR 0/9 survived
9
▼ Rearguard
Bat Swarm BRU 38/51 survived
51
Banshee MSTR 0/8 survived
8
Blood Witch OCC 0/2 survived
2
Necromancer OCC 0/1 survived
1
Total Blood Lost🩸 2525
Round 1
12 turns
1.Bat Swarm RG BRU spd 5→Bone Giant VG MSTR×0.53 217 dmg(25→0 HP)DEAD−8 Bone Giant
✦Revenant Aura: −15% damage
✦Quick Strike: +25% (round 1)
✦Bone Giant: +5% enrage stack
2.Banshee RG MSTR spd 4→Undead Cultist RG OCC×0.42 24 dmg(1→0 HP)DEAD−21 Undead Cultist
✦Revenant Aura: −15% damage
✦Wailing Rend: Undead Cultist's group −25% attack for 1 round!
3.Wraith RG OCC spd 4→Ghoul VG BRU×1.75 147 dmg(5→0 HP)DEAD−29 Ghoul
✦Undying Resilience: −50% damage
✦Wraith Outnumbered: ×3.50 (66 excess, 5 multiples of 12, +50% each)
4.Bonewing RG OCCspd 4→Necromancer RG OCC 54 dmg(5→0 HP)DEAD−1 Necromancer
5.Vampire Thrall VG OCC spd 4→Bloated Corpse VG MSTR×2.00 910 dmg(10→0 HP)DEAD−7 Bloated Corpse
✦Killer Instinct: +33% (target Spd 1 < 3)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group (1 killed)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group (1 killed)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
6.Revenant VG BRU spd 4→Ghoul VG BRU×0.50 24 dmg(3→0 HP)DEAD−5 Ghoul
✦Undying Resilience: −50% damage
7.Lich RG OCC spd 3→Ghoul VG BRU×0.50 120 dmg(4→0 HP)DEAD−24 Ghoul
✦Undying Resilience: −50% damage
✦Lich Splash: 12 dmg → Blood Witch ×1 killed (6× lich, base 12, ×1.0 type)
8.Blood Witch RG OCC spd 3→Zombie VG BRU×0.42 6 dmg(7→1 HP)
✦Revenant Aura: −15% damage
9.Skeleton VG BRU spd 3→Ghoul VG BRU×0.50 18 dmg(4→0 HP)DEAD−3 Ghoul
✦Undying Resilience: −50% damage
10.Gargoyle VG MSTR spd 3→Zombie VG BRU×1.50 162 dmg(1→0 HP)DEAD−24 Zombie
✦Zombie Resurrection: 24 Zombies revived with 1 HP!
11.Broodmother RG MSTR spd 2→Ghoul VG BRU×0.50 27 dmg(1→0 HP)DEAD−6 Ghoul
✦Undying Resilience: −50% damage
12.Ghoul VG BRU spd 2→Zombie VG BRU 33 dmg(1→0 HP)DEAD−24 Zombie
Casualties This Round
Allies Lost
Ghoul−67(11 remaining)
Vampire Thrall −2(74 remaining)
Blood Witch −1(1 remaining)
Necromancer−1(0 remaining)
Enemies Lost
Zombie −24(0 remaining)
Bloated Corpse −7(0 remaining)
Bone Giant −8(0 remaining)
Undead Cultist −21(0 remaining)
Round 2
8 turns
1.Spiderling RG MSTR spd 6→Ghoul VG BRU×0.50 5 dmg(4→0 HP)DEAD−1 Ghoul
✦Undying Resilience: −50% damage
2.Bat Swarm RG BRU spd 5→Skeleton VG BRU×0.85 347 dmg(4→0 HP)DEAD−12 Skeleton
✦Revenant Aura: −15% damage
3.Wraith RG OCC spd 4→Ghoul VG BRU×0.50 42 dmg(4→0 HP)DEAD−8 Ghoul
✦Undying Resilience: −50% damage
4.Bonewing RG OCC spd 4→Blood Witch RG OCC 54 dmg(4→0 HP)DEAD−1 Blood Witch
5.Banshee RG MSTR spd 4→Broodmother RG MSTR×0.85 48 dmg(18→0 HP)DEAD−2 Broodmother
✦Revenant Aura: −15% damage
6.Vampire Thrall VG OCC spd 4→Revenant VG BRU×0.50 222 dmg(12→0 HP)DEAD−6 Revenant
7.Lich RG OCC spd 3→Ghoul VG BRU×0.50 120 dmg(2→0 HP)DEAD−2 Ghoul
✦Undying Resilience: −50% damage
✦Lich Splash: 18 dmg → Banshee ×4 killed (6× lich, base 12, ×1.5 type)
8.Gargoyle VG MSTR spd 3→Broodmother RG MSTR 108 dmg(6→0 HP)DEAD−4 Broodmother
Casualties This Round
Allies Lost
Ghoul −11(0 remaining)
Banshee −4(4 remaining)
Blood Witch −1(0 remaining)
Enemies Lost
Skeleton −12(0 remaining)
Revenant −6(0 remaining)
Broodmother −6(0 remaining)
Round 3
5 turns
1.Spiderling RG MSTR spd 6→Gargoyle VG MSTR 10 dmg(12→2 HP)
✦Dread Aura: Spiderling Speed 6 → 4 (permanent)
2.Bat Swarm RG BRU spd 5→Lich RG OCC×1.50 612 dmg(25→0 HP)DEAD−6 Lich
3.Wraith RG OCC spd 4→Gargoyle VG MSTR×1.50 126 dmg(2→0 HP)DEAD−9 Gargoyle
4.Bonewing RG OCCspd 4→Banshee RG MSTR×1.50 81 dmg(2→0 HP)DEAD−4 Banshee
5.Vampire Thrall VG OCC spd 4→Wraith RG OCC 444 dmg(2→0 HP)DEAD−12 Wraith
Casualties This Round
Allies Lost
Gargoyle −9(0 remaining)
Banshee −4(0 remaining)
Enemies Lost
Wraith −12(0 remaining)
Lich −6(0 remaining)
Round 4
3 turns
1.Bat Swarm RG BRU spd 5→Spiderling RG MSTR×0.50 204 dmg(1→0 HP)DEAD−10 Spiderling
2.Bonewing RG OCC spd 4→Bat Swarm RG BRU×0.50 27 dmg(2→0 HP)DEAD−13 Bat Swarm
3.Vampire Thrall VG OCC spd 4→Bonewing RG OCC 444 dmg(3→0 HP)DEAD−9 Bonewing
Casualties This Round
Allies Lost
Bat Swarm −13(38 remaining)
Enemies Lost
Bonewing −9(0 remaining)
Spiderling−10(0 remaining)
same have happened to my we are 3 people on my server
How can you say it's the same when there's a 200% increase compared to Dirux's server? Being alone on a lonely island is worlds apart from having three people there.
3 peopple means dead server what u talking about either 3 or 0 to me is the same
this will help you learn who is going to attack first and who gets targeted etc(i saw everyone dont know turns orders so thats the most important this guide will provide you)
special thanks to Bob for helping me complete this guide
Occ=occult
BRU=brutal
MSTR=monstrosity
RG=rearguard
VG=vanguard
▲ Vanguard
Skeleton BRU0/12 survived
12
Zombie BRU0/24 survived
24
Bloated Corpse MSTR0/7 survived
7
Revenant BRU0/6 survived
6
Bone Giant MSTR0/8 survived
8
▼ Rearguard
Undead Cultist OCC0/21 survived
21
Bonewing OCC0/9 survived
9
Wraith OCC0/12 survived
12
Broodmother MSTR0/6 survived
6
Lich OCC0/6 survived
6
▲ Vanguard
Ghoul BRU 0/78 survived
78
Vampire Thrall OCC 74/76 survived
76
Gargoyle MSTR 2/9 survived
9
▼ Rearguard
Bat Swarm BRU 51/51 survived
51
Banshee MSTR 0/8 survived
8
Blood Witch OCC 0/2 survived
2
Necromancer OCC 0/1 survived
1
Total Blood Lost🩸 2245
Round 1
12 turns
1.Bat Swarm RG BRU spd 5→Bone Giant VG MSTR×0.53 217 dmg(25→0 HP)DEAD−8 Bone Giant
✦Revenant Aura: −15% damage
✦Quick Strike: +25% (round 1)
✦Bone Giant: +5% enrage stack
2.Banshee RG MSTR spd 4→Undead Cultist RG OCC×0.42 24 dmg(1→0 HP)DEAD−21 Undead Cultist
✦Revenant Aura: −15% damage
✦Wailing Rend: Undead Cultist's group −25% attack for 1 round!
3.Bonewing RG OCC spd 4→Necromancer RG OCC 54 dmg(5→0 HP)DEAD−1 Necromancer
4.Wraith RG OCC spd 4→Ghoul VG BRU×1.75 147 dmg(5→0 HP)DEAD−29 Ghoul
✦Undying Resilience: −50% damage
✦Wraith Outnumbered: ×3.50 (66 excess, 5 multiples of 12, +50% each)
5.Vampire Thrall VG OCC spd 4→Bloated Corpse VG MSTR×2.00 910 dmg(10→0 HP)DEAD−7 Bloated Corpse
✦Killer Instinct: +33% (target Spd 1 < 3)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group (1 killed)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group (1 killed)
✦Bloated Corpse Thorns: 2 dmg → Vampire Thrall #1 group
6.Revenant VG BRU spd 4→Ghoul VG BRU×0.50 24 dmg(3→0 HP)DEAD−5 Ghoul
✦Undying Resilience: −50% damage
7.Blood Witch RG OCC spd 3→Zombie VG BRU×0.42 6 dmg(7→1 HP)
✦Revenant Aura: −15% damage
8.Lich RG OCC spd 3→Ghoul VG BRU×0.50 120 dmg(4→0 HP)DEAD−24 Ghoul
✦Undying Resilience: −50% damage
✦Lich Splash: 12 dmg → Blood Witch ×1 killed
9.Gargoyle VG MSTR spd 3→Zombie VG BRU×1.50 162 dmg(1→0 HP)DEAD−24 Zombie
✦Zombie Resurrection: 24 Zombies revived with 1 HP!
10.Skeleton VG BRU spd 3→Ghoul VG BRU×0.50 18 dmg(4→0 HP)DEAD−3 Ghoul
✦Undying Resilience: −50% damage
11.Broodmother RG MSTR spd 2→Ghoul VG BRU×0.50 27 dmg(1→0 HP)DEAD−6 Ghoul
✦Undying Resilience: −50% damage
12.Ghoul VG BRU spd 2→Zombie VG BRU 33 dmg(1→0 HP)DEAD−24 Zombie
Casualties This Round
Allies Lost
Ghoul−67(11 remaining)
Vampire Thrall −2(74 remaining)
Blood Witch −1(1 remaining)
Necromancer−1(0 remaining)
Enemies Lost
Zombie −24(0 remaining)
Bloated Corpse −7(0 remaining)
Bone Giant −8(0 remaining)
Undead Cultist −21(0 remaining)
Round 2
8 turns
1.Spiderling RG MSTR spd 6→Ghoul VG BRU×0.50 5 dmg(4→0 HP)DEAD−1 Ghoul
✦Undying Resilience: −50% damage
2.Bat Swarm RG BRU spd 5→Skeleton VG BRU×0.85 347 dmg(4→0 HP)DEAD−12 Skeleton
✦Revenant Aura: −15% damage
3.Banshee RG MSTR spd 4→Broodmother RG MSTR×0.85 48 dmg(18→0 HP)DEAD−2 Broodmother
✦Revenant Aura: −15% damage
4.Wraith RG OCC spd 4→Ghoul VG BRU×0.50 42 dmg(4→0 HP)DEAD−8 Ghoul
✦Undying Resilience: −50% damage
5.Bonewing RG OCC spd 4→Blood Witch RG OCC 54 dmg(4→0 HP)DEAD−1 Blood Witch
6.Vampire Thrall VG OCC spd 4→Revenant VG BRU×0.50 222 dmg(12→0 HP)DEAD−6 Revenant
7.Lich RG OCC spd 3→Ghoul VG BRU×0.50 120 dmg(2→0 HP)DEAD−2 Ghoul
✦Undying Resilience: −50% damage
✦Lich Splash: 30 dmg → Banshee ×7 killed
8.Gargoyle VG MSTR spd 3→Broodmother RG MSTR 108 dmg(6→0 HP)DEAD−4 Broodmother
Casualties This Round
Allies Lost
Ghoul −11(0 remaining)
Banshee −7(1 remaining)
Blood Witch −1(0 remaining)
Enemies Lost
Skeleton −12(0 remaining)
Revenant −6(0 remaining)
Broodmother −6(0 remaining)
Round 3
7 turns
1.Spiderling RG MSTR spd 4→Gargoyle VG MSTR 10 dmg(12→2 HP)
✦Dread Aura: Spiderling Speed 6 → 4 (permanent)
2.Bat Swarm RG BRU spd 5→Lich RG OCC×1.50 612 dmg(25→0 HP)DEAD−6 Lich
3.Banshee RG MSTR spd 4→Wraith RG OCC×0.50 4 dmg(2→0 HP)DEAD−2 Wraith
✦Wailing Rend: Wraith's group −25% attack for 1 round
4.Wraith RG OCC spd 4→Gargoyle VG MSTR 79 dmg(2→0 HP)DEAD−7 Gargoyle
5.Bonewing RG OCCspd 4→Banshee RG MSTR×1.50 81 dmg(2→0 HP)DEAD−4 Banshee
6.Vampire Thrall VG OCC spd 4→Wraith RG OCC 444 dmg(2→0 HP)DEAD−12 Wraith
7.Gargoyle VG MSTR spd 3→Spiderling RG MSTR 24 dmg(1→0 HP)DEAD−10 Spiderling
Casualties This Round
Allies Lost
Gargoyle −7(2 remaining)
Banshee −1(0 remaining)
Enemies Lost
Wraith −12(0 remaining)
Lich −6(0 remaining)
Spiderling−10(0 remaining)
Round 4
1 turn
1.Bat Swarm RG BRU spd 5→Bonewing RG OCC×1.50 612 dmg(3→0 HP)DEAD−9 Bonewing
Casualties This Round
Enemies Lost
Bonewing −9(0 remaining)
Display MoreDisplay Morethey dont care, if they did there would be already a payed option to change server
They don't care because they're useless; it's very easy to add an option, even a paid one, to change servers.
It's truly sad to invest so much time, effort, and money in a server only to find yourself more alone than anyone else.
same have happened to my we are 3 people on my server
they dont care, if they did there would be already a payed option to change server
Display MoreDisplay MoreDisplay MoreDisplay MoreDisplay MoreWhat I'm telling you is that there is no point in using artificial intelligence to try to figure out a formation if you don't even understand how battles are carried out... You may have better results with a random number generator than AI.
You have to put work in understanding how the battles work and for that you have the linked resources. Once you understand how battles work, you can take a formation and figure out if it wins or loses and by how much then you try it out and if the result is not what you got, you try to see where you calculated incorrectly and if you don't understand where you went wrong, those would be the sort of questions i would expect. Show your work and people can point out the mistakes in your thought process.
You're too focused on getting the formation, but that you can only do after you understand battles. To understand battles you have to write things down and do the math which i have not seen you attempt so far or you didn't ask any questions about that, but here's an opportunity:
Show me how you would calculate the result of the following battle:
46,31,25,9
vs
skeleton:19
zombie:28
undead cultist:30
bonewing:15
bloated corpse:15
wraith:2
It looks like you’ve figured it out. Would it be possible to explain the algorithm step by step?
Actually, a YouTube video would be even better. It is quite difficult both to explain and to understand it fully in writing.
Also, there is no explanation available in my native language, so I have been trying to follow everything through translations.
For example, can you explain the result of the war you wrote step by step?
So you're asking me to go through additional effort to both overcome the language barrier and to record, edit and upload a youtube video so you have everything on a silver platter without putting in any effort? Sure, I'll do that and include the tools i made for myself for 1500 Euro paid upfront (equivalent of 1 euro per hour I've spent on understanding this feature in as much depth as i can) and you'll be able to do exactly what i do.
Or you could read what people literally told you already and that would be free. What you're asking was literally done already and i linked it to you again 2 messages before, but i guess you didn't bother to read it even after that ¯\_(ツ)_/¯
Not going through the minimum effort of reading the answers that were already given to me looks like a sign of disrespect to the people trying to help you out. Not trying to do the exercise for yourself or at least asking specific questions about it when you get really stuck looks to me like a sign of laziness.
Unless I start seeing some effort from your part by seeing you attempt to write the events that would happen round by round (or unless you pay me) I have no reason to help you.
i agree with bob,that’s the reason i haven’t shared the simulator yet here because nobody is willing to spend some time to study the mechanics while I was in front of a computer 3 days calculating to death stuff while doing that every problem i found i reached for asking people for their knowledge, I won’t lie that bob is master here and he helped me understand how to start
Unfortunately, I simply do not have the time to spend days or hours trying to figure this out.
I work 10 hours a day, and another 2 hours are spent commuting. By the time I get home in the evening, my 3-year-old child is waiting for me. I spend some time with my child, put them to bed, and only then do I have 1 or 2 hours left for myself. Even during that short time, I still need to take care of basic things like eating and showering.
I really wish I had the time to sit down with pen and paper and analyze everything properly. The most I can do is upload my battle results, the battle results shared on the forum, and the available forum data to 3 different AI models and ask them to analyze it for me. So far, even that has not led to any success.
Still, it is okay. Sooner or later, someone will figure out the algorithm and share it with everyone. Until then, all I can do is wait.
above some1 already shared how a report looks like,theres nothing else to share dude what algorithm you talking about,the battle report is above there it is the alhorithm you want
Display MoreDisplay MoreDisplay MoreWhat I'm telling you is that there is no point in using artificial intelligence to try to figure out a formation if you don't even understand how battles are carried out... You may have better results with a random number generator than AI.
You have to put work in understanding how the battles work and for that you have the linked resources. Once you understand how battles work, you can take a formation and figure out if it wins or loses and by how much then you try it out and if the result is not what you got, you try to see where you calculated incorrectly and if you don't understand where you went wrong, those would be the sort of questions i would expect. Show your work and people can point out the mistakes in your thought process.
You're too focused on getting the formation, but that you can only do after you understand battles. To understand battles you have to write things down and do the math which i have not seen you attempt so far or you didn't ask any questions about that, but here's an opportunity:
Show me how you would calculate the result of the following battle:
46,31,25,9
vs
skeleton:19
zombie:28
undead cultist:30
bonewing:15
bloated corpse:15
wraith:2
It looks like you’ve figured it out. Would it be possible to explain the algorithm step by step?
Actually, a YouTube video would be even better. It is quite difficult both to explain and to understand it fully in writing.
Also, there is no explanation available in my native language, so I have been trying to follow everything through translations.
For example, can you explain the result of the war you wrote step by step?
So you're asking me to go through additional effort to both overcome the language barrier and to record, edit and upload a youtube video so you have everything on a silver platter without putting in any effort? Sure, I'll do that and include the tools i made for myself for 1500 Euro paid upfront (equivalent of 1 euro per hour I've spent on understanding this feature in as much depth as i can) and you'll be able to do exactly what i do.
Or you could read what people literally told you already and that would be free. What you're asking was literally done already and i linked it to you again 2 messages before, but i guess you didn't bother to read it even after that ¯\_(ツ)_/¯
Not going through the minimum effort of reading the answers that were already given to me looks like a sign of disrespect to the people trying to help you out. Not trying to do the exercise for yourself or at least asking specific questions about it when you get really stuck looks to me like a sign of laziness.
Unless I start seeing some effort from your part by seeing you attempt to write the events that would happen round by round (or unless you pay me) I have no reason to help you.
i agree with bob,that’s the reason i haven’t shared the simulator yet here because nobody is willing to spend some time to study the mechanics while I was in front of a computer 3 days calculating to death stuff while doing that every problem i found i reached for asking people for their knowledge, I won’t lie that bob is master here and he helped me understand how to start