All you want to know about bugjumping

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Re: All you want to know about bugjumping

Postby factnfiction101 » Thu May 16, 2013 1:36 pm

Since we're talking about bugs, raiding, and griefing I'd like to see Node Griefing to be fixed. I have no idea why nobody mentions this.
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Re: All you want to know about bugjumping

Postby NaoWhut » Thu May 16, 2013 2:48 pm

Fixed? what are you talking about?
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Re: All you want to know about bugjumping

Postby stickman » Fri May 17, 2013 1:47 am

can you explain about bug rams some more.

First question:
If I have two layers of walls 50 squares apart lets say. you bring the bug ram up to the first wall and break it. since the ram stopped does it need to wait 8 hours or can it begin moving again?

Second question if you have two claims that they need to pass in order to get to your wall will it stop them? or can they simply walk on your claim and then move the ram ontop of the tiles that they walked on so they don't get tripped up?

Also if you have suggestions on making it super hard to ram it would be appreciated.
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Re: All you want to know about bugjumping

Postby NaoWhut » Fri May 17, 2013 3:12 am

stickman wrote:can you explain about bug rams some more.

First question:
If I have two layers of walls 50 squares apart lets say. you bring the bug ram up to the first wall and break it. since the ram stopped does it need to wait 8 hours or can it begin moving again?

Second question if you have two claims that they need to pass in order to get to your wall will it stop them? or can they simply walk on your claim and then move the ram ontop of the tiles that they walked on so they don't get tripped up?

Also if you have suggestions on making it super hard to ram it would be appreciated.


use multiple bugrams, move the bugram around
the claim if there's more than one
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Re: All you want to know about bugjumping

Postby factnfiction101 » Fri May 17, 2013 2:00 pm

NaoWhut wrote:Fixed? what are you talking about?

I meant griefing nodes is a bug, that's the way I see it.

Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again. :lol:
Last edited by factnfiction101 on Fri May 17, 2013 2:06 pm, edited 1 time in total.
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Re: All you want to know about bugjumping

Postby Zachary09 » Fri May 17, 2013 2:04 pm

factnfiction101 wrote:
NaoWhut wrote:Fixed? what are you talking about?

I meant griefing nodes is a bug, that's the way I see it.

It's most likely a feature and it was intended to be so. Just like depleting a really good mineral water source IRL, it rarely "regenerates", maybe during a long period.
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Re: All you want to know about bugjumping

Postby Avulsio » Fri May 17, 2013 2:37 pm

factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.

Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again. :lol:

If it were fixed this way, you could still bugram like this:
1. First person right clicks ram to get the "Move" menu open.
2. Second person stand alongside the path of the ram, right clicks ram to get the "Move" menu open.
3. First person starts moving the ram.
4. The ram moves a bit and stops when it needs a repair.
5. First person stops with the ram, moves to a spot alongside the path of the ram, and reopens "Move" menu.
6. Second person chooses "Move" and walks to the ram to start moving it.
7. Use a third person to repair during movement.

You might only be able to move it a few pixels during each person's turn, but with enough glue, I think you could bugram.

I think a cleaner fix would be to convert the ram from a dynamic, movable object to a static, frozen object whenever it is repaired, but I am no programmer. :)
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Re: All you want to know about bugjumping

Postby fanit937 » Fri May 17, 2013 2:42 pm

Just fix flower menu and 80% of the bugs will be gone.
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Re: All you want to know about bugjumping

Postby factnfiction101 » Sat May 18, 2013 4:46 pm

Avulsio wrote:
factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.

Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again. :lol:

If it were fixed this way, you could still bugram like this:
1. First person right clicks ram to get the "Move" menu open.
2. Second person stand alongside the path of the ram, right clicks ram to get the "Move" menu open.
3. First person starts moving the ram.
4. The ram moves a bit and stops when it needs a repair.
5. First person stops with the ram, moves to a spot alongside the path of the ram, and reopens "Move" menu.
6. Second person chooses "Move" and walks to the ram to start moving it.
7. Use a third person to repair during movement.

You might only be able to move it a few pixels during each person's turn, but with enough glue, I think you could bugram.

I think a cleaner fix would be to convert the ram from a dynamic, movable object to a static, frozen object whenever it is repaired, but I am no programmer. :)

I'm a programmer :) and you have a good idea IMO
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Re: All you want to know about bugjumping

Postby Slaya15 » Sat May 18, 2013 11:10 pm

Avulsio wrote:
factnfiction101 wrote:I meant griefing nodes is a bug, that's the way I see it.

Sounds like to fix one of the bugram problems is to have players stop moving it when it becomes damaged. As soon as it needs to be repaired the ram will kick the person that's moving it off. So that person has to click move to move it again. :lol:

If it were fixed this way, you could still bugram like this:
1. First person right clicks ram to get the "Move" menu open.
2. Second person stand alongside the path of the ram, right clicks ram to get the "Move" menu open.
3. First person starts moving the ram.
4. The ram moves a bit and stops when it needs a repair.
5. First person stops with the ram, moves to a spot alongside the path of the ram, and reopens "Move" menu.
6. Second person chooses "Move" and walks to the ram to start moving it.
7. Use a third person to repair during movement.

You might only be able to move it a few pixels during each person's turn, but with enough glue, I think you could bugram.

I think a cleaner fix would be to convert the ram from a dynamic, movable object to a static, frozen object whenever it is repaired, but I am no programmer. :)


I don't think that would work. If you are like me when you pick apples off a tree, you start picking one and then right click the tree to queue picking the next apple. However, when the tree has run out of apples and you try to pick a 6th apple, you jump forward a pixel like you are gonna pick another apple, then nothing happens. If the rams were coded the same way picking apples is, that would fix bugrams via your suggestion.
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