Bug used to Break in and steal village

The worst monsters in the Hearthlands warp the fabric of space and time..

Re: Bug used to Break in and steal village

Postby DatOneGuy » Mon Oct 11, 2010 8:12 pm

Potjeh wrote:No, you could theoretically cross any distance with this. It's just the matter of how many construction signs you're willing to place.

The amount of time it takes to place a decent amount makes it worse than a ram at a point.
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I'm well aware of how long it takes and it being possible, that's just part of all the signs placed there, however their village claim could have been out another 20, hell 40 tiles, could you imagine how many signs it takes at that point? If you extend your claim over 100 tiles, then?
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Re: Bug used to Break in and steal village

Postby Potjeh » Mon Oct 11, 2010 8:15 pm

Putting down construction signs seems like it would be easy to macro to an extent.
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Re: Bug used to Break in and steal village

Postby NaoWhut » Mon Oct 11, 2010 8:37 pm

Why waste time making a macro when
you can put down 2000 signs instead?
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Re: Bug used to Break in and steal village

Postby jorb » Tue Oct 12, 2010 3:12 am

:lol:
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Bug used to Break in and steal village

Postby Mqrius » Wed Oct 13, 2010 12:24 pm

DatOneGuy wrote:
Potjeh wrote:No, you could theoretically cross any distance with this. It's just the matter of how many construction signs you're willing to place.

The amount of time it takes to place a decent amount makes it worse than a ram at a point.
img

Am I wrong in thinking that you should have built the CR next to the water, so you would have to place less signposts?
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Re: Bug used to Break in and steal village

Postby NaoWhut » Wed Oct 13, 2010 10:11 pm

You also don't have to fill every tile
in every direction btw, just half of
that would work fine. A cone shaped
mass of signs is most efficient.
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Re: Bug used to Break in and steal village

Postby DatOneGuy » Wed Oct 13, 2010 10:12 pm

Mqrius wrote:
DatOneGuy wrote:
Potjeh wrote:No, you could theoretically cross any distance with this. It's just the matter of how many construction signs you're willing to place.

The amount of time it takes to place a decent amount makes it worse than a ram at a point.
img

Am I wrong in thinking that you should have built the CR next to the water, so you would have to place less signposts?

Nah,you can end up 'on the water' then have to walk to shore.
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Re: Bug used to Break in and steal village

Postby Mqrius » Thu Oct 14, 2010 1:19 am

NaoWhut wrote:You also don't have to fill every tile
in every direction btw, just half of
that would work fine. A cone shaped
mass of signs is most efficient.
Huh? How would that work? It always tries to place you to the west or something?

DatOneGuy wrote:Nah,you can end up 'on the water' then have to walk to shore.
Ah, right, fair enough.
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Re: Bug used to Break in and steal village

Postby barra » Thu Oct 14, 2010 2:56 am

Solution: A crossroad never considers a tile covered by a different village claim "valid" for arriving on.
Simpler solution: "There is no room by that crossroad" if 10x10 tiles around it are full.
Simplest solution: No collision like a hearthfire.

The fact that there's no "upper limit" on how far out the teleport will search for empty tiles seems like an obvious oversight.
loftar wrote:You do appear to need a good trolling.
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Re: Bug used to Break in and steal village

Postby DatOneGuy » Thu Oct 14, 2010 3:28 am

barra wrote:Solution: A crossroad never considers a tile covered by a different village claim "valid" for arriving on.
Simpler solution: "There is no room by that crossroad" if 10x10 tiles around it are full.
Simplest solution: No collision like a hearthfire.

The fact that there's no "upper limit" on how far out the teleport will search for empty tiles seems like an obvious oversight.

And all have their problems, search function.
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