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Feedback for update 1.336

It seems as though the inventory changes have brought back the issue where searching for something (like frags of something) amd making the thing from the frags, breaks further searches until the game is reloaded. Playing on Mac Chrome browser.

Replicated twice when getting 1000 frags of neo sentinel outpost selection kit frags. Just tried it on defense potion frags (I didn't purchase them, got them from event building rewards) and created the potion, and the search was not broken from that. So, atm, it's just when I got 1000 neo sent outpost frags and created the selection kit.
 
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This may be a long-existing situation, but why is city defense AI being "dumb" about how to use it's units? Why would the AI move the single "real" unit up to the front lines with 7 rogues available which leads to the "real" unit getting destroyed and the rogues easy to kill? I look at the replays of these battles and this most recent neighborhood grouping is the first I've seen of such poor unit management (which is why I'm posting this under the 1.336 update despite not seeing it mentioned). Can this be fixed at the programming level?

Or is there a better way to set up the city defense army to give at least a bit of a challenge to city attackers? Use more "real" units? Something else?

Note that this is using the single defensive unit that has attack and defense bonuses against the attacking unit/rogues (which are also 1/7. The defense units are also stronger in both att and def than the attacker -- but that doesn't matter once the single "real" unit is gone.
 
This may be a long-existing situation, but why is city defense AI being "dumb" about how to use it's units? Why would the AI move the single "real" unit up to the front lines with 7 rogues available which leads to the "real" unit getting destroyed and the rogues easy to kill? I look at the replays of these battles and this most recent neighborhood grouping is the first I've seen of such poor unit management (which is why I'm posting this under the 1.336 update despite not seeing it mentioned). Can this be fixed at the programming level?

Or is there a better way to set up the city defense army to give at least a bit of a challenge to city attackers? Use more "real" units? Something else?

Note that this is using the single defensive unit that has attack and defense bonuses against the attacking unit/rogues (which are also 1/7. The defense units are also stronger in both att and def than the attacker -- but that doesn't matter once the single "real" unit is gone.
Never put rogues in city defense , they will not fix it and it has been like this always. 1,248,194,303,432 requests like yours have already been asked.
 
Thank you, Sharmon. Hmmm, my defense seemed to do better in the past -- despite having so many rogues. Do you have any suggestions for the balance of units to use or does that depend on the unit type of the attacker? (they've been using light for this current round) I'm not trying to prevent it, just not make it so easy and defeat a couple of the attacking units. (timely collections prevent plundering if that was a goal)
 
Thank you, Sharmon. Hmmm, my defense seemed to do better in the past -- despite having so many rogues. Do you have any suggestions for the balance of units to use or does that depend on the unit type of the attacker? (they've been using light for this current round) I'm not trying to prevent it, just not make it so easy and defeat a couple of the attacking units. (timely collections prevent plundering if that was a goal)
What era? I haven't been attacked in over 2 years and my city is plunderproof with aid alls. 1780684363393.png
 
I'm using Progressive Era units. I"m going to try Tanks and Rapid Fire Cannons as they both have bonuses against Light units. (and the cannons have an extra defense bonus when more than 2 spaces away from opposing units)

Yes, not concerned about plundering, just trying to see if my CD can put up more of an auto-fight.
 
I'm using Progressive Era units. I"m going to try Tanks and Rapid Fire Cannons as they both have bonuses against Light units. (and the cannons have an extra defense bonus when more than 2 spaces away from opposing units)

Yes, not concerned about plundering, just trying to see if my CD can put up more of an auto-fight.
PE is the golden Era for fighting in FoE.
 
This may be a long-existing situation, but why is city defense AI being "dumb" about how to use it's units? Why would the AI move the single "real" unit up to the front lines with 7 rogues available which leads to the "real" unit getting destroyed and the rogues easy to kill? I look at the replays of these battles and this most recent neighborhood grouping is the first I've seen of such poor unit management (which is why I'm posting this under the 1.336 update despite not seeing it mentioned). Can this be fixed at the programming level?

Or is there a better way to set up the city defense army to give at least a bit of a challenge to city attackers? Use more "real" units? Something else?

Note that this is using the single defensive unit that has attack and defense bonuses against the attacking unit/rogues (which are also 1/7. The defense units are also stronger in both att and def than the attacker -- but that doesn't matter once the single "real" unit is gone.
You have to mildly tranquilize your "real" units. This will slow them down and not allow them to outpace your rogues. Especially if you use fast units as your "real" units.
 
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