[bug] War Idol does not increase spawns

On the Mine map, posession of the War Idol by either player does not appear to make any difference to the numbers of the spawning waves. The spawns of both sides are always identical, no matter who owns the Idol. (over many waves too, so its not just a wave spawning before the Idol is taken)

Map spawn settings:

Spawn rate: Normal

Grunt Strength: High

War Rank Speed: Normal

War Rank Start Level: 1 

2,029 views 12 replies
Reply #1 Top

i can varify this bug

Reply #2 Top

Does this perhaps get limited by a finite number of entities, as set in the game setup? I think four groups of hammerers and archers at once, plus Demigods, might reach the 50 unit limit pretty quickly, thus precluding an additional spawn. 50 might be too low for a game with a War Idol and 6 Gates (80 would be good for that). 

Reply #3 Top

seems to be about unit limitation...Increasing unit limit is definitely required. However perfomance balancing needs to be considered as well.

Reply #4 Top

Well this even happens with unit limit at max.

Reply #5 Top

Seems unlikely to be about the unit limit, seeing as this map only has one portal per side. I've had waves of troops coming from FOUR portals on the atlantis map, with each portal spitting out as many troops as the mine map's one portal.

Reply #6 Top


On the Mine map, posession of the War Idol by either player does not appear to make any difference to the numbers of the spawning waves. The spawns of both sides are always identical, no matter who owns the Idol. (over many waves too, so its not just a wave spawning before the Idol is taken)

Map spawn settings:

Spawn rate: Normal

Grunt Strength: High

War Rank Speed: Normal

War Rank Start Level: 1 

End of quote

 

You know, I didn't believe you for a second.  I figured someone would have caught this, so I decided to test it as scientifically as I could.  I started a game with adjustable game speed enabled, no ai, and put me on the good team.  I then captured the flag, ran to the back of my base, and set the game to +10.  I then grabbed observer totem and the teleport and watched as wave after wave had the same number and composition of troops.  So, I thought, "well they must be stronger."  I resterarted did the same thing, but this time sat in the base and didn't leave.

Trial 1:  My troops reached citadel at 36 minutes.

Trial 2:  My troops reached citadel at 34 minutes.

Now mind you they reached the citadel by killing all defenses, but could not take it out.  The citadel would regen all health before reinforcements could arrive.  Seemed conclusive, but I figured I would try 1 last time.

Trial 3:  My troops reached citadel at 1hour 35 minutes.

Trial 4:  My troops reached citadel at 1 hour 22 minutes.

Trial 5:  Niether sides' troops reached the opposing citadel in 2 hours.

I am truly confused, but it would seem you are probably right.  It seems like the war idol flag does not currently work, or at least it does not work well.

Reply #7 Top

I thought that was known? All you have to do is open score and see you rank not change. Then look at 2 waves of creeps.

Reply #8 Top

Quoting tesb, reply 4
Well this even happens with unit limit at max.
End of tesb's quote

I thought the maximum unit limit *wwas* 50...

Reply #9 Top

IIRC the war idol's behavior was going to be changed (the old more troops style benefited the enemy more than you, since they got more xp), though I can't remember exactly to what.

Reply #10 Top

I thought it just added an extra point to your war effort, meaning you get more powerful units.

Reply #11 Top

Quoting Sevenix, reply 10
I thought it just added an extra point to your war effort, meaning you get more powerful units.
End of Sevenix's quote

 

That's what I thought, but tests show otherwise.

Reply #12 Top

Well, increasing creep hp/damage (I would favour damage over hp, makes combat more dynamic/faster rather than less) would seem to be a fairly good way of making the Totem matter while avoiding the "more walking xp" problem.

Alternatively you could get a better mix of troops with some more/earlier advanced types, but that might still have some xp delivery problems. (also, "better mix" could get very complicated very fast)