You can zero bugs in cities or in land, I've done the video by zero bugging in a city.
The only difference with the SL and HTML version is that in SL, all the units involved turn into zeros (And since now all the troops moved in this way are zero units, you cannot move them, or even unbug them with an air unit because the air unit would also turn into zero. If you want to recover your troops you will have to reset the page....) .
in HTML however you are even able to unbug the bugged unit... I went further, but since this is going to be fixed I don't need to give any more details about how it works.
Oh well, zero units bugs? I obvious know nothing about zero units bug!!! So let me call my friend expert in AtWar zero units bug:
Can you provide a short explanation for this? From what I understood you moved those units just after the new turn began, but then you were unable to do anything with them (since they don't actually exist?). What benefit does it give you? Apart from having useless units on screen, of course.
Can you provide a short explanation for this? From what I understood you moved those units just after the new turn began, but then you were unable to do anything with them (since they don't actually exist?). What benefit does it give you? Apart from having useless units on screen, of course.
Well if you rather want to investigate the benefits of the bug then you should talk with Columna (A mod, the person I've quoted) and AlexMeza (he is inactive, no chances). In the SL version, there were a variety of bugs that you were able to do. You could duplicate troops (2 generals very useful), rangebug, disappear neutral's units, do a 3 man wall with just 2 units, and so on. Most of them I was not able to confirm it by myself, only hear from other players that it exist.
But as I said, in the SL version all them are fixed.
The only bug I've confirmed that you can do in HTML is the range bug, here's a video explaining how you can do it (I don't have camtasia, so I wrote the comments in chat )
As for that game, it did grave me the sense that I duplicated my troops... If you need me to, I'll explain you what's going on in this screenshot: http://i.imgur.com/PHlkod7.png
Can you provide a short explanation for this? From what I understood you moved those units just after the new turn began, but then you were unable to do anything with them (since they don't actually exist?). What benefit does it give you? Apart from having useless units on screen, of course.
if unite a bomber and 10 infs to those units he call 0 units all the infs move with bomber range
2. Don't know if anyone reported this but its possible to drag your units anywhere when the turn is ending. just drag a unit over to anywhere and hold it there until the turn ends. The unit will move to that place where it could not normally move to. for example i had 2 tanks in Bilbao, i moved them north of nantes without a transport and it showed red. Thats great, but I held it there til turn ended and that happened to be the unit's new location. Couldn't take screenshot as it happened so fast.
Awesome job! I've been trying to replicate this bug as well. It does work as you've said.
Here's a screenshot.
When turn started I was able to move my infantry from there. I still haven't confirm if it is just bad displayed (zero unit bug related) or your units effectively moved there.
Looks like this bug works in the same way you guys used it before, I am able to attack cities and everything...
Fixed in 4.047
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Tigro Felhasználó törölve
19.07.2015 - 13:33
Tigro Felhasználó törölve
This is also possible in the normal version, but it's not fixed yet. Can't tell how to reproduce in public since it can be abused but I can PM the admins. This was on version 4.06 by the way.
Some exploits were somewhat fixed, everything just works different now.
This is also possible in the normal version, but it's not fixed yet. Can't tell how to reproduce in public since it can be abused but I can PM the admins. This was on version 4.06 by the way.
Some exploits were somewhat fixed, everything just works different now.
Yep, apparently the zero unit bug still works. I'm aware of how to reproduce it, thanks.
Great news, one of the most know bugs (zero bug) is fixed. Thanks you admins ! Now the only lethal cheats are those who can be done with Unknown Gamer's hacks...
I've confirmed that zoom bug in walls and the Turnblock related to wall mechanics are the same as in SL. This means you can still pierce through double walls and have a unit that cannot get Turn Blocked in the HTML version of the game.
Assuming the wall mechanics works as in the SL, then all the implications in this thread are still true.
Well, I've 'accidentally' added Amok to ignore list...
SL version:
HTML:
In both the mod/admin ignored magically comes online. In SL after one minute later it is switched to 'Never' instead of online. In-game there isn't any change (you can still see their messages) but not their forum posts.
(I though I had reported this bug to Ivan by PM long ago... but I've hear you guys receives dozen of them, damm ) .
Some of my new research are the broken wall bug, the full triangle wall and another Range bug. All of those 3 available in SL & HTML. I've send 2 of those 3 by PM to Amok and one of them was sent by mare, but I can post them here if needed...
There's something strange around the 'visibility'... This is for both SL and HTML. I was dueling pavle when I realized some cities were, according to the 'visibility' button, "In my range". Yet I couldn't see what was on them.
This bug will disappear and you will be able to see the hidden cities in your visibility zone if:
1) You reload.
2) New turn.
There's something strange around the 'visibility'... This is for both SL and HTML. I was dueling pavle when I realized some cities were, according to the 'visibility' button, "In my range". Yet I couldn't see what was on them.
This bug will disappear and you will be able to see the hidden cities in your visibility zone if:
1) You reload.
2) New turn.
Visibility gets updated in the next turn if you've moved/bought new units.