Field Length
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Why is it that when the field length is the same for different lvl forts (without turrets) that I can hit cav on first turn in some but not in others?
Re: Field Length
Also, a little off topic... Are there lvl 10 oases? Ive never seen 1 but theres an achievement for occupying them

Warlord
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Joined: Mon Jul 05, 2010 2:36 pm
Location: "P. Sherman, 42 Wallaby Way, Sydney"
Re: Field Length
Field length is determined by "Max range of unit + 300" So if there are cats in the battle, the field length must be at least 1100, which could be why your cavs can't hit first turn. With no cats the length falls to archers, making field range 900 at a minimum
This is assuming no turrets, turrets have lvl 0 techs, so all their stats are as they are shown, aka lvl 0 shooting
if you bring in cats with lvl 10 shooting you just made field length 1260, and that could be another reason you don't move enough to hit cavs first turn
--- Use the edit button in the future:
There ARE lvl 10 oasis, they are extremely rare and only form under luck and resigning a lvl 7 oasis and waiting 24 hours (the most common way, fails over 99.9 % of time
haha) that's why they are so rare and you probably haven't seen one
Lvl 10 oasis give you 5k resource per hour, and the for the task you need to have 2 of em occupied at the same time, it can be done, I've done it and know a lot of people who have also done it
This is assuming no turrets, turrets have lvl 0 techs, so all their stats are as they are shown, aka lvl 0 shooting

if you bring in cats with lvl 10 shooting you just made field length 1260, and that could be another reason you don't move enough to hit cavs first turn
--- Use the edit button in the future:
There ARE lvl 10 oasis, they are extremely rare and only form under luck and resigning a lvl 7 oasis and waiting 24 hours (the most common way, fails over 99.9 % of time

Lvl 10 oasis give you 5k resource per hour, and the for the task you need to have 2 of em occupied at the same time, it can be done, I've done it and know a lot of people who have also done it

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Re: Field Length
If your catapults wait at round 1, you will definitely 100% hit the cavalry.
The reason for this is say your shooting tech is 1, which would mean your catapults' range is 816. The field range is 1116 then. If your catapults wait at round 1, they are at field length 0 (just pretend.) The cavalry from the fort will move forward 300 because forts always send their whole armies at you and cavalry have a base speed of 300. This means the cavalry will move from 1116 to 816, meaning your catapults can hit the cavalry.
If you change the numbers slightly, say shooting tech 5 = catapults have a range of 880 = field length 1180, the cavalry will move from 1180 to 880 meaning you will still hit the cavalry.
You'd have to post an SS of your catapults not hitting the cavalry first turn for us to help otherwise.
Level 10 oasis are created by resigning an oasis and waiting a certain amount of days, when the oasis reaches level 7 sometimes instead of going +3 to 0 it will go +3 to 10. I read in Yodac's post that the chance of this happening is 0.11% but I'm not too sure, I've never personally seen one.
The reason for this is say your shooting tech is 1, which would mean your catapults' range is 816. The field range is 1116 then. If your catapults wait at round 1, they are at field length 0 (just pretend.) The cavalry from the fort will move forward 300 because forts always send their whole armies at you and cavalry have a base speed of 300. This means the cavalry will move from 1116 to 816, meaning your catapults can hit the cavalry.
If you change the numbers slightly, say shooting tech 5 = catapults have a range of 880 = field length 1180, the cavalry will move from 1180 to 880 meaning you will still hit the cavalry.
You'd have to post an SS of your catapults not hitting the cavalry first turn for us to help otherwise.
Level 10 oasis are created by resigning an oasis and waiting a certain amount of days, when the oasis reaches level 7 sometimes instead of going +3 to 0 it will go +3 to 10. I read in Yodac's post that the chance of this happening is 0.11% but I'm not too sure, I've never personally seen one.
SkyDreamer - Retired Expert s59 (115) + 82
~Tease~
Re: Field Length
MeToo! wrote:Also, a little off topic... Are there lvl 10 oases? Ive never seen 1 but theres an achievement for occupying them
yes they are very rare though... to get one u need to get a oasis to lvl7 and then next day it will upgrade possibly to lvl 10...though the odds are extermily small....if i remember rite its like only 0.1% chance... thus not many exist
Re: Field Length
MeToo! wrote:Also, a little off topic... Are there lvl 10 oases? Ive never seen 1 but theres an achievement for occupying them
heres a little ss for you to prove they do exist too
viewtopic.php?f=1&t=9256
how do you let people know if your hot cakes are selling well?
Nathan05
S106
Nathan05
S106
Re: Field Length
id say when attacking forts it depends if turrets are there 


Warlord
Posts: 2199
Joined: Mon Jul 05, 2010 2:36 pm
Location: "P. Sherman, 42 Wallaby Way, Sydney"
Re: Field Length
He said his forts he was attacking had no turrets...
\-Haypi Kingdom-/
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
Server102-King
Server83-1st Earl
-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
FSM
Re: Field Length
the field length depends if the attacked faction has any traps/turrets.
the range of troops may also affect the outcome of the field, meaning that if there were catapults the field would be longer
the range of troops may also affect the outcome of the field, meaning that if there were catapults the field would be longer
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