cRPG

Strategus => Strategus Issues => Topic started by: Nebun on March 21, 2014, 05:27:25 pm

Title: Crime Bugged?
Post by: Nebun on March 21, 2014, 05:27:25 pm
not sure if this is a bug or not
Ambean village had 1% crime when S&D was 1400, then S&D dropped to 1360 and crime dropped to 0%
so you can drop S&D a little at a time to remove 1% crime and it doesn't matter how big your total S&D is
just want to know if this is error or not.

Ambean
Population: 500
Owner: SB_BerG
Army: 1474
Gold: 8732
Price: 22
S&D: 1429
Crime: 0%

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Title: Re: Crime Bugged?
Post by: Austrian on March 21, 2014, 06:02:48 pm
Prepare to get attacked BerG! :D
Title: Re: Crime Bugged?
Post by: Kamirane on March 21, 2014, 07:00:03 pm
Ambean has Prosperity of 400, Crimerate will raise when S&D is higher than 1400 and lower when its above.

They bought goods to be under the limit. thats it... no bug.

http://c-rpg.net/index.php?page=strategusfieflist#!?page=strategusinfolocationdetail&id=101 (http://c-rpg.net/index.php?page=strategusfieflist#!?page=strategusinfolocationdetail&id=101)
Title: Re: Crime Bugged?
Post by: Casimir on March 21, 2014, 07:34:15 pm
God wills it!
Title: Re: Crime Bugged?
Post by: Zaharist on March 21, 2014, 07:59:13 pm
HODOR!
Title: Re: Crime Bugged?
Post by: CrazyCracka420 on March 21, 2014, 09:33:22 pm
not sure if this is a bug or not
Ambean village had 1% crime when S&D was 1400, then S&D dropped to 1360 and crime dropped to 0%
so you can drop S&D a little at a time to remove 1% crime and it doesn't matter how big your total S&D is
just want to know if this is error or not.

Ambean
Population: 500
Owner: SB_BerG
Army: 1474
Gold: 8732
Price: 22
S&D: 1429
Crime: 0%

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Title: Re: Crime Bugged?
Post by: Nebun on March 21, 2014, 09:56:55 pm
Strategus Sorted Inventory 4.1 but its bugged, where follow button means ATTACK
Title: Re: Crime Bugged?
Post by: Nebun on March 21, 2014, 09:58:08 pm
Ambean has Prosperity of 400, Crimerate will raise when S&D is higher than 1400 and lower when its above.

They bought goods to be under the limit. thats it... no bug.

http://c-rpg.net/index.php?page=strategusfieflist#!?page=strategusinfolocationdetail&id=101 (http://c-rpg.net/index.php?page=strategusfieflist#!?page=strategusinfolocationdetail&id=101)

all of this is not true, if any admins interested in this at all, u can check it out, if not then its ok
just though i'd report it
Title: Re: Crime Bugged?
Post by: Lt_Anders on March 21, 2014, 11:02:15 pm
all of this is not true, if any admins interested in this at all, u can check it out, if not then its ok
just though i'd report it

Naw, it's truee.

Crime has a change of 1% every 2 hours.(on the hour tick, mind you) Crime doesn't happen until you are at Prosperity +1001.

Now I do believe crime doesn't kill troops like it should(that are garrisoned in fiefs). 1% should cause 1 death, 5% should get atleast a few. but after 8 hours, 0 deaths. It seems to hit not garrisoned troops hard though.
Title: Re: Crime Bugged?
Post by: Spurdospera on March 21, 2014, 11:09:36 pm
Now I do believe crime doesn't kill troops like it should(that are garrisoned in fiefs). 1% should cause 1 death, 5% should get atleast a few. but after 8 hours, 0 deaths. It seems to hit not garrisoned troops hard though.
If I have understood correctly the troop killing formula is something like "every minute there is crime rate % chance that 1 troop dies".

Which basically means that with with 1% crime you are likely to lose 1 troop average in 100mins. 5% would mean 1troop dead in every 20mins in average.

It is possible to go 8 hours without single troops dead if crime rate is not 100%, tho very unlikely.
Title: Re: Crime Bugged?
Post by: Lt_Anders on March 21, 2014, 11:12:34 pm
If I have understood correctly the troop killing formula is something like "every minute there is crime rate % chance that 1 troop dies".

Which basically means that with with 1% crime you are likely to lose 1 troop average in 100mins. 5% would mean 1troop dead in every 20mins in average.

Correct, And I watched a fief with 5% crime rate lose 0 troops in 8 hours. 0 troops.(they actually put MORE troops into it over time)

I think crime only kills when you actually are over crime rate, rather than just having a crime rate.
Title: Re: Crime Bugged?
Post by: HappyPhantom on April 03, 2014, 07:56:14 am
Have we actually confirmed that crime kills garrisoned troops? Doesn't seem to kill population right.
Title: Re: Crime Bugged?
Post by: CrazyCracka420 on April 03, 2014, 03:39:11 pm
Correct, And I watched a fief with 5% crime rate lose 0 troops in 8 hours. 0 troops.(they actually put MORE troops into it over time)

I think crime only kills when you actually are over crime rate, rather than just having a crime rate.

I've been inside a fief and lost troops that were not at 100% crime rate.  Maybe it affects garrisons and population differently than people sitting in the fief.

Personally they should have given a 5 minute or 10 minute (or even an hour) free pass to people sitting in a fief, this would only benefit traders, not people trying to stack troops and people in a fief.
Title: Re: Crime Bugged?
Post by: Mongolista on April 03, 2014, 05:33:03 pm
To be fair W4sd has a village up on the north which has 100% crime for the last few weeks and the population in the village is still the same, there is no army though, not sure if there was any before the crime went to 100%, I can imagine the crime either sucks at killing population or doesn't touch it at all...from which Id assume it only kills the army and/or the tickets on ppl inside the fief?