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 Post subject: Re: Spies
PostPosted: Fri Sep 04, 2009 3:44 pm 
Lieutenant Major
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Joined: Tue Jun 02, 2009 11:03 am
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Location: England
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psg188 wrote:
Andrew wrote:
Thanks for helping him out guys, really accurate and helpful!

One thing to keep in mind with spies is that if you do a spy attack and the next tick hit the target the units will be at 2hp and not 1 because they heal 1hp before the battle starts.

Hope that helps!
-Andrew


Which is dumb, if that's the way it is intended the description should say "Reduces to 2hp". It's misleading to new players who do the math.


Although if you set off your spy when you're 2 ticks from your target, their units would be at 3hp when you hit, which would make your description inaccurate too. Best way is to add to the description, "Note: Units heal 1HP per tick when stationary".

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 Post subject: Re: Spies
PostPosted: Fri Sep 04, 2009 4:26 pm 
Captain
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Joined: Sun May 31, 2009 9:23 pm
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It's on the to-do list to fix, will be fixed eventually, hopefully for the next major patch.

-Andrew

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 Post subject: Re: Spies
PostPosted: Sun Oct 18, 2009 3:34 pm 
Private 1st class
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Joined: Fri Oct 09, 2009 9:37 pm
Posts: 13
If i have lets say 200 Spy Protection and i switch my colony to somewhere else. What happens to the spy protection where does it go?


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 Post subject: Re: Spies
PostPosted: Sun Oct 18, 2009 3:40 pm 
Senior Moderator
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spy protection stay on colony ;)

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Code:
http://battledawn.com/forum/viewtopic.php?f=111&t=4690
Thank you Michael
http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076
Thank you developers
(^-check out the topics)


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 Post subject: Re: Spies
PostPosted: Sun Oct 18, 2009 7:53 pm 
Private 1st class
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Joined: Fri Oct 09, 2009 9:37 pm
Posts: 13
Cool thanks very much!


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