Fixed network latency bug
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@@ -226,18 +226,3 @@ module.exports = {
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runCombatTick: runCombatTick,
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isAttacking: isAttacking
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}
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/*
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> You can attack another player using your soldiers (it doesn't work without soldiers).
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> Doing so takes time, up to 10 seconds for every soldier you have.
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> Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
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> While attacking, you are undefended.
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> While undefended, your recruits act as combatants, otherwise your soldiers do.
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> The chance of success is determined by the ratio of each side's combatant strength.
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> Recruits have a strength equal to 0.25 times that of a soldier.
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> On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
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> The attacking force will lose a percentage, rounded down, of their units - 5% on a success, 10% on a failure (edit: excluding the first 10 units).
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> If the server resets (which happens alot) combat still progresses as expected.
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* All combat is logged and presented to the player.
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*/
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