FFJ Explained

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Re: FFJ problem

Postby Most Lee Harmless » Fri Mar 20, 2020 8:06 pm

Admiral Nelson wrote:
Clockwork wrote:All lmm trade fleets mate. That's why I'm confused as hell


Danger Rating System has expenses?...


Steal me purse, tis nought but baubles.

Steal me ships, tis nought but wood and iron.

Steal me lines and I be invoking Copyright laws upon thee... then ye be in proper troubles.
-1 : Move to archive.
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Re: FFJ problem

Postby Admiral Nelson » Fri Mar 20, 2020 8:08 pm

Danik wrote:
Steal me purse, tis nought but baubles.

Steal me ships, tis nought but wood and iron.

Steal me lines and I be invoking Copyright laws upon thee... then ye be in proper troubles.


Your not going to declare war on me as well, are you? :D
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Re: FFJ problem

Postby Most Lee Harmless » Fri Mar 20, 2020 8:40 pm

Admiral Nelson wrote:
Danik wrote:
Steal me purse, tis nought but baubles.

Steal me ships, tis nought but wood and iron.

Steal me lines and I be invoking Copyright laws upon thee... then ye be in proper troubles.


Your not going to declare war on me as well, are you? :D


Aye, mayhaps I be sending a power fleet o' dem dere 'Legal Eagles' : they be stealing more with a single swipe o' the quill than ye be with cannons

Iffing ye wish to avoid such awful plundering, ye be making the sign o' peace : it be a a circled 'c' with me moniker appended.

Be smart, I might have to be considering DRM.. and like dmans knickers, none be wanting to go there.
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Re: FFJ problem

Postby William one eye » Sun Mar 22, 2020 1:52 am

My guess is you cast across daylight savings time change for the server.

They popped until the server updated the time moments after the turn of the hour.

I dont know when this attack took place so i cannont confirm my theory.


I have also seen fleets pop for a moment but the dissapear before you can hit them, the hour after the ffj were cleared.
Im assuming you checked and the ffj were still active.
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Re: FFJ problem

Postby PFH » Sun Mar 22, 2020 2:02 am

ffj were still active, the attack was right before i posted this topic. It was very very strange.
Evil Teddy Bear :P
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Re: FFJ problem

Postby Most Lee Harmless » Sun Mar 22, 2020 8:32 am

William one eye wrote:My guess is you cast across daylight savings time change for the server.

They popped until the server updated the time moments after the turn of the hour.

I dont know when this attack took place so i cannont confirm my theory.


I have also seen fleets pop for a moment but the dissapear before you can hit them, the hour after the ffj were cleared.
Im assuming you checked and the ffj were still active.


Server clock runs on GMT (UTC if you hate the brits).. it don't change.
-1 : Move to archive.
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Re: FFJ problem

Postby Captain Jack » Mon Mar 23, 2020 9:28 pm

Here, fixed:

Shadowood wrote:What happens is, 3 Danger is applied right at the hour. You click attack at the same time. See the fleets. But then a -1 Danger on the hour is taken away. Effectively making them all disappear.
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Re: FFJ problem

Postby William one eye » Mon Mar 23, 2020 11:13 pm

Danik wrote:
William one eye wrote:My guess is you cast across daylight savings time change for the server.

They popped until the server updated the time moments after the turn of the hour.

I dont know when this attack took place so i cannont confirm my theory.


I have also seen fleets pop for a moment but the dissapear before you can hit them, the hour after the ffj were cleared.
Im assuming you checked and the ffj were still active.


Server clock runs on GMT (UTC if you hate the brits).. it don't change.


I know Game clock is GMT and is static, i was wondering if the actual server was Running on a local time. It was just a guess based upon when the event happened.

In shadowoods explanation 3-1, unless I am mistaken you either have not inncurred enough danger for the fleets to light up. Either because you are early or because the voodoo was cleared.

Its my understanding that the attack was attempted at the correct time and the proper amount of ffj were applied and still active.
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