• My Pages
  • Comments
  • Add Link
  • Subscribe
  • Subscribe User
  • Edit (GUI)
  • Edit (Text)
  • Rename Page
  • Copy Page
  • Load Page
  • Save Page
  • Delete Page
  • Attachments
  • Check Spelling
  • Diffs
  • Info
  • Revert to this revision
  • XML
  • Render as Docbook
  • Print View
  • Raw Text
  • Delete Cache
  • Like Pages
  • Local Site Map
  • Remove Spam
  • Package Pages
  • Sync Pages

    Usage:

    setguard xxx,yyy target_troops target_walls

    Example:

    attack 111,222 any w:100000,a:100,s:100,p:100,sw:100
    scout 111,222 any s:100000
    setguard 111,222 a:60000,cav:50000 ab:100

    This allows you to launch an attack and have it monitored for certain troop and wall conditions, and recall if they're exceeded. **NOTE** You must have a wall condition for the SetGuard to work.

    As an example of a way to monitor a npc10 to make sure it's still a npc10 and not a player:

    attack 111,222 bob c:99k,s:1k
    scout 111,222 fred s:1
    setguard 111,222 wo:1,w:400001,s:1,p:1,sw:1,a:1,c:1,cata:1,t:1,b:1,r:1,cp:1 at:5000,tre:2000

    This says to send your cav/scout attack at the target, then send 1 scout, then setguard on that attack with those conditions on that 3rd line.

    If the 1 scout dies, the attack is recalled.
    If the 1 scout fails to get a report, the attack is recalled.
    If the 1 scout peeks inside the target and sees any of those amounts of troops or walls in the city, the attack is recalled.

    If it has below those amounts of troops or walls, the attack is allowed to continue.

    You can add a sleep or landing time in on the scout so that it'll get there a few seconds before the attack does, so that you aren't scouting too soon.


    CategoryDeployment

    SetGuard (last edited 2013-05-09 18:10:15 by Inanna)