परिणाम पाया है: 1626
Mmm
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Update #3

This should've been included in the last update, but it caused me some headache; it may not even be the final version (see explanation below).

Fixed a minor bug where the alliance mapping was broken due to another change in the code. This caused the alliance setup to be never working, and the stacks were always fighting every other stack. Now the allies control for the stacks should be working correctly, like before.

Another major issue I tried to tackle was the 50% min roll phenomenon¹. As you may know, if a unit has 10 attack or defence, that means it can roll an integer between 1 and 10 during the corresponding battles. If you play scenarios you should've noticed already though, that units above a certain atk/def will always have a min roll of half of that value¹. The stack bonus² may work oddly due to this (if you have a 20 attack unit and the stack bonus² "nerfs" the rolls, you will see a lot of '10s' in that battle - given the logic, this is "normal").

Nerd section
Since the simulator is fixed at having a minimum roll of 1, I made an extension method and used the power of algebra to get closer to the mean value of the actual in-game behavior. In practice this means the atk/def/crit values you're seeing visually on the UI are not always what is get sent directly to the API. So we modify the max roll and the crit, to mathematically get as close to the real mean value we would be getting in game as possible. A unit with 16 attack and 0% crit will have a range of 8-16 in terms of rolls, so the mean is 12, not the expected 8.5 ((1 + 16) / 2). In this example, the max roll we should be sending to the simulator's API would be 23, since (1 + 23) / 2 = 12.
IF YOU'RE A MAP MAKER, YOU SHOULD BE WARY OF THIS (looking at you Estus).
I'm not sure this actually works correctly, I might have made some mistakes in the math, with the criticals specifically. You can find this piece of code in scripts/adjustAtkCrit.js. If you want to verify the math, use a javascript interpreter online or various other methods. There are commented out examples on the usage that I deliberately left in there >> printExample(16, 0.05); >> a unit with 16 attack/defence and 5% crit chance.
Please also be aware that the simulator is only taking in integers, I cannot use fractionals, leading to slight inaccuracies - the only way to solve this is sending multiple simulations with different inputs and then merge the data into the final result (which I don't want to do, as I believe the current solution is accurate enough... just so you know, this is solvable too).

1. 50% min roll phenomenon: I have no idea whether this is a bug or a memory management issue or purposefully built this way, but when a unit's attack or defence value in the game reaches 4 bits (a value of 16) the minimum roll of that unit in battles turns from 1 into half of the max value, rounded down; this is affected by upgrades, strategies, the general bonus and Defence type buildings (according to extensive testing, the range seems to dynamically "hop" into the top half of the range and treat it normally, but further investigation might be needed to know for sure whether it converts the lower values into 8s - in this case - or just crop the values of 1-7 completely).
2. Stack bonus: Clovis already put a lot of math-heavy explanations on this in the last 10 years, you can find that on the forum, it's built into this simulator as well (...) the amount of units on the offensive and defensive side of a battle will alter the RNG of the rolls.
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Dependiendo del dinero, yo diría que Turquía (si tienes más de 10k), o Reino Unido (si tienes 10k o menos). Al Reino Unido casi no se lo puede atacar por ser una isla. También depende si la partida está llena (menos gente atacaría una isla).
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La verdad es que la comunidad se ha reducido bastante en los últimos años. Antes éramos miles, ahora apenas somos unos cientos. Los pocos que quedamos usamos el inglés para comunicarnos. Seguimos habiendo gente latina/ hispana en el juego, pero ahora usamos exclusivamente el inglés por necesidad, ya que la mayoría de jugadores obviamente no habla español. Quedamos realmente muy pocos.
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Bueno, los generales le dan bonus a tus tropas. En inglés se conocen como "upgrades". Se compran con SP en la flecha hacia abajo que está alado de tu perfil. Dependiendo de tu nivel tendrás una mayor cantidad de SP, por ende podrás tener más upgrades.

¿Qué beneficios trae? Pues mayor velocidad para tus tropas que estén con tu general, mayor defensa, etc.

Ahora lo de las banderas, pues, depende del mapa. Si te refieres al mapa de Dire, pues se usan como transporte terrestre. Si te refieres a otro mapa, tendrías que identificarlo primero. Hay muchísimos mapas de Napoleón. Son muy comunes en atWar. Un abrazo.
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02.09.2025 में The Return of MISTER KITTENS21
Hello mr kitten
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लिखा द्वारा it was 271k, 02.09.2025 at 07:57

FREE TEMP NIGGA
[/quot]
yo chillout lil bro
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I am back scrubs
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FREE TEMP NIGGA
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Just doing the basic math, being banned from 2021 to 2025 is the same in years as being banned from 2015 to 2019; straight up from Afterwind times till Dave's era. It's not normal XD

I swear it'd be so funny if Dave 1 day decides to explain every ban in detail, and we see the bro using screenshots from 4+ years ago or even the last decade to prove his point LOL.
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02.09.2025 में Custom Battle Simulator
Update #2

There was a major oversight in the sim that derived from the faulty logic of the game's own sim (Clovis' code¹) where multiple generals with the same role id - AKA "named gens" phenomenon² - did not grant the general buffs multiple times, only once. This also affected the API payload and the calculations.
It has now been fixed.

1. Clovis' code: originally, the custom sim's code was taken from the game's own simulator, but since the game does not have multiple general units by default, it was not reflected semantically in the code; it was a simple bool (has General? yes/no instead of counting the generals, plus the general upgrades were not dynamically changeable)
2. Named gens phenomenon: scenario players may know it well that - as you can see it in the game by expanding the 'Stack Bonuses' option - if there are multiple Player General type units in the same stack, all the bonuses you get from the general (+1 def to all units, +1 HP to Ground: Secondary Defence, etc.) are all applied as many times as the amount of distinctively named* generals found in that stack

The next update is going to address a significant bug where units with higher than 15 atk/def always roll at least 50% in battles.
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Update
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Yeah he just need to sell.. I think maybe he won't sell because he's worried about people being unbanned or things he's done being undone.. like on some super childish stuff
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31.08.2025 में Good day little Hobbits
Are you ready for another adventure?



Let's find out
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Simple solution is not being afk
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29.08.2025 में The Great War: Paths of Glory
Update #14 - Railroad woojoo PTSD patch 4
v1.5.5


Changelog (29/08/25):
    Units:
  • +2 defense, -4 critical for Oil/Gas.
  • +11 HP for Supply Chain.
  • -2 colateral for Senussi Camelry.
  • -1 colateral for Camel Spearmen.
  • -1 colateral for Armed Tribesmen.
  • +1 colateral for Arab Guerilla Fighters.
  • -4 upkeep for French Foreign Legionnaire.
  • -2 attack, +2 defense, +1 range, -2 HP, -5 upkeep for Kingdom of Hejaz.
  • -1 attack, +2 defense, +4 HP for Zaian Confederation.
  • "Auxiliary Ship" added to Epirus, Peloponnese and Attica.


Update #15 - Railroad woojoo PTSD patch 5
v1.5.6


Changelog (31/08/25):
    Units:
  • -6 range, -3 critical, +80 cost for Military Railway.
  • +4 critical for Bunker.
  • -5 upkeep for Coastal Bunker.
  • -3 critical for Carpathian Entrenchment.

    Events:
  • -1 Military Railway in Russia for Russian Empire (turn 2).
  • +1 Coastal Bunker in Beirut for Ottoman Empire (turn 2).
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Hi all. there is a simple solution. please just add a push notifications.
the solution will fix many afk problems and makes better user experience.
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लिखा द्वारा JT., 27.08.2025 at 23:02

At war will never be successful until Dave sells it.. The players of a game shouldn't have to revive a game the owner should he's the one that profits..

Tends to happen when the owner purchases a game with a small community, and full of bugs, and believes it will end well going against the player base, and punishing it over opinions.

Still hasn't unbanned the players 4-5 years later, and still tries to justify it - peak entertainment- and ofc it's expected from the community to revive it.

You cannot force everything to be the way you want it, it's like trying to force someone to love you. So just accept it, admit your mistakes, free everyone, and move on. Or live on having everyone here hating on you till the very end ... that's my only thing to say to Dave
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At war will never be successful until Dave sells it.. The players of a game shouldn't have to revive a game the owner should he's the one that profits..
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Wow atwar players are genuinely retarded
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लिखा द्वारा brianwl, 27.08.2025 at 02:48

Probability plays a larger role as the numbers and relative unit strength equalizes.
You've probably noticed that weaker units in your stack help your chances. If two allies attack with one unit type, the weaker unit tends to win. For instance, a stack of 100 tanks by one ally, and a stack of 100 militia by the other, will give a near 100% chance for the ally with the militia stack to claim the city.

Because generals are especially weak, they often take the city, but since there is only one, the probability lowers. Compare this to a stack with multiple generals. (Some maps allow multiple generals, so if you had a large stack with 3 or 4 generals, you have a near 100% of taking the city if your ally has no General.)

Hope this helps ♥

ok thanks for the explanation
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Probability plays a larger role as the numbers and relative unit strength equalizes.
You've probably noticed that weaker units in your stack help your chances. If two allies attack with one unit type, the weaker unit tends to win. For instance, a stack of 100 tanks by one ally, and a stack of 100 militia by the other, will give a near 100% chance for the ally with the militia stack to claim the city.

Because generals are especially weak, they often take the city, but since there is only one, the probability lowers. Compare this to a stack with multiple generals. (Some maps allow multiple generals, so if you had a large stack with 3 or 4 generals, you have a near 100% of taking the city if your ally has no General.)

Hope this helps ♥
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लिखा द्वारा Kaska, 27.08.2025 at 00:42

You probably unbanned him while being in a game

You need to log out of the server for the ban to go through

Ah that is interesting. Thank you for the information.
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You probably unbanned him while being in a game

You need to log out of the server for the ban to go through
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I don't know if this is the right place, but I unbanned "Stealthcombo" to get him into the game.
"https://it.atwar-game.com/games/?link=9048520769"
However, he can't get in. It says he's still banned. Can anyone help or tell me what to do?
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Its whoever has most unit types, or whoever's capital it was, if same unit types then whoever has more, then rng if same
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लिखा द्वारा vampire2015, 09.08.2022 at 17:53

Des motivés pour la création d'une coalition francophone active ? Pour faire renaitre la communauté francophone de ce super jeu.

Votre coalition (made in France) est la pire de tout Atwar, vous entrez toujours avec des multis, vous vous alliez entre vous pour gagner à tout prix et vous jouez sale. Votre coalition entière devrait être bannie.
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लिखा द्वारा Eridans, 26.08.2025 at 00:59

लिखा द्वारा MrPhobos, 25.08.2025 at 23:14

I think it is mostly rng tbh

I don't understand, what does "rng tbh" mean?

random
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Non je ne suis pas
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लिखा द्वारा MrPhobos, 25.08.2025 at 23:14

I think it is mostly rng tbh

I don't understand, what does "rng tbh" mean?
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