hobs
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Posts: 4
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Post by hobs on Oct 14, 2008 23:46:53 GMT -5
not sure if this has been reported. didn't see it. but various set ups for chains that seem like they should work, don't get counted. For example oo o++ *xxx
Which leads to: ooo *++
Logically should count as a chain, but doesn't for some reason.
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Post by aardWolf on Oct 15, 2008 8:27:42 GMT -5
I've noticed that before too... but I could never isolate what didn't count as a chain. I'll make sure the devs know about it.
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Post by burtosis on Oct 15, 2008 11:24:51 GMT -5
I think that is the same bug as in this thread: aurorafeint.proboards100.com/index.cgi?board=gamebug&action=display&thread=1221The devs know of it, but nobody here seems to be able to find out what causes it. I saw it three times this morning after a x6, x7 and x14 chains. But usually I see it about 1 in 75 times I chain. Whoever finds out why it works this way would probably get some serious kudos from the devs. In reality, it may be an internal code problem where you can't tell what it is by just playing the game and not knowing the code Edit: Turns out that is not totally right. This appears to be a feature that is different from the chain bug.
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hobs
New Member
Posts: 4
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Post by hobs on Oct 19, 2008 22:36:02 GMT -5
my impression is that chains only count when at least one of the blocks is touching one of the blocks that was previously popping. (and maybe this is intentional)
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Post by burtosis on Oct 20, 2008 8:51:32 GMT -5
That is only true if you are starting the multiplier up from x1.
The general rule is if any 1 or more blocks is caused to fall by a popping brick - and the result has a match of 3 or better - then it counts as a chain.
Here is where it gets tricky. If two or more matches are made, it multichains and you get an additional multiplier for each match - Unless the falling blocks wind up as two or more horizontal rows, vertically attached - In that case, you have to have moved at least one of the blocks in the horizonal chain before it falls - otherwise it counts as a single chain and a combo for the rest instead of all multichains.
See pulling a 'fast one' in the strategy thread for a better explination.
I have lost count of the number of times I have seen this chain. However, this has only been after the multiplier is started.
So, I believe the touching rule is correct only for starting a chain - and not for contining one.
I did not realize this when I posted the link to the other chain bug - this one may be a feature instead - part of trying to tone down the swiping to chain problem.
The touching problem can't be directly related to the chain bug because in the post in the other thread the block that fails to chain was touching.
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