Resultater funnet: 1621
I miss him
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Scen fags? they nothing but shits from whores. comp players? they are gladiators. years of training each mountaining to great duels. that is true worth
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Skrevet av Super Cute Kitty, 05.09.2025 at 19:24

Skill level has fallen dramatically




" As their two foes attempted to surrender, a cataclysmic devastation was unleashed on both capitals by the mortal enemies, unknowingly fighting side by side, wiping out the coalition and plunging AW into chaos "
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Oooo
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Skrevet av Weisser Wolf, 06.09.2025 at 19:52

Mr. Kittens is a temp alt....

no im not NOOB
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Mr. Kittens is a temp alt....
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Skill level has fallen dramatically
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New Game Starting Now

Asymmetric Warfare VI by Niki

https://atwar-game.com/games/?link=9508526313

1. What's New

Hello everyone. Welcome to the sixth installment of the Asymmetric Warfare series. Once again lots of tweaking but basically the same game. Players will only be able to build defensive units in turns 0 and 1. Units available to build during turns 0 and 1 include General Infantry, Bunkers, SAM, Iron Domes and the Electronic Warfare Aircraft or EWA.

2. Featured Unit

The EWA is based on the McDonnell Douglas E/A-18 Growler. It features enhanced radar and electronic countermeasures. It also has a substantial defence bonus when defending against other aircraft, missiles or EWA units. Check it out.

3. Game Protocols

Please observe the following Game Protocols:
• Unsportsmanlike conduct, personal insults or harassment of other players, will result in the player in question being banned from future games. Think before you post.
• Do not leave a game by timing out. If you have lost the game, take the pain and surrender.
• Take your turn in a timely manner. Don't be the last player to take your turn every turn.


4. Game Settings

• Starting funds are $50,000.
• Capture the enemy country and hold it for two (2) turns
• Maximum number of initial territories that can be selected is one (1)
• Maximum number of allies is two (2)
• Maximum number of players is fifteen (15)
• Maximum number of turns is two hundred (200)
• Minimum rank is seven (7)
• Turn duration is forty-eight (48) hours
• Allow joining until turn three (3)
• Sorry no rejoining.
• Game rule changes requires unanimous consent


5. About Niki

Niki is the largest atWar coalition and one of the only coalitions in atWar that specializes in casual gaming. Take your game to the next level. For more information on how to join, contact myself or any of the coalition Leaders or Officers. Niki, the coalition of choice for casual gamers.

https://atwar-game.com/cln/cln.php?cln_id=639

Good luck to all and enjoy…

Commodus, Founding Leader, Niki
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Fake ss
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Skrevet av JT., 04.09.2025 at 18:53

If Dave sold it. It could be great Again.. #MakeAtWarGreatAgain #SellTheGameDave

hey i can hook dave up to sell u the game. if i get a fair cut, of course
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Cringe
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If Dave sold it. It could be great Again.. #MakeAtWarGreatAgain #SellTheGameDave
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⠀⠀⠀
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Skrevet av DancesWithWolves, 19.08.2025 at 18:33

XIT's games seem open to everyone. Could it be that low ranks want to try different maps? I remember trying to play against high ranks. I'm not saying that nothing underhanded is occurring.

After you beat him once like I did he will never ever play you again. I've even tried to play duels like he does and I never got anywhere close to the amount of lower ranks joining my games.
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Mmm
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Update #3
(major)

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. Yes, this absolutely means that a unit with 16 attack will sometimes roll 21 for instance; this is obviously not possible in the game, but statistically it evens it out, and we don't care about this (fortunately it is a simulator, not an emulator).
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.




Edit (04/09/2025)
The cucrrent solution results in the built-in stack bonus formula to be inherently biased in favor of the larger stack, since the simulator will still roll 1, while it should be half of the max roll. Currently I have no reliable solution to fix this, but unless you send 10 units up against 500, I personally believe it is not that bad.
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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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Hello mr kitten
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Skrevet av 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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Update #2
(minor)

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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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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Are you ready for another adventure?



Let's find out
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Simple solution is not being afk
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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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