The very reason why replays are different.

Jester

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If there is any other factors, please correct me. For me, I personally think this is the main reason and (most of) the replays will be correct by fixing this factor.

This factor is the Butterfly Effect, very small change in the initial state will effect an entirely different outcome in the end. The main cause is the seemingly neglected FOREST DEFENDERS!!

I found that the replays with "different forest defenders spawn point" lead to an entirely different replay.

Here is a simple scenario
You attack with a combination of 40 Rifleman, 2 Healing Trucks, 3 Tanks and 5 Artillery.

-During your ACTUAL battle, the forest defenders spawn NEAR your deployment point.
-Your Rifleman took care of them in "3 seconds"
-Your army advance forwards without a single casualty
-You took care of a defensive Motor by Rallying on it.
-After that, the battle continues in your favour.

During the REPLAY, the forest defenders spawn VERY FAR from your deployment point.
-Since your Rifleman saw nothing, they advanced.
-Your Army advanced forward without a single casualty. (They are now 3 seconds advanced as compared to the actual battle) (Since they are 3 seconds faster, they will receive Defensive Motor fire 3 seconds earlier than the original Rally time, leading to some minor/major casualties)
-In the replay, since your Army is advanced earlier, your Artillery destroy the Defensive Motor before the rally.
-The whole Army is rallied to an empty spot (owned by the Motor in the Actual Battle) and the REPLAY becomes entirely different than the ACTUAL battle from that point on.

This may not likely to happen if you attack a significantly weaker base(which you will decimate without any effort) or a heavily out-leveled base(which you will lose very quickly but trying for loot). And also "in the replay" if your planes happen to run over them, the replay will not change much.

So, my stand point is, if the spawning point of the forest defenders is fixed, almost all of the replays will be fixed. Please correct me if I lack anything. :)
 

Quovatis

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I think it's due to an inconsistent random number seed being used, but who knows. Every other game company managed to do it fine, but not this one.
 

LexLoci

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I haven't witnessed it myself. I'll try to take notes on the next few attacks I make but if this is true and defenders are spawning from different places during the replay this would absolutely cause the difference.

I just commented in another thread about this but it bears repeating here.
It's important to understand how the replays work. The only information saved and sent is going to be where and when you clicked. All of the other calculations are performed on the device making the attack or viewing the replay. Obviously if something being slightly off at one point can and will cause a dramatic shift in the battle as troop placement begins to deviate.
 

Jester

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Yes. I don't know the technical terms. But I think this is the same. The spawn point gets randomized in the actual battle, which we had to deal as a surprise element. But in the replay, instead of carrying the randomized value from the actual battle, it got randomized again. Because, most of the time, when I watch the mismatch replay twice or thrice, it showed the same result. So, I think the value was fixed "not immediately after" the actual battle, "but after" the first replay. :)
 

Jester

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Yes. That's the point. :)
The only problem we, as players, have is that we don't know which replay will be mismatched as not all replays are errors. Most of time, we just neglect the forest defenders just like butterflies afterall. :D
 

Manifesto

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You make a valid point Jester, I'm not sure if this is the ONLY way to change the outcome of a replay but it does sound like it would 'definitely' change the replay.
I have seen some of my replays with 5 planes flying about! Probably a tower of mine shot down a plane, but the tower was destroyed in the replay and therefore allowed the 'extra' plane to fly about in the replay.
Or something like that.
 

Jester

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Hee Hee. If you have 5 planes flying about, (not the total planes at the end of the result screen but flying and shooting in the actual battle) it can mean only 2 things.
1-event air space increase
2-cheater

You could rejoice reporting and getting crowns if that is the later case.;)

But other than that 2 points, I think the game has a limit to how many planes you can actually deploy at a given time. So, the scenario might be like this.
4 planes fly the 1st round.
1 was shot down.
Another set of 4 planes comes.
And repeat.
At the end, te result say total 5-6 planes used. But not more than 4 at a given time. Yes, if it is like that, that is a replay error. If not, you should report. :)
 

Manifesto

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I just move on Jester , I usually only watch some replays for a laugh or to see if I need to move my traps around!
 

snowleopard

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I don't know if anyone else noted it. If you watch replays in different speed, that also changes the replays significantly.
 

Equal

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i saw some good points about this issue. bu as for my replays, i know that my cameraman is an alcoholic, so probablly he cannot keep his camera straight. lol. and in my opinion, i think that the issue is the same as crashing or constant circle of death appearences on the screen. unstable servers, that can't keep up with the number of players. like a year before there was no crashes, no problems with internet connections because there was about 20 milinons acounts less than now are.
 
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