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  #2841  
Old January 8th, 2010, 05:11 AM
Squirrelloid Squirrelloid is offline
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Default Re: Bug Thread: Discussion

There is apparently a 20 message limit. The game happily lets you order sendings beyond 20, gives no warning that you are exceeding this limit, and all gold/items/gems so sent merely disappear into the ether.

(Display, if anyone is keeping track, does cap at 20, but it still lets you order the sending of things beyond that. Seeing as how there is no mention anywhere I can find of a 20 message limit, I certainly wasn't paying attention).

Suggested fixes:
-Remove Limit OR
-Make it impossible to send messages beyond the 20 allowed OR
-At least provide a warning that further messages will not be received.

Obviously, there's no way to review messages sent in-game, so i can't actually provide direct demonstration. However, I can provide a .trn file at the start of turn N, the 2h file from turn N with a description of all sent items, gems, and gold, and the demonstrable absence of them. And the .trn files for the nominal recipients of all items sent from turn N+1 if necessary. Should be fairly trivial to reproduce though.
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  #2842  
Old January 8th, 2010, 05:32 AM

chrispedersen chrispedersen is offline
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Default Re: Bug Thread: Discussion

someone wrote an app that lets you review what you did with your messages.

don't remember the name of it .. though its memory related.
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  #2843  
Old January 8th, 2010, 08:17 AM

Illuminated One Illuminated One is offline
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Default Re: Bug Thread: Discussion

Amnesia?

http://forum.shrapnelgames.com/showt...hlight=amnesia

edit:
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  #2844  
Old January 10th, 2010, 01:59 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Bug Thread: Discussion

I dont think amnesia will help in this case.
The game displays "xx message sent" for each message up to 20 then doesnt. And the extra messages dont show up in the log file the way 1-20 do. So as far as I can tell the game does not record the extra messages at all and they probably are not in the 2h file.

Nor do I think any of the recommended fixes would work. The game does do a display, and might be considered "working the way it works" unless Johan says it isnt. If he agrees that it should be changed then Id recommend simply locking the messages at the cap and grey-out the message sending menu.
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  #2845  
Old January 10th, 2010, 02:44 AM

chrispedersen chrispedersen is offline
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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by Gandalf Parker View Post
Nor do I think any of the recommended fixes would work. The game does do a display, and might be considered "working the way it works" unless Johan says it isnt.
I really don't want to be offenseive Gandalf - but simply deleting items under the guise of sending them, is not working.

The system did not work.
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  #2846  
Old January 14th, 2010, 05:07 AM
Squirrelloid Squirrelloid is offline
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Default Re: Bug Thread: Discussion

Some weird event bugs:
The 'local lord has used slave labor to increase resources' event doesn't actually seem to do anything. Happened targeting a sloth 3 capital with no expansion (res == 44), and resources were still 44 afterwards. Sadly cannot provide turn file.

Events which add a site can still trigger on a province that already has 4 sites. Specifically, capital with starting site + 3 event sites got a 4th place a site event. Obviously, with 4 sites no new site could be placed. I can provide the trn file with the event and the obvious lack of the new site on the province.

(Yes, i've been hitting end turn on a luck 3 SP game to see what heroes look like for a particular nation, why do you ask?)
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  #2847  
Old January 14th, 2010, 07:05 AM
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Edi Edi is offline
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Default Re: Bug Thread: Discussion

I can check the local lord event for bugs, but if there is something, it will still require Johan to fix it. The turn file for the site addition should be sent to IW per the shortlist thread instructions.
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  #2848  
Old January 14th, 2010, 08:08 AM

thejeff thejeff is offline
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Default Re: Bug Thread: Discussion

My assumption has always been that the "slave labor" event was a temporary bonus. If you had extra troops in the queue, 44 more resources worth would have been built that turn.

Never tested it though.
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  #2849  
Old January 14th, 2010, 06:37 PM
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cleveland cleveland is offline
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Default Re: Bug Thread: Discussion

It's working as described in the event, believe it or not.

There's a "hidden" resource stash in every province that's related to the "partially spent" resources from the previous turn. This event adds to that hidden amount.

For example, say a province only produces 5 resources per turn. On turn 30, you recruit a 10 resource recruit; it'll show up in the queue shaded. On turn 31, he'll still be in the queue, but no longer shaded; further, the province will STILL show 5 resources available. On turn 32, he'll be available .

But lets say you get the resource event on turn 30. He'll still show up shaded in the queue, but will be available on turn 31.

If this is going to be fixed, then I'd like to point out a potential exploit...Edi, please check your PM.
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  #2850  
Old January 14th, 2010, 07:36 PM

chrispedersen chrispedersen is offline
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Default Re: Bug Thread: Discussion

I dont' think thats exactly right.
There hidden resources available for each province regardless of whether there are units in queue or not- its these hidden resources that get tapped when you build a castle, for example.

I've never thought to look to see if that slave labor event was a permanent event, or a temporary one. I would be interested in finding out if this is a triggered event..

ie., is (unfinishable unit in queue) a trigger for event? I wonder what scale conditions are necessary for it.....
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