City doesn't produce correctly

If you find a bug please report it here

Re: City doesn't produce correctly

Postby Experix » Sun Jan 20, 2013 3:21 pm

I cancelled vector through the city screen. It probably went all crazy, I wasn't even able to end my turn.

Today I came back to the game, the vector wasn't cancelled, but I cancelled it without problems.
Experix
 
Posts: 129
Joined: Wed Jul 04, 2012 8:39 am

Re: City doesn't produce correctly

Postby Chazar » Sun Jan 20, 2013 7:36 pm

New Info: I now cancelled the vector, and the production now shows as "undefined/2" for both. There is definitely a bug - it should not say "undefined" should it?

I still have not moved (there is still some time left anyway, so I just delay the game so that you can take a look).
GameName=IcyHeart, GameId=35766, see e.g. Captial of Teal for the buggy display.

SnotlinG wrote:Could it be that you selected another unit to produce first and then switched back to your 2 turn units (which then would reset the buildtime), or possibly accidently stopped the production and then started it again?
Well, I cannot rule out such a mistake for sure, but being an old Warlords player, I am well aware of this pitfall and usually take great care with production. Furthermore, the "undefined/2" display that I not got by just cancelling the vector from within the city production screen, indicates that something is amiss.
Chazar
 
Posts: 670
Joined: Tue Feb 28, 2012 7:51 pm

Re: City doesn't produce correctly

Postby Experix » Sun Jan 20, 2013 7:47 pm

Chazar,
in the second attempt to cancel that vector, I also had undefined/3 (I see this "undefined" quite usually recently and I ignore it). After I ended my turn and got back in observation mode, I saw 2/3 and the elemental was really prepared in the next turn.
Experix
 
Posts: 129
Joined: Wed Jul 04, 2012 8:39 am

Re: City doesn't produce correctly

Postby SnotlinG » Mon Jan 21, 2013 8:22 pm

I have been able to replicate some of your issues.
It seemed to be a combination of first using the normal city-screen, and then doing some updates in the city-overview screen that could trigger this.
I have applied a fix now which at least fixed the issues I was able to reproduce.

Let me know if you see any more of these issues please, with some luck this was the fix for them all :-)
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am

Re: City doesn't produce correctly

Postby Chazar » Tue Jan 22, 2013 8:15 pm

Thanks, but my game is still paused. What is the status then?

I don't care much about the lost production in this particular game, and I will keep an eye open whether or not production/vectoring work as intended.
Chazar
 
Posts: 670
Joined: Tue Feb 28, 2012 7:51 pm

Re: City doesn't produce correctly

Postby SnotlinG » Tue Jan 22, 2013 10:24 pm

Oups, game has been unpaused again.
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am

Re: City doesn't produce correctly

Postby Chazar » Wed Jan 23, 2013 10:57 am

The production bug remains:

In game 35766 Synresludge and Xyanwood where both at 1/2 production at the beginning of this turn, both having no vector set.

The city Cellin received 4 units, 3 of them where 0/2 this turn (i.e. 2T units had just been sent on their way).

In order to maximize vectoring, I cancelled all 0/2 vectoring, and then from the city menu I set the vectoring from Xyanwood to Cellin. Later I clicked the City Overview and saw that Xyanwood now has 0/2 production instead of 1/2. I then went to the city info itself and it is still 0/2, i.e. I lost another production turn. :(

I ceased to do anything else, and I have not clicked end turn since.

PS: I could try and reproduce the error with the production from Synresludge while an admin watches, if that helps, but I guess you can do that on your own?
Chazar
 
Posts: 670
Joined: Tue Feb 28, 2012 7:51 pm

Re: City doesn't produce correctly

Postby SnotlinG » Wed Jan 23, 2013 8:00 pm

Ahh, I found another bug there regarding the buildtime. If you canceled/restarted some unit production in the mainscreen, and then switched to do updates in the overview screen this new buildtime of 0 could sometimes get transfered.
Fixed now thanks to your nice report :-)

Let me know if the game is important, then I could restore your lost buildtime.

Thanks!
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am

Re: City doesn't produce correctly

Postby Chazar » Wed Jan 23, 2013 9:04 pm

Thanks for fixing the bug! :D

I never saw this bug before, despite always doing this swapping of vectoring. I always ensure that bridge-head-cities always get 4 units sent towards them per turn.

Well the game is important, since it is a ladder game against one of my own team mates, but it's okay, I think I can manage that game without those 3 production turns, even though they are of my best unit types. If I don't win, then I have at least an excuse for it. :P
Chazar
 
Posts: 670
Joined: Tue Feb 28, 2012 7:51 pm

Previous

Return to Bug reports

Who is online

Users browsing this forum: No registered users and 32 guests

cron
Not able to open ./cache/data_global.php