Maybe a portal bug

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Maybe a portal bug

Postby Solo » Sat Sep 24, 2011 12:58 pm

I have established vectoring from one town to another one. One turn I decided to stop town production. After it I was not able to see my city normally till I removed vectoring from the town. To remove vectoring I had to enter another town, then click portal icon then click on the needed town and stop vectoring. After I had made this, I was able to see my town again clicking on it.
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Re: Maybe a portal bug

Postby SnotlinG » Sun Sep 25, 2011 2:47 pm

Bug has been fixed. Now if you stop production, teleporting will be auto-stopped.

Thanks for reporting :-)
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Re: Maybe a portal bug

Postby KGB » Tue Sep 27, 2011 11:48 pm

Snotling,

Not sure if this fix created another bug or if I spotted a separate one.

But I was vectoring Pegasi from one city to another. While a Pegasi was in transit I stopped the Vector because I didn't want the next Pegasi to vector. So now the Pegasi city is no longer vectoring.

When I go to the portal for the city making Pegasi it shows nothing in transit. When I go to the city receiving Pegasi it also shows nothing in transit (well it shows other armies coming there but not my Pegasi). Now, maybe my Pegasi will still show up next turn but I am not sure since I can no longer see it in transit in either city.

So I am wondering if your auto-stopped fix kills units enroute by accident.

KGB
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Re: Maybe a portal bug

Postby SnotlinG » Wed Sep 28, 2011 7:42 am

KGB, no the fix should not affect already sent units.
When a unit is sent (i.e. teleported) it is already created in the armytable in database and has a destination etc.
My fix only affected the city-settings, i.e. do not try to send next produced unit to another city. So it should not affect. Then again, stranger things have happened :-)

Let me know the gamename and city names of sending / receiving city and I´ll check.
Maybe your pegasi wasnt in transit already, maybe you only saw that the receiving city was receiving production from your sending city (but nothing was in transit yet) before you stopped the vector?
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Re: Maybe a portal bug

Postby KGB » Wed Sep 28, 2011 4:44 pm

SnotlinG,

Game name is test44. One of the very first Beta4 games. So old it has the different portal travel distances in case that might be the problem.

Sending city Limelat.
Receiving city Emyn Mul.

Looking at Limelat, you can see I have 2/3 turns remaining on my next Pegasi. That means 2 turns ago I built and vectored one. Its never arrived (Limelat sends at 25/turn) at the destination nor did it just get built in the initial city. The vector has been in place long enough to have sent 2 Pegasi (the first one arrived 3 turns ago and is now in the North in Troy).

KGB
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Re: Maybe a portal bug

Postby SnotlinG » Wed Sep 28, 2011 7:34 pm

I looked at your game but can find no errors there.
I see the portal between your two cities should only take 1 turn though. So your Pegasi should have arrived the turn before your last turn in Emyn Mul, so maybe the short teleporting-time got you confused?

For Beta5 Im adding additional info to all units to make it easier to track errors/lost units :-)
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Re: Maybe a portal bug

Postby KGB » Wed Sep 28, 2011 9:49 pm

SnotlinG,

3 turns ago I got a Pegasi in that city. I have since moved it all the way up to Troy (3 turns to fly there in the upper part of the map). Hence next turn (or at worst the turn after) I was expecting another Pegasi to arrive since it takes 3 turns to produce and 1 (or 2) to travel and that would fit with the production left at Limelat (2 turns left, on my next turn will be 1 turn left so 2 turns passed since last Pegasi was made). Somewhere a Pegasi got lost in transit.

Are you naming and numbers all the units like Warlords I did? In that game every unit was named by city and the number that was produced there. So for example the first Pegasi produced in Limelat would have a name of 'Limelat 1st Pegasi'. That made it easy for player to track the number of their own units and where they were made.

KGB
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Re: Maybe a portal bug

Postby SnotlinG » Thu Sep 29, 2011 11:51 am

Its strange as there is no code for removing army-entries from the game anywhere. We only update the status to dead/transit etc. So I think if the Pegasi existed I should have been able to find it in the database :?

I´ll keep my eye on this though and see if I can replicate it.

Beta4 has no such information for individual units, but Im adding more info in Beta5 to track unit origin and turn they were built on...
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Re: Maybe a portal bug

Postby KGB » Thu Oct 06, 2011 10:38 pm

SnotlinG,

In the interest of science I repeated this experiment in Test44.

Once again I set the Pegasi vector between the 2 cities Limelat -> Emyn Mul. Last turn the Pegasi got produced because turn my Capitol says 2/3 turns remaining. However despite the Portal claiming 1 turn travel, there is no Pegasi in either city when it should in fact have arrived this turn. I canceled the vector entirely and of course I see nothing in transit (I swear I did before I canceled the vector).

One thing to note.

Emyn Mul is itself vectoring to a 3rd city. So is it possible my Pegasi is being portalled there instead somehow and getting lost?

You might try copying this game to a local test server and ending turns for all players in an attempt to see what happens (assuming you can do that). Just when there is 1 turn left, set the vector between those 2 cities and see what happens.

KGB
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