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July 29 Release Bug Reports

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: Technical Support
Forum Description: Post your technical support related questions here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=3878
Printed Date: 17 Apr 2022 at 10:40
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Topic: July 29 Release Bug Reports
Posted By: Rill
Subject: July 29 Release Bug Reports
Date Posted: 30 Jul 2012 at 03:13
This thread is for reports of bugs or problems related to the July 29 release.

So far:

--There was briefly an inability to produce cows.  This should have been corrected.
--Those who have built cottages are unable to produce cotters.  Update: This has been fixed.  Note that you still need to study foraging or grape picking (at minimum) to gather resources.
--Intermittent lag is due to the high number of users interacting with the world map.



Replies:
Posted By: Rill
Date Posted: 30 Jul 2012 at 04:11
Incoming caravans cannot be prestiged.


Posted By: Rill
Date Posted: 30 Jul 2012 at 04:17
Caravans are missing in my city of Xanadu.  I have 31 in transit, 9 present and 70 total.  Where are my other 30 caravans?  This also affects my city of Walden.

Edited: I think those caravans might be in trade offers, but it isn't showing the trade offers on the movements screen.


Posted By: Thurien
Date Posted: 30 Jul 2012 at 06:37
Cows/horses bug has been corrected, I can build them now.


Posted By: Tordenkaffen
Date Posted: 30 Jul 2012 at 08:13
The new resources sre not visible to my account Sneaking Ham, but I can see them fine on Tordenkaffens. 

Thanks

*Works fine now, ty devs.


Posted By: God Of Atheism
Date Posted: 30 Jul 2012 at 08:16
Originally posted by Rill Rill wrote:

Caravans are missing in my city of Xanadu.  I have 31 in transit, 9 present and 70 total.  Where are my other 30 caravans?  This also affects my city of Walden.

Edited: I think those caravans might be in trade offers, but it isn't showing the trade offers on the movements screen.

I confirm this one. When I go to trade overview I see a number of caravans in town offers, but when I go to trade movements, the list `your caravans in trade offers' is empty.


Posted By: God Of Atheism
Date Posted: 30 Jul 2012 at 08:17
Another one, blockade seems not to be available anymore.


Posted By: Ashyre
Date Posted: 30 Jul 2012 at 08:56
I've filed the following petition:

Ticket NumberCategoryStatusAssigned ToLast Updated
6844Technical SupportNewUnassigned30/07/2012 07:53:23
Hi there, The cotters that I sent out to harvest from my town of Kingkiller seem to have been bumped off by nothing. In addition, the inbound movement time is set to the remaining gathering time (so I still have 15+ hours before they return) instead of moving at 10 sq/h. Thanks!

Edit:  Just an update - I believe the generic resource that was available to the cotter was exhausted, leaving the special ones behind.  So I wasn't bumped, but the return time still needs fixing.


Posted By: God Of Atheism
Date Posted: 30 Jul 2012 at 10:12
And another one:

A catapult disappeared

Ticket NumberCategoryStatusAssigned ToLast Updated
6846Technical SupportNewUnassigned30/07/2012 09:10:37
In Ephuaulo (God Of Atheism), I was building catapults, now one more was supposed to be built, but disappeared. It says 4/12 built, 8 remaining, time remaining 3d11hr and a bit. I think the time was 30/7/2012, between 8:30 and 9:00 server time. I've got a screenshot, just tell me where to send.


Posted By: God Of Atheism
Date Posted: 30 Jul 2012 at 10:49
I have another one, I've got some incoming caravans, but they're not displayed in next events.
This doesn't happen everywhere.


Posted By: ozrik
Date Posted: 30 Jul 2012 at 10:50
Still no vans in trade offer showing up on trade summary page




Posted By: dunnoob
Date Posted: 30 Jul 2012 at 11:41
Originally posted by Rill Rill wrote:

Caravans are missing in my city of Xanadu.  I have 31 in transit, 9 present and 70 total.  Where are my other 30 caravans?  This also affects my city of Walden.
Hi, I think 30 empty vans from Shangri-La are shown as inbound to Aliyah Bet on my trade overview page.  On the map this is not what really happens, your vans are returning home to you arriving in about 10 minutes.  Some minutes later, yes, I can see only my vans now; your 30 vans should be at home.  




Posted By: Sivart
Date Posted: 30 Jul 2012 at 12:39
I don't see unit pictures in my research tab for traders,miners, skinners, herbalist, or cotters.


Posted By: Garth
Date Posted: 30 Jul 2012 at 13:33
Returning Cotters take 20 hours in many cases to come home.


Posted By: Badmuts
Date Posted: 30 Jul 2012 at 14:50
My cotter returning form 9 sq away takes 3 days and 3 hours to get home. That's a speed of 0.12 sq pro hour, or 25 times slower than a seige army without forced march. 

That cant be right..... right?

(it's been resolved now Big smile )


Posted By: GM ThunderCat
Date Posted: 30 Jul 2012 at 15:13
Originally posted by Garth Garth wrote:

Returning Cotters take 20 hours in many cases to come home.
This should now be resolved.


Posted By: Nodrog
Date Posted: 30 Jul 2012 at 15:25
Not sure if this is a bug or an intended behavior for which I see no purpose as yet, but looking at town inventory the numbers with +sign on basic res still indicate the rate at which that res is generated. The similar numbers for advanced res used to indicate how much of that res item is q'd for build, but now they show only the amount in inventory just like the black numbers to the left.


Posted By: Torn Sky
Date Posted: 30 Jul 2012 at 16:49
Built 4 cotters in my Capitol total time should have been 80m but they built in 38m.


Posted By: Rohk
Date Posted: 30 Jul 2012 at 17:08
I don't know if anyone else has had this but I sent a cotter to an herb patch and then an army to sit there and when the army arrived, it bumped the cotter and sent the cotter home. I did this with another town and everything worked fine.

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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: Rohk
Date Posted: 30 Jul 2012 at 17:09
Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Garth Garth wrote:

Returning Cotters take 20 hours in many cases to come home.
This should now be resolved.

How long should they take to harvest a mineral or herb patch? I sent out one each to two different patches and it says they will be harvesting for 20 hours before returning.


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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: draebor
Date Posted: 30 Jul 2012 at 19:03
Originally posted by Rohk Rohk wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Garth Garth wrote:

Returning Cotters take 20 hours in many cases to come home.
This should now be resolved.

How long should they take to harvest a mineral or herb patch? I sent out one each to two different patches and it says they will be harvesting for 20 hours before returning.


Same here... got a cotter harvesting minerals and it's going to take about 24 hours to harvest.  Is that a bug or a feature?


Posted By: Rill
Date Posted: 30 Jul 2012 at 20:24
Long harvesting seems to be a feature, in theory we should send more cotters to speed up the harvesting.  They deliberately don't share the harvesting rate for the resources; I imagine we'll all be developing and sharing little tables with that information; it gives us something to do while the devs are working on other features.


Posted By: Grumblegore
Date Posted: 30 Jul 2012 at 21:34
I ran into a bug today with one of my commanders.  I'm not sure if it's related to the new commander page, or if was a bug that's been there all along.

Commander was promoted from a Death Pack.  He was level 14, with 10 levels of Heroism and 4 levels of Charge.  On making enough xp for level 15, I tried to level up Charge to 5.  The level up button is present, but when I click it, I get an "unable to complete request" error that says "This Commander has already upgraded this bonus 10 times."

Another commander leveled from 11 to 12 and was able to level up Close Quarter Penetration from 1 to 2 successfully.


Posted By: Rill
Date Posted: 30 Jul 2012 at 22:09
The commander skill leveling problem may be occurring when upgrading the "special" skill that allows an upgrade of a division bonus to 15 rather than 10 (even though the upgrades are not to more than 10).  At least, that has been the case for the two people I've heard describe the problem.


Posted By: Brids17
Date Posted: 30 Jul 2012 at 22:35
So, I'm confused. Currently cotters don't bump other cotters, they al just collect on the same square. Is this the way it's suppose to be? =\


Posted By: Rill
Date Posted: 30 Jul 2012 at 23:00
Player Laguna reported being able to use Tenaril's Spell with a cotter from that city out gathering.  This seems to go against the general rule that all units must be in a city for the city to be able to relocate.  Is this an intended effect?


Posted By: Myzel
Date Posted: 30 Jul 2012 at 23:58
I finished building a herbalist's guild but for some reason I am not able to build a herbalist at my marketplace. Instead, it gives me a cotter. (While I have no cottage in that town.)


Posted By: bansisdead
Date Posted: 31 Jul 2012 at 00:06
myzel, have you researched herbalism as well as herbalist guild? (thanks to quackers & arkenor for that info)

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http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">


Posted By: Myzel
Date Posted: 31 Jul 2012 at 00:13
Ah, good catch. That research hasn't finished yet. But I'm still not sure where the cotter came from. Is that normal?


Posted By: N. Chadgod
Date Posted: 31 Jul 2012 at 01:32
CaravansCaravans
0 p/h
 10 6m 15s
(9.60 p/h)
0 %6m 15s
(9.60 p/h)

max
CottersCotters
0 p/h
10 18m 45s
(3.20 p/h)
0 %18m 45s
(3.20 p/h)

max

Production Schedule

UnitBuiltLeftStartProgressCompleteTime Remaining
CottersCotters0/3331 Jul 00:00:06
31 Jul 00:30:0627m 58s0



I think the cotter build times are off or am i just missing something?


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It's beyond fairytale, it's inconceivable!


Posted By: Rill
Date Posted: 31 Jul 2012 at 01:34
Production rate (gathering time) for the new resources in the inventory shows the number of resources currently in the inventory.


Posted By: Rohk
Date Posted: 31 Jul 2012 at 04:24
Right now I can see other people's caravans going back to their towns in the trade movements screen after having dropped of some goods at my town. Are we supposed to see that? We never could before which is why I ask.

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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: draebor
Date Posted: 31 Jul 2012 at 05:40
I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.


Posted By: The_Dude
Date Posted: 31 Jul 2012 at 05:47
Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Posted By: draebor
Date Posted: 31 Jul 2012 at 05:56
Originally posted by The_Dude The_Dude wrote:

Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Ah ok... well A) that sucks, and B) they might want to change the notification message when a cotter gets bumped; mine said "1 Cotter from Draeboroth were interrupted at [-292|45] in Meilla having harvested 55 and are returning home", suggesting that they had harvested something.


Posted By: Garth
Date Posted: 31 Jul 2012 at 06:06
Originally posted by draebor draebor wrote:

Originally posted by The_Dude The_Dude wrote:

Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Ah ok... well A) that sucks, and B) they might want to change the notification message when a cotter gets bumped; mine said "1 Cotter from Draeboroth were interrupted at [-292|45] in Meilla having harvested 55 and are returning home", suggesting that they had harvested something.
Actually, I don't think this is by design. From the Release Notes:

"In some cases, your gatherer might labour for nearly a whole day just to get one unit of a rare resource: if bumped off one second before completion, he gets nothing. Caravans always get something if interrupted – but Miners, Skinners and Herbalists do not."

I believe what that's saying (is the use of "Caravans" an error?) is that Cotters always get something if interrupted, and the Specialized gatherers may not if they hadn't harvested a full unit of their res type. This question has come up many times, perhaps the devs could clarify.


Posted By: Rill
Date Posted: 31 Jul 2012 at 06:06
I thought it was clarified that they were supposed to bring back anything that completed harvesting?  Some minerals take 20 hours to harvest 1, so you wouldn't get any if you were bumped after 10 hours, but if you have finished harvesting a unit you still get one? It seemed like one of the devs said something to that effect, but perhaps I misunderstood.


Posted By: GM ThunderCat
Date Posted: 31 Jul 2012 at 06:17
Originally posted by draebor draebor wrote:

Originally posted by The_Dude The_Dude wrote:

Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Ah ok... well A) that sucks, and B) they might want to change the notification message when a cotter gets bumped; mine said "1 Cotter from Draeboroth were interrupted at [-292|45] in Meilla having harvested 55 and are returning home", suggesting that they had harvested something.
A cotter harvests every hour (7 units human, 5 units others - per cotter) until their inventory is full (100 units), the resource is depleted or they are interrupted; they also gather in parallel. However, you do not receive any resource for any incomplete hours (interruption).

e.g. As a human if you sent 10 cotters to a herb patch and they were interrupted after 3hrs 45 mins; they will have collected 210 units of herbs  (7 rate * 10 units * 3 hrs). 

The amount they have already harvested from any preceeding hours is shown on the trade movements page; and you will be told how much that was at the completion of harvesting.

Miners and Herbalists are different in that their harvest time is determined by what they are harvesting and they only harvest a single rare per unit.

Skinners are similar in that they each harvest a single rare, however they take 2 hrs and a group can harvest all sorts of different things (animal drops are a bit of a mixture).

draebor: could you raise a bug from the town that you sent the cotter from as you not receiving the goods that were harvested (55 minerals) as it was a bug that has now been fixed.

We will also be shortly be introducing a differentiation between rare animal parts and hides and they are both represented by the same icon and description and this seems to be confusing some people ("invisible bumps" which are actually the hides depletion, but leaving the hide icon because there are still animal rares on the spot)


Posted By: Pach
Date Posted: 31 Jul 2012 at 06:44
How do we avoid over-harvesting a herb patch, and having it disappear, unless we know how many herbs are left there? For caravans harvesting regular resources, we get a message saying how many resources are present there when we being harvesting, but we get no such message for cotters.

"Grapes and Herbs are living things. They appear in appropriate terrain – some only in very specific areas, some more generally. If you exhaust all of a resource on one square, it will be destroyed, gone – you have dug up every plant, so it isn't growing back.  Some patches are quite small, and will always be exhausted by a single Cotter, but others are quite large. If you harvest carefully from a larger patch, you can keep the patch going for a long time, as harvested contents do grow back.  When a patch is eradicated it will likely respawn elsewhere on the map, to prevent the complete extinction of a genus."


Posted By: GM ThunderCat
Date Posted: 31 Jul 2012 at 06:58
Recalling with messengers is now resolved.


Posted By: Aurordan
Date Posted: 31 Jul 2012 at 07:09
Originally posted by Pach Pach wrote:

How do we avoid over-harvesting a herb patch, and having it disappear, unless we know how many herbs are left there? For caravans harvesting regular resources, we get a message saying how many resources are present there when we being harvesting, but we get no such message for cotters.

"Grapes and Herbs are living things. They appear in appropriate terrain – some only in very specific areas, some more generally. If you exhaust all of a resource on one square, it will be destroyed, gone – you have dug up every plant, so it isn't growing back.  Some patches are quite small, and will always be exhausted by a single Cotter, but others are quite large. If you harvest carefully from a larger patch, you can keep the patch going for a long time, as harvested contents do grow back.  When a patch is eradicated it will likely respawn elsewhere on the map, to prevent the complete extinction of a genus."

If only there were a unit you could send to squares to tell you exactly what type of resource was there and how many...


Posted By: Pach
Date Posted: 31 Jul 2012 at 07:11
Nevermind.

/me Duh.


Posted By: Rill
Date Posted: 31 Jul 2012 at 07:43
Multiple reports of cotters now taking 30 minutes to build instead of 15.  (Initially it was supposed to be 15 and was only 10.)

Overcorrection?


Posted By: bansisdead
Date Posted: 31 Jul 2012 at 10:58
I don't think herb patches are depleting.  Last night I scouted a herb patch, scouts reported 110 units of herb remaining, I had gathered 30 units already.  I sent a messenger to recall the cotters, but after receiving the message about mad dash, messenger dead, units coming home, I noticed the cotters were still gathering herb.  Woke up this morning and my cotters were still gathering, they had 150 units of herb, so already bells were ringing, as 110+30=140.  So I scouted again and found there was still 110 units of herb there 14 hrs later?

Rorgash informed me that I am not using enough cotters (I have 2 gathering), to deplete it.  Could this be what is happening the grow back rate is higher than the gathers picking rate?


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http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">


Posted By: Mogul
Date Posted: 31 Jul 2012 at 12:29
At new town where I didn't yet researched higher caravan capacity it displays it as zero.
It should be 200 and it works like that, so it is possible to send 200 resources per caravan but displayed info is not correct:




Posted By: SugarFree
Date Posted: 31 Jul 2012 at 13:20
traders. traders are everywhere and way to many.. it may be a display error. 

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Nuisance


Posted By: Pach
Date Posted: 31 Jul 2012 at 14:24
Cotter bumping is badly bugged. One of my cotters got bumped:

Cotters from Icewind Dale were interrupted at [34|-857] in Tallimar having harvested 20  and are returning home. 
Cotters from Icewind Daledeliver to [34|-857] in Tallimar 20  

They've delivered the resources back to the square they were harvesting?? 
I don't have the resources in my inventory, and the cotter has disappeared, he doesn't show up in the screen for sending cotters to harvest. I am unable to train a replacement as well.

[Petition 6894]


Posted By: Bellas
Date Posted: 31 Jul 2012 at 14:36
Originally posted by Pach Pach wrote:

Cotter bumping is badly bugged. One of my cotters got bumped:

Cotters from Icewind Dale were interrupted at [34|-857] in Tallimar having harvested 20  and are returning home. 
Cotters from Icewind Daledeliver to [34|-857] in Tallimar 20  

They've delivered the resources back to the square they were harvesting?? 
I don't have the resources in my inventory, and the cotter has disappeared, he doesn't show up in the screen for sending cotters to harvest. I am unable to train a replacement as well.


I have 12 cotters, sent 4 to 3 different squares.   It is displaying that there is only 1 at each location and it has gathered 50 minerals in 10 hours on each square.
 
Now either they are displayed wrong and showing only 1 there when there are really 4 or something happened to the others and they are in no mans land.  Also they have been there for longer than 10 hours so if there were multiples I should have 200 for each location.  Going to wait to see what gets delivered after they finish and follow up.


Posted By: RatuJone
Date Posted: 31 Jul 2012 at 14:59
I'd just like to mention again that vans involved with trade offers disappear from the movement page but do not show in the trade offers spot. Amounts of gold/merchandise do appear  on the global market screen.

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I'm pretty Harmless, really :)


Posted By: Bard
Date Posted: 31 Jul 2012 at 16:08
Having the commander problem.  My defensive cavalry had already levelled up Charge to 10.  My offensive cavalry had 4 each.  The patch arrived.  After it, I was unable to put any more experience for the attacking commanders into the Charge capability.  I got the same message as others, your commander has already levelled this ability to 10 levels.   Is this because all the commanders are cavalry?  Or does it affect every unit trying to go to the lvl 15 divisional bonus?  Hope this one gets fixed soon.


Posted By: RatuJone
Date Posted: 31 Jul 2012 at 17:38
Cotter expertise

I sent out a cotter to pick grapes. I have researched the grape picking module. Yet I get a return that my cotter hasn't learned to forage grapes. 

(I can supply a screen shot to show the tree with learned modules AND the notification that my cotter has not learned.)

PS This cotter has not learned forage only grape picking but the tree does not show a need to learn forage before grape picking!Dead


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I'm pretty Harmless, really :)


Posted By: Brids17
Date Posted: 31 Jul 2012 at 17:42
I supposedly collected 200 grapes but I can't find them anywhere in my city. Is it a bug that they're not appearing or do they show up somewhere I don't know about?


Posted By: Bellas
Date Posted: 31 Jul 2012 at 17:50
Originally posted by Brids17 Brids17 wrote:

I supposedly collected 200 grapes but I can't find them anywhere in my city. Is it a bug that they're not appearing or do they show up somewhere I don't know about?
Try looking under Inventory and Herbs, my grapes show up there.


Posted By: Blargh
Date Posted: 31 Jul 2012 at 18:06
Seeing this too. Building 2 cotters and it's taking an hour when it should only take 30 minutes.


Posted By: Rill
Date Posted: 31 Jul 2012 at 18:22
I am pretty sure I collected 300 grapes, (3 cotters worth) from my city of Walden, but it only shows 200.


Posted By: Brids17
Date Posted: 31 Jul 2012 at 18:30
I see the issue. My cotters in the city that was collecting the grapes have disappeared. I thought they had returned home because they weren't in my trade movements but that's not the case. Both cotters are gone and I did not get a message saying they have been killed so I assume that is not the case. 

Edit: They are not dead, they are simply gone. I cannot build more cotters nor can I see the ones that I supposedly have. 


Posted By: Rill
Date Posted: 31 Jul 2012 at 18:50
This is not a bug precisely, but there are now two completely unrelated "Foraging" researches:  One in the sovereignty branch that enables one to build a Training Ground II on a sovereign square and one in the Trade branch that enables cotters to collect stuff.  This could cause confusion.


Posted By: Rill
Date Posted: 31 Jul 2012 at 18:59
Oh, also two Geology researches, one in Sovereignty and one for the Mining specialty, as noted by Silent Sword.


Posted By: Nokigon
Date Posted: 31 Jul 2012 at 19:04
Originally posted by Grumblegore Grumblegore wrote:

I ran into a bug today with one of my commanders.  I'm not sure if it's related to the new commander page, or if was a bug that's been there all along.

Commander was promoted from a Death Pack.  He was level 14, with 10 levels of Heroism and 4 levels of Charge.  On making enough xp for level 15, I tried to level up Charge to 5.  The level up button is present, but when I click it, I get an "unable to complete request" error that says "This Commander has already upgraded this bonus 10 times."

Another commander leveled from 11 to 12 and was able to level up Close Quarter Penetration from 1 to 2 successfully.
I had the same problem. I finished off Heroism but was unable to upgrade Charge.


Posted By: Rill
Date Posted: 31 Jul 2012 at 19:48
Cotter is taking 30 minutes to build in a level 20 marketplace; the build time is listed as 15 minutes.


Posted By: Mogul
Date Posted: 31 Jul 2012 at 19:52
Also Herbalist build time is reported as 2h but in reality 4h ... marketplace lvl 20:




Posted By: dunnoob
Date Posted: 31 Jul 2012 at 19:55
Originally posted by Rill Rill wrote:

This is not a bug precisely, but there are now two completely unrelated "Foraging" researches
And geology, as you said later.  It's unnecessarily confusing and a bad idea, e.g., it requires clumsy disambiguations in the wiki.


Posted By: GnuTri
Date Posted: 31 Jul 2012 at 20:12
Originally posted by Rill Rill wrote:

Cotter is taking 30 minutes to build in a level 20 marketplace; the build time is listed as 15 minutes.

I have a level 19 marketplace and it states 15m45s for the cotter. Once queued it's taking 29m.

This is new since yesterday as they built in around 10 minutes approx. 24 hours ago.

Ticket number 6912.


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http://elgea.illyriad.co.uk/a/p/77638" rel="nofollow">


Posted By: Rohk
Date Posted: 31 Jul 2012 at 21:13
I just built a cottage in a town where I didn't have one before and it said it would take 15 minutes. Upon starting to build one, the screen refreshed and now it says it will take 30 minutes to build one. I don't know if the timing is coincidental with the fix or what.

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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: Brids17
Date Posted: 31 Jul 2012 at 21:31
So....is it normal for cotters to trigger no messages? I just realized some of mine have been bumped but I received no message about it, I only found out from the notifications...


Posted By: GM ThunderCat
Date Posted: 01 Aug 2012 at 00:08
Originally posted by Bard Bard wrote:

Having the commander problem.  My defensive cavalry had already levelled up Charge to 10.  My offensive cavalry had 4 each.  The patch arrived.  After it, I was unable to put any more experience for the attacking commanders into the Charge capability.  I got the same message as others, your commander has already levelled this ability to 10 levels.   Is this because all the commanders are cavalry?  Or does it affect every unit trying to go to the lvl 15 divisional bonus?  Hope this one gets fixed soon.
This should now be resolved.


Posted By: GM ThunderCat
Date Posted: 01 Aug 2012 at 00:08
Cotter display of build time is now corrected.
Hides and animal body parts are now differentiated on the map (needs browser refresh).


Posted By: GM ThunderCat
Date Posted: 01 Aug 2012 at 01:16
Trade overview now shows what all trade units are doing rather than just caravans.


Posted By: Hora
Date Posted: 01 Aug 2012 at 01:51
Caravans delivering resources to my city used to trigger system mail, like "Goods arrived from...".
That is gone now...
Was that intended, or is it a bug?


Posted By: GM ThunderCat
Date Posted: 01 Aug 2012 at 01:57
Missing cotters should have returned.


Posted By: Rohk
Date Posted: 01 Aug 2012 at 02:53
My cotter in Mystic Vale got bumped and now is taking over a day to come back to my city 35 squares away.

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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: SugarFree
Date Posted: 01 Aug 2012 at 03:04
lazy bum!



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Nuisance


Posted By: Salararius
Date Posted: 01 Aug 2012 at 03:40
I'm not sure if this is a bug or an oversight.  New resources do not show up in the world map "terrain preview" window to the right of the tactical map.  Basic resources and creatures show up there but not the new minerals, hides and herbs (however it's pronounced).

Thanks,
Sal



Posted By: Salararius
Date Posted: 01 Aug 2012 at 14:39
Herbalists went missing last night.  I had queued up 2 to build with 2 out harvesting and this morning there were only 3 sitting in my city with one rare herb.  Not sure if one was killed without a message or if one wasn't built.

Petition 6932 submitted...



Posted By: Bellas
Date Posted: 01 Aug 2012 at 17:25
Still having problems with missing cotters. I sent several cotters to the same locations, it never showed multiples there it was as if I had only sent one.  When they returned only one from each location returned and the rest are missing.


Posted By: Rohk
Date Posted: 01 Aug 2012 at 17:58
The max option for creating herbalists does not take into account how many herbs you have. When I clicked max it said I could build 471 (I only have guild space for 20) so I put in 20 and it said I had no herbs (my cotter is still on the way back with them) so I couldn't build them.

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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: Rill
Date Posted: 01 Aug 2012 at 20:00
max option for the specialized gathering units (not limited to herbalists) does not take into account the quantity available of the specialized resource (herbs, minerals, hides).


Posted By: bansisdead
Date Posted: 01 Aug 2012 at 20:36
My herbalists are invisible!, they aren't MIA just invisible.  In trade overview, movements and train unit they do not have an image like the other units such as vans and cotters.  Just wondering what they look like, what their little read says,  and movement speed is?

sry using firefox.


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http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">


Posted By: Salararius
Date Posted: 01 Aug 2012 at 20:51
My miners were killed by an enemy army and there was no notification message!


Posted By: Finrod
Date Posted: 01 Aug 2012 at 23:35
Just scouted some animal hides and my scouts are "stuck" there.  Diplomatic movement screen shows "completed," and the screen appears to be continually trying to refresh itself.  Did not receive a scout report either.

Regards,
Finrod

(Great update, by the way  Handshake )


Posted By: Talonas
Date Posted: 01 Aug 2012 at 23:42
demolishing a building and I find it has completed and is now stuck on completed...looping


Posted By: Rohk
Date Posted: 01 Aug 2012 at 23:50
My cotter from Hidden Dale has been gathering hides and is almost halfway done time-wise so he should have around 50 hides but instead he has 40 and that hasn't changed in the last hour. I am thinking that everything has kind of paused. Now who on the dev team would be playing with a cursed pocket watch?

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http://elgea.illyriad.co.uk/a/p/53810" rel="nofollow">


Posted By: Janosch
Date Posted: 02 Aug 2012 at 00:05
Originally posted by Talonas Talonas wrote:

demolishing a building and I find it has completed and is now stuck on completed...looping


Same problem cannot upgrade or demolish buildings :-(


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Posted By: Finnegas
Date Posted: 02 Aug 2012 at 00:07
Same problem as Talonas


Posted By: Widdershins
Date Posted: 02 Aug 2012 at 00:22
Hello everyone, I built a lumberjack, it has completed but seems to be stuck on completed, my browser keeps automatically reloading, I presume, as I have a load icon that keeps reappearing, but it wont actually finish.  I have refreshed the browser and I have quit and restarted the browser but the lumberjack is still stuck on completed.  I am using Google chrome.


Posted By: Garth
Date Posted: 02 Aug 2012 at 00:25
Originally posted by Finrod Finrod wrote:

Just scouted some animal hides and my scouts are "stuck" there.  Diplomatic movement screen shows "completed," and the screen appears to be continually trying to refresh itself.  Did not receive a scout report either.

Same here, only with cotters instead of scouts.


Posted By: GM ThunderCat
Date Posted: 02 Aug 2012 at 01:48
All queues including gathers should now be working fine - we are looking into an issue with skinners so have kept them on pause for now.


Posted By: Beridhren
Date Posted: 02 Aug 2012 at 04:00
Have some outriders in completed mode from a quest.  Cleared cache, re-logged and still not able to have them come back. Please help.

If you need more information, please let me know.

Cheers,
Beridhren


Posted By: Brids17
Date Posted: 02 Aug 2012 at 18:33
Have the developers comments on the fact that cotters don't trigger any kind of message? I just wasted some guys cotters and it looks like he wont receive a message about it. (which I'm fine with but he's probably going to send a petition about his cotters disappearing. 


Posted By: GM Luna
Date Posted: 02 Aug 2012 at 18:56
Killed cotters should be giving a notification about their untimely demise.

Luna


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GM Luna | Illyriad Community Manager | community@illyriad.co.uk



Posted By: Brids17
Date Posted: 02 Aug 2012 at 19:01
So are they meant to not trigger message when bumped? I didn't think they triggered messages at all but I guess I shouldn't have assumed they worked just like caravans either. 


Posted By: GM Luna
Date Posted: 02 Aug 2012 at 19:05
Originally posted by Brids17 Brids17 wrote:

So are they meant to not trigger message when bumped? I didn't think they triggered messages at all but I guess I shouldn't have assumed they worked just like caravans either. 

A notification will show that they've been interrupted. No system mail will be sent.

Luna


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GM Luna | Illyriad Community Manager | community@illyriad.co.uk



Posted By: Garth
Date Posted: 03 Aug 2012 at 10:20
Edit: never mind, figured it out..


Posted By: ozrik
Date Posted: 03 Aug 2012 at 12:22
Anyone else having trouble building herbalist number matching level of guild...get message saying I have four, when only have three


Posted By: Rill
Date Posted: 03 Aug 2012 at 17:42
Currently there is an error where specialists being built count twice.  Devs are apparently aware.


Posted By: Quackers
Date Posted: 03 Aug 2012 at 18:04
Originally posted by Rill Rill wrote:

Currently there is an error where specialists being built count twice.  Devs are apparently aware.


I just find it funny!
You cannot build this many Miners in this town. Your Miner's Guilds can support 20 and you already have 23, plus 5 in production!

But in my trade over view it says I have 5 building, 12 traveling, 2 harvesting, and 1 present. (Thats 20.)


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Make it your ambition to lead a quiet life, to mind your own business and to work with your hands, so that your daily life may win the respect of outsiders and so you will not be dependent on anybody.


Posted By: Ector
Date Posted: 03 Aug 2012 at 22:22
I have the same problem, which is very irritating. I have 15 miners, and cannot train more since the game pretends that I have "21 plus 4 in production". Please fix the bug ASAP!

I also have to report about "illegal Cotters". I've build too many Cottages and recruited Cotters. Then I've decided to demolish some Cottages, but the Cotters remain! I cannot kill the extra cotters. What should I do?


Posted By: Rill
Date Posted: 03 Aug 2012 at 22:30
Ector, the new cotters will desert when they return from their next mission.  Or at least they have been doing so.


Posted By: Ector
Date Posted: 03 Aug 2012 at 22:32
I have: 4 miners building, 5 travelling, 5 harvesting and 1 ready = 15 miners total. Miner's Guild is 19th level, but it says "21 + 4 in production" Unhappy


Posted By: GM ThunderCat
Date Posted: 03 Aug 2012 at 23:44
Caravans, Miners, Cotters, Herbalists and Skinners now correctly have there maximums applied. You should be able to build the correct number; if you have too many the ones in your town will depart to your maximum; if you try to build more, if you change a building level that effects them and when they finish a mission.



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