This topic reserved for tuesday. Please report bugs and breaks caused by the large update here instead of the bugtracker, so we can investigate and fix them more quickly. If you do, please keep an eye on this topic as we may still ask you to do a bugtracker report if the bug is complicated and can't be fixed ad-hoc.
Question about the wiki article--you say "Note that this value only changes during the turn. " Do you mean "this value only changes during turn change"?
Yes. I will detail it a bit more.
not sure if this is associated or not, but...
Belu-Riombara-Mio Dupaki AND the city of Grehk have the message coming up of: "There are no weapon smiths in this region."
However, there are smiths, and production isn't low enough (or even close to risking being low) to deny it working... not sure how widespread it is, but this means at least 1 city and 1 townsland just started having this problem..
Quote from: TragerM on December 13, 2011, 03:10:17 PM
not sure if this is associated or not, but...
Belu-Riombara-Mio Dupaki AND the city of Grehk have the message coming up of: "There are no weapon smiths in this region."
However, there are smiths, and production isn't low enough (or even close to risking being low) to deny it working... not sure how widespread it is, but this means at least 1 city and 1 townsland just started having this problem..
What page is this on? Is it Repair.php?
http://battlemaster.org/testing/Repair.php
that's where it ends up...
http://battlemaster.org/testing/play-orders.php
that's where you get to it in the first place...
That's what you were asking, right?
QuoteOut-of-Character from Sassan d'Serrai (just in)
Message sent to everyone in your realm (28 recipients)
I click on the 'orders' link, then choose 'Repair Equipment...' - and on the immediately following page (http://www.battlemaster.org/testing/Repair.php) there is only the 'There are no weapon smiths in this region.' message displayed. Nothing else (except the sidebar as usual).
Hope that's all you need :)
Exact same problem occurred in Dwilight--Terran.
Repair should now be fixed.
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Data item "product" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:35 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php(14): BattleMaster\GameObject->_get('product') #1 /var/battlemaster/include/Doctrine/BattleMaster/Region.php(176): BattleMaster\GameObject->__call('getProduct', Array) #2 /var/battlemaster/include/Doctrine/BattleMaster/Region.php(176): BattleMaster\Building->getProduct() #3 /var/battlemaster/include/Doctrine/Proxies/BattleMasterRegionProxy.php(102): BattleMaster\Region->checkBuildingExists('repair') #4 /var/battlemaster/live/testing/Repair.php(20): BattleMaster\Proxies\BattleMasterRegionProxy->checkBuildingExists('repair') #5 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 35
aargh. try again. should be better now.
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Property "Type" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:27 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/Unit.php(190): BattleMaster\GameObject->__get('Type') #1 /var/battlemaster/live/testing/Repair.php(28): BattleMaster\Unit->RepairCost() #2 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 27
I can't get the repair to work either. Here's what it says:
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Property "Type" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:27 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/Unit.php(190): BattleMaster\GameObject->__get('Type') #1 /var/battlemaster/live/testing/Repair.php(28): BattleMaster\Unit->RepairCost() #2 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 27
the page is http://battlemaster.org/testing/Repair.php
my guy did not move from Eidulb Outskirts to Ammando. Well now he is attending Tournament...
Another person noticed his character did not move during the last turn change as well.
My BT character received no messages regarding midday turn change, and cannot hold court after the turn was supposed to happen. The court link says I've already held one today, but that was after the full turn change.
the next repair error (the 2 posted above) should be fixed now.
Movement should have worked just fine, we didn't change anything in those scripts.
still repair
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Property "Armour" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:27 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/Unit.php(207): BattleMaster\GameObject->__get('Armour') #1 /var/battlemaster/live/testing/Repair.php(28): BattleMaster\Unit->RepairCost() #2 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 27
--------
hero telling tales
http://battlemaster.org/testing/HeroTale.php
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Method "checkActions" does not exist and was not trapped in __call()' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:22 Stack trace: #0 /var/battlemaster/live/testing/HeroTale.php(15): BattleMaster\GameObject->__call('checkActions', Array) #1 /var/battlemaster/live/testing/HeroTale.php(15): BattleMaster\Character->checkActions('special') #2 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 22
both fixed.
hand in hand with what others are saying:
Most of the manpower has been sent to repair the fortifications today.
You can not start repairs on the fortifications today.
(can't check Draft Recruits link either, due to same problem... it was done last half turn (wall repair) and I -should- be able to do another now... however, won't let me, cuz the flag hasn't been cleared from the last attempt, due to turn change... if flags or toggles is even how it's handled)
hero telling tales now gives:
You are in enemy territory. These citizens do not want to hear stories of how their sons got slaughtered.
but my hero is in his capital. (bt)
Quote from: TragerM on December 13, 2011, 08:00:59 PM
hand in hand with what others are saying:
Most of the manpower has been sent to repair the fortifications today.
You can not start repairs on the fortifications today.
(can't check Draft Recruits link either, due to same problem... it was done last half turn (wall repair) and I -should- be able to do another now... however, won't let me, cuz the flag hasn't been cleared from the last attempt, due to turn change... if flags or toggles is even how it's handled)
I seem to have similar issues with holding court.
Please tell us exactly what problems you encounter, including any error mesages you see. It helps us a lot if we don't have to hunt down what you may mean with "the same problem".
Not sure how much more specific we can be... but, I'll be verbose... this is for BT, Riombra, Mio Dupaki:
Repair walls attempt:
http://battlemaster.org/testing/command.php
http://battlemaster.org/testing/RepairFort.php
Fails in:
Most of the manpower has been sent to repair the fortifications today.
You can not start repairs on the fortifications today.
BS, cuz it's always been about the turn, not the chronological day..
Draft Recruits:
http://battlemaster.org/testing/command.php
http://battlemaster.org/testing/DraftRecruits.php
Fails in:
Most of the manpower has been sent to repair the fortifications today.
You can not issue a draft today.
BS, cuz again, it should have cleared at the end of the half turn change
Courtwork:
http://battlemaster.org/testing/command.php
http://battlemaster.org/testing/Court.php
Fails in:
Most of the manpower has been sent to repair the fortifications today.
You can not announce a court day today.
BS, cuz, again, wall repairs are NOT a whole day thing.. they clear at half day turn change...
Seriously... you tell us to be more specific, but you know the game more than we do, especially for what links are the pathway for us to do actions... how hard could it be to track down a half-day turn change problem, which doesn't seem to be clearing activity flags, for things we should be able to do for the 2nd turn of the day, because the flags are not cleared when the mid-day turn processes....
Be more specific in what info you lack, that you can't easilly find based on how you know we can only access the commands and actions, based on the menu hierarchy that you've set for the game, that we all follow...
I know it's frustrating when asked to provide more stuff than one can provide, but keep in mind that they are also pretty frustrated with trying to feed the needle in the haystack.
Quote from: TragerM on December 14, 2011, 04:58:16 AM
snip
The info you provided is much more helpful than your previous statement, so thank you for the clarity. The problem you are reporting appears to be completely unrelated to the previous issues users were encountering, which is why Tom requested additional information. We are hoping to have most (preferably all) of the issues from the update resolved by tomorrow, but to do so require useful input.
That said, even if the problem were the same as other users had been reporting, your initial report would still have been entirely unhelpful because of the lack of information. When reporting bugs it is important to share as much information with us as you are able so that we are not only able to resolve the issue but also to identify what it may or may not be related to.
I spent 6 hours repairing my troops equipment. It took my hours but equipment damage is still 100%. Sorry, I didn't pay enough attention to see if it correctly subtracted my gold.
Character: Yorick Sypher on Beluaterra.
Republican Heavy Infantry
Captain Hermann (+6)
Type: Infantry
Strength: 19 (+2 wounded)
Training: 61 %
Weapons/Armour: 67% / 60%
Damage: 100 %
Morale: 100 %
THere were 3 morning turns in a row on BT:
Daily Region Report (4 hours, 58 minutes ago)
Daily Region Report (13 minutes ago)
Daily Region Report (10 minutes ago)
As I can still see people travelling in my army I don't think travel worked during these (last?) turns.
On the plus side: courts work again.
You still can't repair equipment damage to under 15% in cities though (I did manage to repair from 19% to 15% but it subtracted hours as if I had repaired to 0%):
"Your troops' equipment is 15% damaged.
In this City region, you can not repair any further. Try a city with its more advanced blacksmiths."
http://battlemaster.org/testing/play-orders.php
http://battlemaster.org/testing/Repair.php
That's all I can test at the moment...
Quote from: TragerM on December 14, 2011, 04:58:16 AM
Not sure how much more specific we can be... but, I'll be verbose... this is for BT, Riombra, Mio Dupaki:
Repair walls attempt:
Can you please check if it works now? Fixing the turn should have cleared it up.
Quote from: Lorgan on December 14, 2011, 11:18:21 AM
You still can't repair equipment damage to under 15% in cities though
This should be fixed now.
Quote from: Sypher on December 14, 2011, 06:42:55 AM
I spent 6 hours repairing my troops equipment. It took my hours but equipment damage is still 100%. Sorry, I didn't pay enough attention to see if it correctly subtracted my gold.
Can't duplicate that on the dev server. Anyone else in the same situation? It might be an artifact of the 100% damage, so I'd like to hear from others with less damage if they can repair.
Today a new character started in Atamara, by a new game user, but there was no event system message that a new noble has started the game.
Usually you get:
New Knight (... days, ... hours ago)
A new knight has emerged from the ranks of the Eston nobles. .......................... is starting his career today.
He originates from Melias. He comes from a new noble family (OOC: 0 days in the game) and he might need some assistance to get started. Mentors, take note. You can check the background of this family or send a welcome message.
Also, if you go to this user's page, at the history full or short, you cannot see the character and when he was created. It appears as the user has never created a character, although the list of characters is correct.
The link to his page is:
http://battlemaster.org/UserDetails.php?ID=32871&HistoryLevel=3
i don't know if this is related to the new code.
I am of course unable to reproduce this.
This might be the FamilyHistory bug that we've been searching for.
Realm Report for Imperskoe Viys'ko iz Fheuv'na (6 minutes ago)
all nobles of Imperskoe Viys'ko iz Fheuv'na
Drinilla
(...)
Tsamn
(...)
I find it quite disturbing to only see these two regions on the new realm region report. Where are the rest of the regions?
Also, why is this running at mid-day TC?
There was a major bug on Atamara. Big battle in Corniel, but it appears as if the battle results did not get saved. It's like the battle never happened. None of the nobles that were supposed to have been wounded or captured actually have the status of wounded or captured. And all our troops are still alive.
Two bug reports:
1. No battles seem to be happening at all on Atamara. One of my chars were in that "mock battle" in Corniel. My other char marched into a region with Monsters but did not fight it with his unit. I did not even get a battle report for the latter case. This is going to get annoying real fast until it's fixed. I hope nobody is dealing with numerous rogue spawns.
After all the current refactoring gets done, I request that we lock down the stable islands, and only push code to it after reasonable testing on BT/Dwi. Currently, it seems that too many bugs and issues get leaked to stable on a regular basis. The stable islands are not stable at all. They are just a slightly outdated version of testing without the newest features. The worst of both worlds.
2. On Dwilight, if you click on Information -> Dynamic Map instead of looking at the map via the travel menu, the map looks... wrong. It looks like an outdated or draft version of Dwilight. The islands of D'Hara are the wrong shapes, cities are missing, and the islands of Madina is reduced to a single volcanic island.
Quote from: Indirik on December 14, 2011, 07:16:08 PM
There was a major bug on Atamara. Big battle in Corniel, but it appears as if the battle results did not get saved. It's like the battle never happened. None of the nobles that were supposed to have been wounded or captured actually have the status of wounded or captured. And all our troops are still alive.
At least one character has wounded status, mine. Mandar Duckmane, Darka, is listed as lightly wounded on my status page and the mini-status bar at the bottom of every page. My troops, however, are all still alive as Indirik reported.
Quote from: GoldPanda on December 14, 2011, 07:45:06 PM
After all the current refactoring gets done, I request that we lock down the stable islands, and only push code to it after reasonable testing on BT/Dwi. Currently, it seems that too many bugs and issues get leaked to stable on a regular basis. The stable islands are not stable at all. They are just a slightly outdated version of testing without the newest features. The worst of both worlds.
Unfortunately, due to the nature of these changes and the structure of the game code, that will actually be less possible after these updates than it was before.
Quote from: GoldPanda on December 14, 2011, 07:45:06 PM2. On Dwilight, if you click on Information -> Dynamic Map instead of looking at the map via the travel menu, the map looks... wrong. It looks like an outdated or draft version of Dwilight. The islands of D'Hara are the wrong shapes, cities are missing, and the islands of Madina is reduced to a single volcanic island.
Yes, this is a known problem. The map there now is actually he original draft of the island. It was significantly modified before the final iteration was arrived at. Unfortunately, no one can find a copy of the final geographic map that was made before the region borders and names were applied. The person that made the map no longer plays, and has not played for several years.
Not sure what we're going to do about this one.
Anyone fancy taking the draft geographic map, and modifying it to recreate the current version, but without the borders/names? Shouldn't be *that* hard to do if you're good at photoshop.
repaired (all, 7%?) in bt with no real problems.
Quote from: Indirik on December 14, 2011, 08:11:23 PM
Yes, this is a known problem. The map there now is actually he original draft of the island. It was significantly modified before the final iteration was arrived at. Unfortunately, no one can find a copy of the final geographic map that was made before the region borders and names were applied. The person that made the map no longer plays, and has not played for several years.
Not sure what we're going to do about this one.
Anyone fancy taking the draft geographic map, and modifying it to recreate the current version, but without the borders/names? Shouldn't be *that* hard to do if you're good at photoshop.
What about piecing together the updated parts with the "region view" images on the region detail pages?
They have the names and borders on them.
Also, they are only the medium resolution versions, not the full-size versions.
Quote from: GoldPanda on December 14, 2011, 07:45:06 PM
1. No battles seem to be happening at all on Atamara. One of my chars were in that "mock battle" in Corniel. My other char marched into a region with Monsters but did not fight it with his unit. I did not even get a battle report for the latter case. This is going to get annoying real fast until it's fixed. I hope nobody is dealing with numerous rogue spawns.
Tracked down the cause of this: it was actually a bug in writing to the family history, which killed the combat script when one knight got killed in Corniel. That's what prevented the battles with monsters, etc.
The fix is now live, so the same thing should not happen on subsequent turns.
Quote from: Indirik on December 14, 2011, 07:16:08 PM
There was a major bug on Atamara. Big battle in Corniel, but it appears as if the battle results did not get saved. It's like the battle never happened. None of the nobles that were supposed to have been wounded or captured actually have the status of wounded or captured. And all our troops are still alive.
What was left of my troops stayed alive, but my character Eydris Zek was killed. I have another knight who fought in this battle, but I can't seem to send OOC messages to Corniel on her (I was trying to answer the OOC messages asking if my other knight died). Kind of annoying, but no big deal. It's a shame my hero died in a "mock battle". :'( Sorry I broke Atamara!
This is what happened when my infiltrator tried to waylay caravans.
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Data item "mod" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:35 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php(14): BattleMaster\GameObject->_get('mod') #1 /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php(54): BattleMaster\GameObject->__call('getMod', Array) #2 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->__call('getMod', Array) #3 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->getMod() #4 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 35
Quote from: Gustav Kuriga on December 14, 2011, 10:46:20 PM
This is what happened when my infiltrator tried to waylay caravans.
should be fixed now
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Data item "mod" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:35 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php(14): BattleMaster\GameObject->_get('mod') #1 /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php(54): BattleMaster\GameObject->__call('getMod', Array) #2 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->__call('getMod', Array) #3 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->getMod() #4 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 35
Nope...
Quote from: Gustav Kuriga on December 14, 2011, 10:59:23 PM
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Data item "mod" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:35 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php(14): BattleMaster\GameObject->_get('mod') #1 /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php(54): BattleMaster\GameObject->__call('getMod', Array) #2 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->__call('getMod', Array) #3 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->getMod() #4 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 35
Nope...
Which island?
BT
So, like I posted last time my equipment dmg was 100%. It now shows 99%...
Yorick Sypher in Beluaterra:
My character unit status report:
Unit Status Report (7 hours, 59 minutes ago)
Your healers save 0 soldiers lives (who stay wounded) and treat 1 lightly wounded ones (who recover). 2 wounded men have recovered and are once more ready for battle.
Cohesion of your unit increases by 2 %.
Wear and tear causes 1 % damage to your unit's equipment.
When I click Repair Equipment:
Your troops' equipment is 198% damaged.
It will cost about 4 gold and 7 units of metal to fix 10% damage. Repairing all damage will cost 79 gold and 138 units of metal.
The character screen shows:
Republican Heavy Infantry
Captain Hermann (+6)
Type: Infantry
Strength: 21 men
Training: 61 %
Weapons/Armour: 67% / 60%
Damage: 99 %
Morale: 100 %
Cohesion: 87 %
Let me know if more info would be helpful/needed. Should I actually try to repair the equipment and report what happens?
Quote from: Gustav Kuriga on December 14, 2011, 10:46:20 PM
This is what happened when my infiltrator tried to waylay caravans.
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Data item "mod" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:35 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php(14): BattleMaster\GameObject->_get('mod') #1 /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php(54): BattleMaster\GameObject->__call('getMod', Array) #2 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->__call('getMod', Array) #3 /var/battlemaster/live/testing/InfiltrateCaravans.php(11): BattleMaster\Proxies\BattleMasterTravelProxy->getMod() #4 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 35
Yeah, that feature was never implemented.
Would be nice for the option to be removed...
I spent an hour to repair 10% equipment dmg. Now says I have 200% equipment dmg (up from 198%)
when I go to repair equipment.
Your troops' equipment is 200% damaged.
It will cost about 4 gold and 7 units of metal to fix 10% damage. Repairing all damage will cost 80 gold and 140 units of metal.
I've manually fixed you to 90% damage now, but this is very strange. Almost as if it uses double the actual value.
Try now, please.
Quote from: Tom on December 15, 2011, 09:38:53 AM
I've manually fixed you to 90% damage now, but this is very strange. Almost as if it uses double the actual value.
Try now, please.
It showed 90% on the character screen but 180% on the repair screen, went ahead and repaired 10% and now it says:
Republican Heavy Infantry
Captain Hermann (+6)
Type: Infantry
Strength: 21 men
Training: 61 %
Weapons/Armour: 67% / 60%
Damage: 100 %
Morale: 100 %
Cohesion: 87 %
Combat Strength: 245
Repair screen says:
Your troops' equipment is 200% damaged.
It will cost about 4 gold and 7 units of metal to fix 10% damage. Repairing all damage will cost 80 gold and 140 units of metal.
Finally found it! That was one elusive beast.
I've repaired your damage as a thanks and also because you've probably spent enough time and gold to get it done.
nice.
At least 8 hours I think. Combat strength jumped. 376 vs 245 before. :)
When on Player Page, if I click on my family region (Libba), instead of display that region, it shows the region my character of BT is.
(http://img708.imageshack.us/img708/3834/weirdmap.jpg)
Quote from: Alasteir on December 15, 2011, 03:17:58 PMWhen on Player Page, if I click on my family region (Libba), instead of display that region, it shows the region my character of BT is.
This is a known, long-standing issue. It takes you to the region associated with your family home's region ID on the last island on which you played a character. Nothing to do with the new system.
Out-of-Character from Jord Jorvik (21 minutes ago)
Message sent to everyone in your realm (31 recipients)
Tindle
There are too few soldiers of your realm here to even attempt a takeover. You will need at least 2056 soldiers of your realm available (in the region, not travelling, not wounded, not retreated or rallying, etc.) to initiate a takeover.
LOL
Thor Stroobants
I am not actually in Tindle to confirm this, but this seems quite excessive for a rural region, even if it is held by daimons... Some realms out there could never muster this by themselves, and its a stretch for most, especially if they have to fight a battle in the region first. Is this a bug, or a balance issue?
On an unrelated note, I just realized that since the update I am no longer able to build new blocks for the fortification I'm trying to build. It takes my gold and tells me I built one, but after building two in the last day, the screen still tells me that only three blocks are constructed, which is the same number I had a day ago.
This is in Athol Margos on BT:
The city currently has a fortification type of Keep (3).
You need 12 "blocks" of improvement in order to raise it to the next level. 3 blocks have already been constructed.
Each block will cost 116 gold to construct. You can build up to two blocks per day (one per turn).
One more minor issue, again I don't know if it related to the new code or not.
In Dwilight, I'm on my way to a tournament.
When I try to see information for the realm (http://www.battlemaster.org/testing/RealmDetails.php?ID=29) and the region (http://www.battlemaster.org/testing/RegionDetails.php?ID=217) I get this message:
You are currently travelling towards a tournament. You will have to wait with your regular activities until the tournament is over. Once you have reached the tournament grounds, however, you can chat with the other participants, and even engage in some local activities.
You can send messages ahead, but you can only read messages posted to the tournament grounds once you have arrived.
If you really must, you can return home; however, you will lose your entry fee, and a point of honour.
But when I try to see the Duchy (http://www.battlemaster.org/testing/DuchyDetails.php?ID=217), I can see it normally.
I don't know what is correct, since this is my first tournament, but I am certain it should be the same for all three cases.
I tried to do a training match on FEI, and this is what comes up on a plain white page:
Not Found
The requested URL /stable/TrainingMatch.php was not found on this server.
Apache/2.2.16 (Debian) Server at battlemaster.org Port 80
Training matches are not yet implemented on stable islands.
Quote from: Geronus on December 15, 2011, 06:57:17 PM
On an unrelated note, I just realized that since the update I am no longer able to build new blocks for the fortification I'm trying to build. It takes my gold and tells me I built one, but after building two in the last day, the screen still tells me that only three blocks are constructed, which is the same number I had a day ago.
This one had me worried. It turns out it was just a display bug - the number of blocks already built was actually a totally different number. Blocks seem to have been built correctly.
Other bugs that were reported:
Maps should also now center on the relevant region, not your own location.
And the takeover numbers should be better. Tindle turned out to be an extreme case in which the formula used to calculated the men required failed. Someone please report the number required now. It should be much better.
Quote from: Tom on December 15, 2011, 11:52:19 PM
This one had me worried. It turns out it was just a display bug - the number of blocks already built was actually a totally different number. Blocks seem to have been built correctly.
Hooray! I didn't just blow through 350 gold for nothing!
Quote from: Tom on December 15, 2011, 11:52:19 PM
And the takeover numbers should be better. Tindle turned out to be an extreme case in which the formula used to calculated the men required failed. Someone please report the number required now. It should be much better.
I'll try to get the new numbers. Someone already reposted this to the realm so if we still have someone in Tindle still, we should find out soon.
Quote from: Indirik on December 15, 2011, 03:58:40 PM
This is a known, long-standing issue. It takes you to the region associated with your family home's region ID on the last island on which you played a character. Nothing to do with the new system.
Well, I never saw this before, thanks for the explanation =)
Quote from: Alasteir on December 16, 2011, 01:04:18 AM
Well, I never saw this before, thanks for the explanation =)
Mind you, it used to view the region with the same ID, just on the continent you last looked at. Since the new map, it now looks at the last region you played in, instead of using the ID, though it might display the region information of the ID region.
Error: can't get region data.
What I get when I try to recruit volunteers in my region as a hero. This is as a Lord of Knyazes in Kabrinskia.
Noble Joins the Realm (6 hours, 54 minutes ago)
Ramkin Kirt has joined your realm. He used to be a noble of Imperskoe Viys'ko iz Fheuv'na.
Noble joined the Realm (34 minutes ago)
Ramkin Kirt has taken an estate in Drinilla and thus joined your realm. He used to be a member of Fronen.
Ramkin Fronen 29 8 ok Kirt
He always was, and still is showing as a noble of Fronen.
hero telling tales at his own capital
http://battlemaster.org/testing/HeroTale.php
still says
You are in enemy territory. These citizens do not want to hear stories of how their sons got slaughtered.
Quote from: fodder on December 16, 2011, 08:02:31 AM
hero telling tales at his own capital
http://battlemaster.org/testing/HeroTale.php
still says
You are in enemy territory. These citizens do not want to hear stories of how their sons got slaughtered.
Could you tell me if the Hero suffers from the allegiance bugs at all?
yes and no.
http://bugs.battlemaster.org/view.php?id=6253
is the only bug that's got anything to do with allegiance that i know of.
the bt (avengmil) bits are the ones of most relevance
Quote from: fodder on December 16, 2011, 08:28:54 AM
yes and no.
http://bugs.battlemaster.org/view.php?id=6253
is the only bug that's got anything to do with allegiance that i know of.
the bt (avengmil) bits are the ones of most relevance
No the one I was referring to is when you have moved regions or realms, but the status page shows your old allegiance.
Quote from: De-Legro on December 16, 2011, 11:20:33 AM
No the one I was referring to is when you have moved regions or realms, but the status page shows your old allegiance.
The status page has been updated since, so it doesn't show this problem anymore, but it still persists in other places. The signature under your messages is currently the best indicator.
/play-status.php
A knight of Avengmil in the duchy of Rines in the realm Riombara
sig:
Yosef Ishimu (Knight of Avengmil)
he even got the
Regional Report for Avengmil (5 hours, 22 minutes ago)
the lord and knights of Avengmil
like i said.. afaik, the only thing dodgy about the allegiance of yosef ishimu is what's listed in the bugtracker entry.. (estate/realm and region/realm hierarchy) there's been no change of allegiance since the whole of duchy of rines switched from meridian republic back to riombara all those months back.
also telling tales worked before the tuesday update, and picking up volunteers work just fine after the update.
Right, well at least we know that it is getting your realm right, probably.
did someone fix something? telling tales seems to work now (or at least it gives a screen that allow you to pick number of hours to spend)
We are constantly working on it and pushing fixes live aggressively, yes.
Quote from: Gustav Kuriga on December 16, 2011, 07:01:09 AM
Error: can't get region data.
What I get when I try to recruit volunteers in my region as a hero. This is as a Lord of Knyazes in Kabrinskia.
Still having this problem.
Also, our nobles are having trouble joining Kabrinskia. Not sure what the issue is, one of the nobles who can't join could probably tell you more.
Quote from: Gustav Kuriga on December 16, 2011, 07:43:20 PM
Still having this problem.
Also, our nobles are having trouble joining Kabrinskia. Not sure what the issue is, one of the nobles who can't join could probably tell you more.
That's probably caused by the bug I fixed a few hours ago.
Please have them try again.
Quote from: Anaris on December 16, 2011, 07:51:58 PM
That's probably caused by the bug I fixed a few hours ago.
Please have them try again.
Nope, didn't fix anything, they're still not showing up in the characters list for the realm.
Quote from: Gustav Kuriga on December 16, 2011, 10:15:27 PM
Nope, didn't fix anything, they're still not showing up in the characters list for the realm.
Have they tried again to join?
The bug was actually preventing joining, it wasn't just making them not show up.
Yes, they tried to join again.
As I said before, the the players of Efim Cantacuzino, Sianon Eldrake, and Medron Pryde are the ones you should be asking, as they are the ones having issues.
As Gustav said, I am unable to join Kabrinskia. I have moved to Golden Farrow and tried to accept an estate there. This is what I get when I attempt each of these:
Joining --
QuoteYou have now signed up with the realm of Kabrinskia.
Both your new and your old realm have been informed. Nevertheless, unless you have already done so before, you should contact the leading people of the new realm and introduce yourself.
You should also check up on the realm bulletins and other important information. Warning: spl_object_hash() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 1073 Warning: spl_object_hash() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 573 Warning: get_class() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 2383 Warning: spl_object_hash() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 2383 Fatal error: Uncaught exception 'InvalidArgumentException' with message 'A new entity was found through the relationship 'BattleMaster\Unit#realm' that was not configured to cascade persist operations for entity: @. Explicitly persist the new entity or configure cascading persist operations on the relationship. If you cannot find out which entity causes the problem implement 'BattleMaster\Realm#__toString()' to get a clue.' in /usr/share/php/Doctrine/ORM/UnitOfWork.php:576 Stack trace: #0 /usr/share/php/Doctrine/ORM/UnitOfWork.php(495): Doctrine\ORM\UnitOfWork->computeAssociationChanges(Array, 39) #1 /usr/share/php/Doctrine/ORM/UnitOfWork.php(537): Doctrine\ORM\UnitOfWork->computeChangeSet(Object(Doctrine\ORM\Mapping\ClassMetadata), Object(BattleMaster\Unit)) #2 /usr/share/php/Doctrine/ORM/UnitOfWork.php(256): Doctrine\ORM\UnitOfWork->computeChangeSets() #3 /usr/share/php/Doctrine/ORM/EntityManager.php(334): Doctrine\ORM\UnitOfWork->commit() #4 /var/battlemaster/live/testing/Allegiance.php(78): Doctrine\ORM\EntityManager- in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 576
Accepting estate --
QuoteYou have taken a new estate.
If you have not done so already now would be the time to contact the lord of this region and introduce yourself.
Warning: spl_object_hash() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 1073 Warning: spl_object_hash() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 573 Warning: get_class() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 2383 Warning: spl_object_hash() expects parameter 1 to be object, integer given in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 2383 Fatal error: Uncaught exception 'InvalidArgumentException' with message 'A new entity was found through the relationship 'BattleMaster\Unit#realm' that was not configured to cascade persist operations for entity: @. Explicitly persist the new entity or configure cascading persist operations on the relationship. If you cannot find out which entity causes the problem implement 'BattleMaster\Realm#__toString()' to get a clue.' in /usr/share/php/Doctrine/ORM/UnitOfWork.php:576 Stack trace: #0 /usr/share/php/Doctrine/ORM/UnitOfWork.php(495): Doctrine\ORM\UnitOfWork->computeAssociationChanges(Array, 39) #1 /usr/share/php/Doctrine/ORM/UnitOfWork.php(537): Doctrine\ORM\UnitOfWork->computeChangeSet(Object(Doctrine\ORM\Mapping\ClassMetadata), Object(BattleMaster\Unit)) #2 /usr/share/php/Doctrine/ORM/UnitOfWork.php(256): Doctrine\ORM\UnitOfWork->computeChangeSets() #3 /usr/share/php/Doctrine/ORM/EntityManager.php(334): Doctrine\ORM\UnitOfWork->commit() #4 /var/battlemaster/live/testing/EstateKnight.php(97): Doctrine\ORM\EntityManage in /usr/share/php/Doctrine/ORM/UnitOfWork.php on line 576
Thanks very much, all admins and programmers, for your work. I am a new player, but I find your fantastic game lots of fun to play.
Quote from: Gustav Kuriga on December 16, 2011, 07:01:09 AM
Error: can't get region data.
What I get when I try to recruit volunteers in my region as a hero. This is as a Lord of Knyazes in Kabrinskia.
Do we have any other Hero's that can test this? This part of the code hasn't been updated at all yet so it SHOULD work just like on stable islands, I think.
Quote from: Efim Cantacuzino on December 16, 2011, 11:02:18 PM
As Gustav said, I am unable to join Kabrinskia. I have moved to Golden Farrow and tried to accept an estate there. This is what I get when I attempt each of these:
Joining --
Accepting estate --
Thanks very much, all admins and programmers, for your work. I am a new player, but I find your fantastic game lots of fun to play.
Do you have a unit?
D'Haran forces are currently trying to TO a region with only 6 peasants. We're not making any progress:
QuoteCurrently, your realm has about 0% of the fear and 0% of the sympathy you need to complete the takeover.
This is after all this:
QuoteTakeover Activity (10 hours, 11 minutes ago)
everyone in Sallowtown
Soldiers of Nils Björn have been seen mingling with the locals.There is a little bit less fear in the eyes of the peasants now. Your realm is welcome a bit more warmly now, but not much.
Takeover Activity (26 minutes ago)
everyone in Sallowtown
Soldiers of Kalince Fanath have been seen mingling with the locals.There is a little bit less fear in the eyes of the peasants now. The peasants seem somewhat more sympathetic towards your realm.
Takeover Activity (21 minutes ago)
everyone in Sallowtown
The soldiers of Rurik Clarke are helping out the peasants with repairs and other work.There is a little bit less fear in the eyes of the peasants now.
I know it's not much, but I find it hard to believe that several hundred troops can perform TO actions, and make less than 1% progress in a region with 6 peasants.
Am I too impatient, or is this a bug?
riombara, bt
regiondetails.php
Nobles without unit
Stan Spiff (Imperial Knight)
estates tab under region details
Stan Spiff 20 % 4097
message-select.php (message recipient list... which should correspond to sig?)
Stan Spiff (Imperial Knight)
UserDetails.php?ID=25526&HistoryLevel=3
2011-12-12 Stan Immigrated to Beluaterra.
Letter from Stan Spiff (2 days, 14 hours ago)
Message sent to everyone in the region Grehk (14 recipients)
....
Stan Spiff (Noble)
Noble joined the Realm (12 hours, 26 minutes ago)
Stan Spiff has taken an estate in Athol Margos and thus joined your realm. He used to be a member of (rogue).
realm hierarchy
Duchy of Athol Margos - Evander Geronus
Athol Margos - Evander Geronus
Stan, Mithridates, Delarus
..maybe delayed script will do something, maybe not? but it shouldn't have been imperial in the 1st place?
So I just had these reports in my region on BT:
Daily Region Report (4 hours, 18 minutes ago)
The current situation in Unger, according to your servants:
Production is being restored through regular repairs. Production rises 3%.
Regional Report for Unger (4 hours, 18 minutes ago)
the lord and knights of Unger
Taxes are too high, hurting production and trade.
857 people are leaving the overpopulated region and moving to Jedinchel.
The "Ungerians Cabecou" infantry recruitment center has the maximum amount of recruits ready and waiting (100 men).
15 recruits were trained in the "LesFousD'Unger" special forces recruitment center.
2 new Healers are ready. There are now 2 available.
2 new Banners are ready. There are now 2 available.
1 new Siege Engines are ready. There are now 5 available.
----
I've got a few remarks on this:
1) Neither report makes mention of the 11% morale drop
2) Peasants in my region are leaving for a region that was full already and is now overpopulated by roughly 1,000 peasants (If I can believe the stats on the region's wiki page, which I believe I can).
3) 15 recruits trained in an SF center (size 3) in a day? I'm not complaining but it seems insane compared to the usual recruitment rate.
i got this today... as opposed to 2 recruits a day from yesterday and before
Some people consider the tax rate as too high.
8 recruits were trained in the "Well trained rangers" special forces recruitment center.
11 recruits were trained in the "Avengmil Raiders" special forces recruitment center.
The "Armored bowman" archers recruitment center has the maximum amount of recruits ready and waiting (50 men).
but then again, they come under different headings
recruits were under the "event" sent to lord only
Extended Region Report from Avengmil (1 day, 4 hours ago)
and they are now "reports"
Regional Report for Avengmil (4 hours, 45 minutes ago)
sent to lord and knights of region.
Quote from: GoldPanda on December 17, 2011, 08:50:19 AM
I know it's not much, but I find it hard to believe that several hundred troops can perform TO actions, and make less than 1% progress in a region with 6 peasants.
Am I too impatient, or is this a bug?
It's a bug. Your progress isn't displaying correctly. Next turn should be better.
Quote from: Lorgan on December 17, 2011, 10:42:28 AM
1) Neither report makes mention of the 11% morale drop
2) Peasants in my region are leaving for a region that was full already and is now overpopulated by roughly 1,000 peasants (If I can believe the stats on the region's wiki page, which I believe I can).
3) 15 recruits trained in an SF center (size 3) in a day? I'm not complaining but it seems insane compared to the usual recruitment rate.
All of these are bugs that are being fixed or tweaked right now. The next turn should be a lot better, except for 1) - I am leaving the summary changes our for the moment because not everything has been moved to the new script yet, and so the sum would be incomplete. I'd rather give no information than false or misleading information.
I got this region report today for Storms Keep on Dwilight:
Regional Report for Storms Keep (7 hours, 51 minutes ago)
90 people are leaving the overpopulated region and moving to Storms End.
The "Archers of the Storm" archers recruitment center has the maximum amount of recruits ready and waiting (50 men).
The Scouts Guild has to shut down for today because of bad administration.
Both Storms Keep and Storms End had maxed out their population already.
I don't understand what "bad administration" is. Are our buildings just going to randomly stop working now?
Quote from: Vaylon Kenadell on December 17, 2011, 02:13:44 PM
I don't understand what "bad administration" is. Are our buildings just going to randomly stop working now?
"Now"? This has been in the code pretty much forever. It is not entirely random, though. There's a bit of chance involved (otherwise a region in bad shape would shut down completely).
QuoteThe Houses of Healing has to shut down for today due to low morale.
Iato's morale is 94%.
They say sadness is relative. What would make one person shrug and move on might make another depressed. Guess Iato's residents are very sensitive to depression. Oh, wait, now that I see who's ruling over them, I can understand, lol.
Bad administration, low morale... Chénier, I think the game is trying to tell us something.
Some people consider the tax rate as too high.
The Scouts Guild has to shut down for today because of bad administration.
1 new Healers are ready. There are now 10 available.
1 new Caravans are ready. There are now 8 available.
Production: Thriving (100%)
Morale: Joyful (100%)
Realm Loyalty: Worshipful (99%)
Realm Control: Core
Is the Scouts Guild shut down because there's a max on the number of scouts?
Quote from: Chénier on December 17, 2011, 03:54:57 PM
Iato's morale is 94%.
Then there is a very small chance of it shutting down for low morale.
Building several buildings of the same type helps. If your morale is that high, two of them pretty much guarantee that at least one remains open.
Quote from: egamma on December 17, 2011, 06:49:54 PM
The Scouts Guild has to shut down for today because of bad administration.
Bad administration has nothing to do with morale, loyalty or production. Actually, there's nothing you can really do about it. It's the mysterious errors of bureaucracy. Again, having more than one scouts guild dramatically improves the chances that at least one will remain open.
http://bugs.battlemaster.org/view.php?id=6433 (http://bugs.battlemaster.org/view.php?id=6433)
My FEI character didn't gain hours at turn change.
Quote from: egamma on December 17, 2011, 07:05:38 PM
http://bugs.battlemaster.org/view.php?id=6433 (http://bugs.battlemaster.org/view.php?id=6433)
My FEI character didn't gain hours at turn change.
FEI is on stable, so this is a bug that has nothing to do with the large update. Thanks for reporting it to the bugtracker.
Quote from: Tom on December 17, 2011, 09:13:45 PM
FEI is on stable, so this is a bug that has nothing to do with the large update. Thanks for reporting it to the bugtracker.
I thought it might be a turn-script break like the one on Atamara.
Quote from: egamma on December 17, 2011, 10:10:50 PM
I thought it might be a turn-script break like the one on Atamara.
But only the turn scripts on testing are changed. It certainly is a bug, but it's probably unrelated. We'll look into it anyways.
Quote from: Tom on December 17, 2011, 12:27:06 PM
It's a bug. Your progress isn't displaying correctly. Next turn should be better.
I'm still seeing 0% for both TO progress stats, Tom. 0% fear and 0% sympathy.
Quote from: GoldPanda on December 18, 2011, 11:06:57 AM
I'm still seeing 0% for both TO progress stats, Tom. 0% fear and 0% sympathy.
There are different bugs that delayed the region calculations today. One takeover does indeed show 0% due to rounding. I am slowly increasing the effectiveness of Takeovers. I had decided to start low - better have some TOs take a turn or two longer than they should then have regions switch almost instantly.
i noticed the "Regional Report for region x" takes place at around delayed script time? as opposed to turn change.. anyway... it gave something funny today.
2.5 recruits were trained in the "Well trained rangers" special forces recruitment center.
The Houses of Healing has to shut down for today due to low morale. (region has 95% morale)
I know this has been brought up a couple time, but I thought I would add this. My character is both Lord and Judge in Barca, and can't hold court. I get the message "There was already a court held today." I've only tested this in my region so far though. Seems to be only affecting my character in my realm though, as I've seen other individuals hold court multiple times (yay for being Judge).
If I recall, I do believe I was able to hold court just once after the update, but haven't been able to since.
Quote from: Sargon_Tian on December 18, 2011, 07:50:03 PM
I know this has been brought up a couple time, but I thought I would add this. My character is both Lord and Judge in Barca, and can't hold court. I get the message "There was already a court held today." I've only tested this in my region so far though. Seems to be only affecting my character in my realm though, as I've seen other individuals hold court multiple times (yay for being Judge).
If I recall, I do believe I was able to hold court just once after the update, but haven't been able to since.
Same thing in Riombara with my character Cyrilos Vellos; Duke and Judge.
Still working on some fixes. The basic rule is: Report problems here and chances are great that they'll be solved next turn.
We're still having issues with nobles being unable to join Kabrinskia. I'd put that somewhere up on the priorities list, because until that's fixed the character's they're playing are pretty much stuck in the mud. Once again, I'd refer you to the players of Efim Cantacuzino, Sianon Eldrake, Vrusk Rathskiller, Widden Fraoch, or Medron Pryde, as I do not know what exactly happens when they try to join the realm.
Quote from: Gustav Kuriga on December 18, 2011, 10:24:38 PM
We're still having issues with nobles being unable to join Kabrinskia. I'd put that somewhere up on the priorities list, because until that's fixed the character's they're playing are pretty much stuck in the mud. Once again, I'd refer you to the players of Efim Cantacuzino, Sianon Eldrake, Vrusk Rathskiller, Widden Fraoch, or Medron Pryde, as I do not know what exactly happens when they try to join the realm.
From the error messages posted I think this has something to do with converting their units over to the new realm. Is is possible to confirm if the characters having this problem have units or not?
Yes, they all do.
For Fronen on Beluaterra the realm details page shows Gaxano as one of our regions (it is held by Nothoi) and doesn't show Marpii or Vale. The regions are correctly highlighted on the realm map on that page.
http://www.battlemaster.org/testing/RealmDetails.php?ID=-1
Same issue on the hierarchy page. Shows Gaxano & doesn't show Vale or Marpii.
http://www.battlemaster.org/testing/hierarchy.php
On DWI, when I go to send a message to some or all of the knights of my region, it says "no valid recipients". I should have one recipient, the GovernEstates.php page shows my knight properly.
Quote from: egamma on December 19, 2011, 05:17:40 AM
On DWI, when I go to send a message to some or all of the knights of my region, it says "no valid recipients". I should have one recipient, the GovernEstates.php page shows my knight properly.
Yes, this will be a consequence of the message system issues with Allegiance. For example I'm still listed as having the Lord of Askileon Purlieus as my liege, despite changing Duchy some time ago, and now that Duchy has succeeded and left the realm as well.
What the hell happened on turn change? I just saw massive auto-pausing...
has anyone of them wrote or done anything though? could well be just ... well.. normal pausing.. that said.. of the 3 in riombara... 1 is a priest, 2 are "imperial knights" none of whom wrote anything realmwise for the last 30 days. (anyway... it was done at the usual delayed script time... ~3 hours after turn change)
Quote from: Sypher on December 19, 2011, 02:35:12 AM
For Fronen on Beluaterra the realm details page shows Gaxano as one of our regions (it is held by Nothoi) and doesn't show Marpii or Vale. The regions are correctly highlighted on the realm map on that page.
Can't duplicate, it shows correctly for me.
Old Grehk:
http://core.battlemaster.org/testing/RealmDetails.php?ID=-1
It shows Pel Mark as part of Old Grehk and the Duchy of Ossmat, while everywhere else (Dynamic and political map, travel page) it appears to be part of Nothoi. When checking the Region Details (http://core.battlemaster.org/testing/RegionDetails.php?ID=88), it shows Pel Mark as "Nothoi, duchy of Ossmat". While Nothoi seems to be correct, Ossmat is part of Old Grehk, so there's something odd there.
QuoteWhat the hell happened on turn change? I just saw massive auto-pausing...
Inactive clean-up it seems :) It does that more often.
Quote from: fodder on December 19, 2011, 10:19:51 AM
has anyone of them wrote or done anything though? could well be just ... well.. normal pausing.. that said.. of the 3 in riombara... 1 is a priest, 2 are "imperial knights" none of whom wrote anything realmwise for the last 30 days. (anyway... it was done at the usual delayed script time... ~3 hours after turn change)
I don't think 14-15 people just pause all at once...
Quote from: Gustav Kuriga on December 19, 2011, 11:55:29 AM
I don't think 14-15 people just pause all at once...
We had a mass of people in Arcaea, several of them were accounts locked for multies. Pretty sure they were locked more then a month ago.
Quote from: Telrunya on December 19, 2011, 11:47:40 AM
http://core.battlemaster.org/testing/RealmDetails.php?ID=-1 (http://core.battlemaster.org/testing/RealmDetails.php?ID=-1)
When I use the correct link:
http://battlemaster.org/testing/RealmDetails.php?ID=17
it seems to work just fine for me. Why the heck do you play on core.battlemaster.org? Guess I should clean that out from DNS.
Quote from: Gustav Kuriga on December 19, 2011, 11:55:29 AMI don't think 14-15 people just pause all at once...
Maybe the cleanup script hasn't been running?
In Hupar, FEI, (I'm lord), I cannot hold court, claims it was already held. The judge isn't in-region, I'm the only one here, so I know this is a bug.
I would file this separately except that a judge/lord in Barca is getting the same message. It appears that the "has court been held" value in the database isn't being reset by the turn scripts, on both test and stable.
===
Also, my character on Dwililight didn't gain any hours. He's just sitting around, but he shows 11 instead of 12.
Quote from: Tom on December 19, 2011, 12:11:49 PM
When I use the correct link:
http://battlemaster.org/testing/RealmDetails.php?ID=17
it seems to work just fine for me. Why the heck do you play on core.battlemaster.org? Guess I should clean that out from DNS.
Seems my Bookmark was still linking me to the Core page. Didn't realize that and fixed that now. However the issue still persists on the following pages for me when logged in to my Old Grehk and Riombara Character:
http://battlemaster.org/testing/RealmDetails.php?ID=17
(For the Old Grehk character): http://battlemaster.org/testing/RealmDetails.php?ID=-1
Both show Pel Mark as part of Old Grehk and the Duchy of Ossmat with no Lord. The dynamic and political map show it as part of Nothoi.
http://battlemaster.org/testing/RegionDetails.php?ID=88
This one also shows Pel Mark as part of Nothoi but also part of the Duchy of Ossmat. How odd :s
Court should work again after the evening (sunset) turn.
Quote from: Telrunya on December 19, 2011, 02:51:28 PM
This one also shows Pel Mark as part of Nothoi but also part of the Duchy of Ossmat. How odd :s
That is very strange.
Can you make sure that it is not a caching issue? Log in to your character, look at that page, then click this link:
http://battlemaster.org/dynamicmapdata.php?Type=realms
and then force-reload that page (shift+reload in most browsers).
Then load the other page again, and also force-reload that. This should take care of most caching issues. Tell me if this changes anything or not.
Also...torture was only able to be done once on an advy in D'Hara. Should we be able to torture multiple times?
Quote from: Tom on December 19, 2011, 06:06:02 PM
That is very strange.
Can you make sure that it is not a caching issue? Log in to your character, look at that page, then click this link:
http://battlemaster.org/dynamicmapdata.php?Type=realms
and then force-reload that page (shift+reload in most browsers).
Then load the other page again, and also force-reload that. This should take care of most caching issues. Tell me if this changes anything or not.
Hmm. I cleared my cache via Firefox. Then logged in to my Old Grehk Character, opened up the Pel Mark region page, clicked the link (which is a white page with one text line on it, it seems) and force-reloaded the region page. Then went to the Realm and Regions page and forcereloaded that.
I still see Pel Mark showing up on the Old Grehk Realm Page and Pel Mark is still, at the region page, listed as Nothoi, duchy of Ossmat.
That begs the question, do others have the same problem when they look at Pel Mark and the Old Grehk Realm page?
Quote from: egamma on December 19, 2011, 06:38:58 PM
Also...torture was only able to be done once on an advy in D'Hara. Should we be able to torture multiple times?
I was curious as well about that. I know in the past I've seen multiple tortures; Hireshmont was once tortured 9 or 10 times in one go. Is this intended or not?
Quote from: Tom on December 19, 2011, 06:03:03 PM
Court should work again after the evening (sunset) turn.
It still is not working (on stable at least, unsure about testing).
Turn failed again tonight, I'm re-running it now.
While this appears as worse than before, and yes it does piss me off just as much as you, it is actually a step forward. If the turn fails, it fails completely, so it can be run later. Before we moved to Doctrine, failures were often somewhere in the middle, which meant we had some parts of the turn done and some not, and no way to continue where it stopped.
So it's a bit of a suck, but ultimately it's fine.
Court bug still present for Gaston/Hupar, FEI.
tom, what do you mean by turn failed?!
so far as i can see, we got quite a bit of turn change messages on bt at the normal hours of 5am gmt
unit autopayment
Unit Status Report
Battle in X
Referendum Ending
Referendum Summary
Caravan Report
(ok.. none of the region/duchy/realm report stuff)
then we got one of the newish bits at 8.4x gmt (around the time you posted)
Regional Report for Avengmil (to lord+knight)
Quote from: fodder on December 20, 2011, 01:43:52 PM
tom, what do you mean by turn failed?!
Regions. The part that came later.
Quote from: egamma on December 20, 2011, 01:14:21 PM
Court bug still present for Gaston/Hupar, FEI.
this is strange. Seems we have an unrelated bug on stable.
Quote from: fodder on December 20, 2011, 01:43:52 PM
tom, what do you mean by turn failed?!
so far as i can see, we got quite a bit of turn change messages on bt at the normal hours of 5am gmt
unit autopayment
Unit Status Report
Battle in X
Referendum Ending
Referendum Summary
Caravan Report
(ok.. none of the region/duchy/realm report stuff)
then we got one of the newish bits at 8.4x gmt (around the time you posted)
Regional Report for Avengmil (to lord+knight)
I'm seeing this on Atamara as well. The regions seem to be frozen in time. Population is not changing. Other stats are not changing. It's not that things are simply not reported. They are not changing at all. We're not making any forward progress on TOs either. However, all player initiated actions still seem to have effects, and battles are still happening.
Court bug still present in Dwilight...or at least it is for me here in Morek.
EDIT: I can now hold court again.
Quote from: GoldPanda on December 20, 2011, 07:40:36 PM
I'm seeing this on Atamara as well. The regions seem to be frozen in time. Population is not changing. Other stats are not changing. It's not that things are simply not reported. They are not changing at all. We're not making any forward progress on TOs either. However, all player initiated actions still seem to have effects, and battles are still happening.
Again, AT is on stable, not testing. It should not be affected AT ALL.
Can you please do this:
- pick a region or two of your choice
- write down its stats before the turn (or make a screenshot)
- do the same after the turn
- verify that there has been no change
well.. d'hara (dwi) managed to TO a region just now (server time: 21:34 Tuesday).. Sallowtown, a city. heck, it even joins an existing duchy.
though... oddly, region details (http://battlemaster.org/testing/RegionDetails.php?ID=168) says
Sallowtown
D'Hara, duchy of Qubel Lighthouse
"Takeover by D'Hara in progress"
--
was that another manual turn run?
Seems turn did not run on Stable (AT) this turn for regions, as described above.
I hadn't noticed this before, as I'm in opposite timezones from most of you so Tom ran it manually before I saw, but this turn:
No turn stat changes
No message regarding region stats
Hold court flag not reset
i.e, the usual list already mentioned
Regional Report for Avengmil (1 hour, 52 minutes ago) (riombara bt)
....
In summary, peasant morale has improved a bit . It is now joyful
In summary, loyalty to your realm has improved a bit . It is now hateful <---- but loyalty is 100%
for nebel, d'hara, dwi
In summary, production has suffered dramatically. It is now joyful <--- production joyful?!
In summary, loyalty to your realm has improved a bit . It is now hateful <-98%
just noticed something else..
No new recruits finished the "Well trained rangers" special forces recruitment center today.
as opposed to
X recruits were trained in the "Well trained rangers" special forces recruitment center.
...eh... why does it say no new recruits "finished" instead of just saying no new recruits were trained... or even better "no new recruits finished training" in
Quote from: fodder on December 21, 2011, 08:02:51 AM
In summary, production has suffered dramatically. It is now joyful <--- production joyful?!
They whistle while they work?
I'm not sure if it's a bug, an unclear wording, or just on the todo list, but I got this today:
Regional Report for Kuugl (3 hours, 7 minutes ago)
message to the lord and knights of Kuugl
• The "Saint Kostansa's Cloakmen" infantry recruitment center has the maximum amount of recruits ready and waiting (25 men).
• The "Javeliners" mixed infantry recruitment center has the maximum amount of recruits ready and waiting (25 men).
• In summary, peasant morale has improved a bit . It is now indescribable
Indescribable seems particularly non-helpful as a descriptor.
Thanks for the feedback, all these should be improved in the next turn.
Except for stable. I'm still puzzled why it is affected at all. There are no errors, no indicators of anything going wrong there at all. I'll have to figure out what the heck is going on. Does this affect all stable islands or only some?
http://bugs.battlemaster.org/view.php?id=6445
Atamara is definitely acting weird.
I'm not sure about EC, as I don't have a region lord char there and do not see region status reports anyway.
In summary, production has dropped a little. It is now joyful
In summary, peasant morale has dropped a little. It is now joyful
Joyful production? :)
Quote from: GoldPanda on December 21, 2011, 10:41:42 AM
http://bugs.battlemaster.org/view.php?id=6445 (http://bugs.battlemaster.org/view.php?id=6445)
Atamara is definitely acting weird.
I'm not sure about EC, as I don't have a region lord char there and do not see region status reports anyway.
I'm not disregarding the reports. But I get conflicting information, and the debug info from the server indicates no problem. Something strange is going on, that much is certain.
Region Stats aren't showing up correctly in the daily report on Dwilight.
This was the message I got:
QuoteRegional Report for Duil (5 hours, 57 minutes ago)
message to the lord and knights of Duil
Population is growing through 25 new births.
In summary, loyalty to your realm has improved a bit . It is now hateful
1 people have fled the war in Mountain of Remorse and moved here.
And yet, before I got this message, Loyalty was (and still is) showing as "Enthralled" and being at 101%, showing on the region's page.
Quote from: Ravier on December 21, 2011, 12:12:09 PM
Region Stats aren't showing up correctly in the daily report on Dwilight.
This was the message I got:
And yet, before I got this message, Loyalty was (and still is) showing as "Enthralled" and being at 101%, showing on the region's page.
Looks like the loyalty "wrapped" from 101% to 1%. when it goes back down to 100% I think it will report correctly.
I have found and fixed the error that resulted in regions not updated on the stable islands.
Quote from: egamma on December 21, 2011, 04:01:23 PM
Looks like the loyalty "wrapped" from 101% to 1%. when it goes back down to 100% I think it will report correctly.
It doesn't wrap at 100.
it just says hateful for 90%+ who knows.. it might say hateful for any number
---
22/12/11 sunrise.. seems fixed for reports of all 3 stats..
though not quite sure why most regions of riombara has >100 loyalty.
----
um.... no summary for "control"?
Quote from: Tom on December 21, 2011, 06:52:13 PM
I have found and fixed the error that resulted in regions not updated on the stable islands.
Is that also fixing the not-gaining-hours-at-turn problem? I just noticed that one myself, but it's apparently been a problem.
Quote from: Tom on December 21, 2011, 06:52:13 PM
I have found and fixed the error that resulted in regions not updated on the stable islands.
Not sure if this was before or after turn change, but once again there was no "region turn change"
Quote from: Jens Namtrah on December 21, 2011, 10:09:51 PM
Not sure if this was before or after turn change, but once again there was no "region turn change"
There was. Just no reports generated in some cases.
Quote from: ^ban^ on December 21, 2011, 10:13:26 PM
There was. Just no reports generated in some cases.
No, there wasn't.
once again, I could not hold court, and there was no change in my region stats (I've been writing them down)
Also: it looks like there was no battle with your men and the monsters in the region.
Quote from: Jens Namtrah on December 21, 2011, 10:25:12 PM
No, there wasn't.
once again, I could not hold court, and there was no change in my region stats (I've been writing them down)
Also: it looks like there was no battle with your men and the monsters in the region.
At this stage it looks like some regions are falling their turn, rather then all regions not getting updated.
Quote from: De-Legro on December 22, 2011, 01:55:00 AM
At this stage it looks like some regions are falling their turn, rather then all regions not getting updated.
Do they update in order, by region number? We should be able to determine which region (between 2, at least) is causing the failure.
Fatal error: Call to a member function getId() on a non-object in /var/battlemaster/include/Doctrine/BattleMaster/Diplomacy.php on line 17
What happened when I tried to repair in Farrowfield.
Quote from: Gustav Kuriga on December 22, 2011, 02:29:00 AM
Fatal error: Call to a member function getId() on a non-object in /var/battlemaster/include/Doctrine/BattleMaster/Diplomacy.php on line 17
What happened when I tried to repair in Farrowfield.
What realm to you belong to?
Quote from: De-Legro on December 22, 2011, 03:14:07 AM
What realm to you belong to?
A wiki search reveals that Farrowfield is in Kabrinkia, DWI.
Quote from: egamma on December 22, 2011, 01:33:08 PM
A wiki search reveals that Farrowfield is in Kabrinkia, DWI.
Sure but that doesn't mean his character is :) Has anyone successfully repaired on a testing server? I can't see a logical error in the code, so it is possible that the fault is in the database info, either with Gustav's character, or with the new realm Kabrinkia. I would also be interested in knowing if anyone in Kabrinkia has successfully repaired?
repair what? i just repaired 27% of my MI's equipment in paisland
There seems to be something wrong with the tax-collection on BT.
Thalmarkin:
QuoteRealm Tax Report (8 days, 2 hours ago)
Taxes were collected today throughout the realm. Here is a summary of what the tax collectors could get:Region Tax Income Upkeep avg. Knight Share Lord Share Duke Share Realm Share
Duchy of Unger (10% dukes share)
Lastfell 621 gold 38 gold ~ 139 gold 308 gold 35 gold
Orde 210 gold 6 gold ~ 37 gold 155 gold 18 gold
Pomatim 351 gold 5 gold ~ 104 gold 128 gold 15 gold
Qual 504 gold 7 gold ~ 138 gold 205 gold 23 gold
Unger 2900 gold 95 gold ~ 159 gold gold 1469 gold
Wailing Wood 247 gold 6 gold ~ 53 gold 126 gold 15 gold
Winifael 242 gold 6 gold 217 gold 25 gold
Duchy Totals 5075 gold 85 gold 1440 gold 160 gold
Duchy of Vore (10% dukes share)
Jedinchel 554 gold 5 gold ~ 92 gold 249 gold 28 gold
Vore 946 gold 147 gold ~ 168 gold gold 442 gold
Yermon 176 gold 3 gold ~ 79 gold 87 gold 10 gold
Duchy Totals 1676 gold 45 gold 432 gold 48 gold
The crown has received 208 gold tax income thanks to a realm share of 10 %.
QuoteRealm Tax Report (2 hours, 52 minutes ago)
Taxes were collected today throughout the realm. Here is a summary of what the tax collectors could get:Region Tax Income Upkeep avg. Knight Share Lord Share Duke Share Realm Share
Duchy of Unger (10% dukes share)
Lastfell 285 gold 22 gold ~ 64 gold 142 gold 16 gold
Orde 102 gold 6 gold ~ 18 gold 75 gold 9 gold
Pomatim 192 gold 5 gold ~ 56 gold 72 gold 8 gold
Qual 243 gold 7 gold ~ 67 gold 99 gold 11 gold
Unger 1050 gold 356 gold ~ 57 gold gold 537 gold
Wailing Wood 121 gold 6 gold ~ 26 gold 63 gold 7 gold
Winifael 71 gold 6 gold 63 gold 8 gold
Duchy Totals 2064 gold 85 gold 536 gold 60 gold
Duchy of Vore (10% dukes share)
Jedinchel 270 gold 5 gold ~ 45 gold 122 gold 14 gold
Vore 405 gold 144 gold ~ 72 gold gold 190 gold
Yermon 192 gold 3 gold ~ 86 gold 95 gold 11 gold
Duchy Totals 867 gold 45 gold 193 gold 22 gold
The crown has received 82 gold tax income thanks to a realm share of 10 %.
In addition, the realm made 53 gold from other sources (fines, etc.), bringing the crown's total income to 135 gold.
Now in the first report Unger had an investment running, the tax before that it made ~2000 gold. Before the 2nd report Unger was attacked by daimons which of course reduced production but this was while another investment was running so production did not drop below 95%.
Anyway, in practically all the other regions nothing significant happened and still the tax income halved.
Maybe this is because turns did not run right for a while? Either way, getting half the gold you're supposed to in times like this on BT isn't exactly ideal. :)
It is most certainly a result of the turns not running completely, yes.
Don't worry about invasion effects. You're toast one way or the other. :-)
(that was NOT serious. I really hope nobody is going to put this into an all-realm OOC message and claim that you can't win because or whatever... I'm really frightened by some of the messages I've seen. And then I start to wonder why the heck you are doing my psychological warfare for me? :-) )
Too many rumours about a continent being closed because of lack of players and then there is an invasion going on? 1+1= ? :P That gives some the impression the invasion can't be survived.
Quote from: D`Este on December 23, 2011, 02:49:51 PM
Too many rumours about a continent being closed because of lack of players and then there is an invasion going on? 1+1= ? :P That gives some the impression the invasion can't be survived.
I am prepared to sink the continent if the human realms don't survive. But I am not dead set on it, and the balance is that you can win. It won't be easy, but it wouldn't be interesting if it weren't a challenge, right?
Is anyone still having trouble with holding court?
If so please tell me the Character Name, Region, Island.
Also can someone in Barca inform me if Rettleville is still stuck in a holiday? That should be resolved
Gustav, are you able to repair in Farrowfield now? This should also be resolved.
dwi, d'hara.
a few days ago, d'hara TO'ed sallowtown (city). at that turn, sallowtown is shown as being part of duchy of qubel lighthouse.
today, I noticed that sallowtown (and the more recently taken sallowwild) are listed as being under duchy of sallowtown. neither have lords yet.
--
so 2 possible scenarios...
1) ruler created duchy of sallowtown from the lordless sallowtown before TO of sallowwild completed (because TO message of sallowwild says it joins duchy of sallowtown)... but there's no announcement of creation of duchy. (asked, awaiting reply.. no idea if it was created by ruler yet)
2) the game automatically bounced sallowtown into duchy status on its own at some point... perhaps when sallowwild was taken?
either way, something is wrong. (ie.. either there should be realm wide announcement for duchy creation or game shouldn't bounce realm into new duchy all on its own)
===
Region Taken (3 days, 12 hours ago)
message to all nobles of D'Hara
We have successfully convinced the people of Sallowtown to raise our banner and abandon their old allegiance to (rogue).
The region joins the duchy of Qubel Lighthouse.
Region Taken (15 hours, 49 minutes ago)
message to all nobles of D'Hara
We have successfully convinced the people of Sallowwild to raise our banner and abandon their old allegiance to (rogue).
The region joins the duchy of Sallowtown.
"orders" appears to be broken for me:
Fatal error: Function name must be a string in /var/battlemaster/include/Doctrine/BattleMaster/Diplomacy.php on line 47
from http://battlemaster.org/testing/play-orders.php
Quote from: bluexmas on December 24, 2011, 04:39:26 PM
"orders" appears to be broken for me:
Fatal error: Function name must be a string in /var/battlemaster/include/Doctrine/BattleMaster/Diplomacy.php on line 47
from http://battlemaster.org/testing/play-orders.php
I have fixed this in rev. 5790; it merely awaits Tom to send it live.
Quote from: De-Legro on December 24, 2011, 04:10:34 AM
Is anyone still having trouble with holding court?
If so please tell me the Character Name, Region, Island.
Also can someone in Barca inform me if Rettleville is still stuck in a holiday? That should be resolved
Gustav, are you able to repair in Farrowfield now? This should also be resolved.
Barca is no longer on holiday.
are we supposed to get the new region reports twice a day on bt?
Regional Report for Avengmil (12 hours, 6 minutes ago)
Regional Report for Avengmil (9 minutes ago)
ie... is it supposed to add recruits, etc, twice a day
Quote from: Anaris on December 24, 2011, 04:42:05 PM
I have fixed this in rev. 5790; it merely awaits Tom to send it live.
Will this fix repairs, too? I got the same error when trying to repair equipment just now.
I can open the Orders page, but when I click the repair link, I get this:
http://battlemaster.org/testing/Repair.php
Fatal error: Function name must be a string in /var/battlemaster/include/Doctrine/BattleMaster/Diplomacy.php on line 47
Quote from: Indirik on December 24, 2011, 07:00:41 PM
Will this fix repairs, too? I got the same error when trying to repair equipment just now.
Yes, it should fix repairs, too.
Quote from: fodder on December 24, 2011, 06:27:49 PM
are we supposed to get the new region reports twice a day on bt?
No. That was a mistake, but I let it pass as we also had turns missing, so it kind of equals out.
Quote from: fodder on December 24, 2011, 10:08:56 AM
Region Taken (3 days, 12 hours ago)
message to all nobles of D'Hara
We have successfully convinced the people of Sallowtown to raise our banner and abandon their old allegiance to (rogue).
The region joins the duchy of Qubel Lighthouse.
Region Taken (15 hours, 49 minutes ago)
message to all nobles of D'Hara
We have successfully convinced the people of Sallowwild to raise our banner and abandon their old allegiance to (rogue).
The region joins the duchy of Sallowtown.
Huh. There's another bug...The continent-wide reports when a TO succeeds are no longer being sent out.
not sure if this is related, but "in realm" time did not reset for Kendal Forbes, who moved from Luri Nova to D'Hara. Kendal joined 12-16, according to family history, but it says 250 days in realm, which I think is time since joining Luri Nova.
In Atamara, today, when I cancelled movement and turned around, I got the following error, although the command worked fine, and I lost an hour from the turn:
Fatal error: Uncaught exception 'Doctrine\ORM\EntityNotFoundException' with message 'Entity was not found.' in /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php:32 Stack trace: #0 /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php(53): BattleMaster\Proxies\BattleMasterTravelProxy->__load() #1 /var/battlemaster/include/xhtml.inc(337): BattleMaster\Proxies\BattleMasterTravelProxy->__call('getSpecial', Array) #2 /var/battlemaster/include/xhtml.inc(337): BattleMaster\Proxies\BattleMasterTravelProxy->getSpecial() #3 /var/battlemaster/live/stable/Turnaround.php(37): status() #4 {main} thrown in /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php on line 32
The Demolition Workshop has to shut down for today due to low production.
Production: Thriving (100%)
Quote from: Bedwyr on December 24, 2011, 07:20:06 PM
Huh. There's another bug...The continent-wide reports when a TO succeeds are no longer being sent out.
Should be fixed now.
Quote from: egamma on December 25, 2011, 06:45:10 AM
not sure if this is related, but "in realm" time did not reset for Kendal Forbes, who moved from Luri Nova to D'Hara. Kendal joined 12-16, according to family history, but it says 250 days in realm, which I think is time since joining Luri Nova.
Should also be fixed now, though it will remain for those affected so far.
Quote from: fodder on December 25, 2011, 08:37:51 AM
The Demolition Workshop has to shut down for today due to low production.
Production: Thriving (100%)
Yes, that's just bad text. Some buildings have a low chance to shut down even in perfect conditions. I'm not sure how to express that better. On the other hand, some buildings also have good chances to remain open even in horrible conditions.
Quote from: megs on December 25, 2011, 08:26:10 AM
In Atamara, today, when I cancelled movement and turned around, I got the following error, although the command worked fine, and I lost an hour from the turn:
Fatal error: Uncaught exception 'Doctrine\ORM\EntityNotFoundException' with message 'Entity was not found.' in /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php:32 Stack trace: #0 /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php(53): BattleMaster\Proxies\BattleMasterTravelProxy->__load() #1 /var/battlemaster/include/xhtml.inc(337): BattleMaster\Proxies\BattleMasterTravelProxy->__call('getSpecial', Array) #2 /var/battlemaster/include/xhtml.inc(337): BattleMaster\Proxies\BattleMasterTravelProxy->getSpecial() #3 /var/battlemaster/live/stable/Turnaround.php(37): status() #4 {main} thrown in /var/battlemaster/include/Doctrine/Proxies/BattleMasterTravelProxy.php on line 32
Yes, I know about this error. It's caused by the bottom status bar being updated to the new code, but the rest of stable not. It is a cosmetic error only - everything else works just like it should, except that this error shows up.
Quote from: Tom on December 25, 2011, 12:04:55 PM
Yes, that's just bad text. Some buildings have a low chance to shut down even in perfect conditions. I'm not sure how to express that better. On the other hand, some buildings also have good chances to remain open even in horrible conditions.
Can you set different flavor text for different buildings?
Maybe something like:
"The scouts guild went out and got drunk last night."
"The demolitions workshop had a little...accident, and it will take a day to clean up."
"The healers were in a trance, devoid of thought, and forgot to start thinking again."
Quote from: egamma on December 25, 2011, 05:47:33 PM
Can you set different flavor text for different buildings?
There are already different texts, and their purpose is not flavour, but telling you what went wrong. Making it per-building would make that information disappear.
I think he means for the chance texts, since you yourself admitted that was bad text for what happened, in response to fodder's post.
depends on how many layers there are... do you distinguish a workshop that down tools because region production is crap and a workshop that down tools because it got hit by mr. RNG?
Quote from: Tom on December 25, 2011, 12:04:55 PMSome buildings have a low chance to shut down even in perfect conditions.
This doesn't seem very conducive to fun. What if, for example, recruitment centers shut down for no reason, even though the region is in good condition?
Sounds like management hell really. But it does give people something to do if they follow the trend of being wusses and not going off to battle. Of course, if they're not wusses and do battle, it also messes up their happy poo poo when their buildings decide to go die while on campaign even when they have kept their regions perfectly stable.
Quote from: Vaylon Kenadell on December 26, 2011, 06:27:00 AM
This doesn't seem very conducive to fun. What if, for example, recruitment centers shut down for no reason, even though the region is in good condition?
Well, you need to puzzle together everything said in this topic to get the whole picture:
- region stats DO affect the likelihood of shutdown
- some buildings can operate even with horrible region stats, some may shut down even with perfect region stats
- the number of buildings affects the chances of shutting down
- if you absolutely need 100% reliability, with enough buildings of the same type and good enough region stats, it can be done
Below you will find the daily report from Aegir, Dwilight
Regional Report for Aegir (3 hours, 35 minutes ago)
message to the lord and knights of Aegir
The Sanguis Astroism worshippers support their lord, as he shares their faith.
Some people consider the tax rate as too high.
No new recruits finished training at the "Hyde's Elite" special forces recruitment center today.
The "Aegir's Plated Rangers" special forces recruitment center has the maximum amount of recruits ready and waiting (50 men).
The "Aegirs Heavy Archers" archers recruitment center has the maximum amount of recruits ready and waiting (50 men).
1 new Healers is ready. There are now 2 available.
The Workshop has to shut down for today due to insufficient production.
The Academy has to shut down for today because of insufficient administration.
In summary, production remains unchanged. It is now thriving.
In summary, peasant morale has dropped a little. It is now joyful.
In summary, loyalty to your realm remains unchanged. It is now enthralled.
A few remarks
1. No new recruits finished training at the "Hyde's Elite" special forces recruitment center today.
This message has been showing for the last 4-5 days. I don't know how many recruits the center has, but if it the maximum, it should say so. if it is not, then an explanation would be useful.
2. The Workshop has to shut down for today due to insufficient production.
In summary, production remains unchanged. It is now thriving.
I don't have to point the contradiction. Please correct the either the code or the flavour text.
3. The Academy has to shut down for today because of insufficient administration.
I know this has been brought up, but it is happening kind of VERY often. Maybe the chances should be tweaked a little bit.
Aegir has Cartbuilders, Houses of Healing, Workshop, Academy, Weapon/Armour Smiths & Tournament Grounds.
It seams that every turn bad administration stops something.
Also in the new report, can you include also the number of carts, caravans, healers, scouts, etc, even if they are full? I know this didn't happen before, but it would be nice to have this.
1. If it were full, it would say so. This message indicates there is still space. There can be many reasons, and the way the code works, it is impossible to point out a single one, as it is the combination that matters.
2. I've already changed the text to "insufficient". As I said multiple times, if you want to make sure, build more than one. That is how it is and how it has been working for years now. The only thing that's changed is that there are more messages.
3. Same thing. Build more than one.
Put this on the wiki if you feel it is insufficiently documented.
I'm not to sure what the case is here, but I"ve never witnessed this before (despite having done it before), so I'm inclined to question whether it is a bug.
I just got 50 bonds (from the bank) on Dwilight. I then sent 25 bonds to someone. I now have only 20 bonds left. Deficit: 5 bonds. Rather screwy...
Quote from: Tom on December 27, 2011, 10:38:08 AM
1. If it were full, it would say so. This message indicates there is still space. There can be many reasons, and the way the code works, it is impossible to point out a single one, as it is the combination that matters.
2. I've already changed the text to "insufficient". As I said multiple times, if you want to make sure, build more than one. That is how it is and how it has been working for years now. The only thing that's changed is that there are more messages.
3. Same thing. Build more than one.
Put this on the wiki if you feel it is insufficiently documented.
The thing that is happening here is that there has been a sharp uptick, much more than usual, in how many of these chance shutdowns have occurred. Much more than should be the case in regions with excellent stats. At least have some flavour text that's a bit more fun than "insufficient", as this just makes things confusing. Also, the whole thing is logically unsound, as you would need more administration (or whatever the relevant stat is) to have two of the same building than one if we are being realistic.
Quote from: Gustav Kuriga on December 27, 2011, 07:41:43 PM
The thing that is happening here is that there has been a sharp uptick, much more than usual, in how many of these chance shutdowns have occurred. Much more than should be the case in regions with excellent stats. At least have some flavour text that's a bit more fun than "insufficient", as this just makes things confusing. Also, the whole thing is logically unsound, as you would need more administration (or whatever the relevant stat is) to have two of the same building than one if we are being realistic.
I'm not trying to argue with you, I am trying to explain how the game works so you understand what to do in order to get the results you want.
The shutting down of a workshop means that you won't get an extra siege engine that day. If, as Tom says, that was already implemented then I sure did not notice it and judging from any of your posts (almost said "letters" there :P) I take it neither did you. We're only noticing it now because we're getting a notification that it has happened.
Maybe it would just be better to remove that notification again. You know... ignorance is bliss. :)
My adventurer on dwilight no longer seems to be able to access the academy.. is this by design?
Quote from: Covenant on December 28, 2011, 04:02:36 AM
My adventurer on dwilight no longer seems to be able to access the academy.. is this by design?
We need more details than that to answer the question. What does that mean? Any error message?
I am assuming this is because of the new code overhaul-
http://battlemaster.org/UserDetails.php?ID=21575&HistoryLevel=3
Detailed History of this family:
(alternate views: medium history, short history)
Fatal error: Uncaught exception 'BadMethodCallException' with message 'Data item "charName" does not exist' in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php:35 Stack trace: #0 /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php(14): BattleMaster\GameObject->_get('charName') #1 /var/battlemaster/live/UserDetails.php(212): BattleMaster\GameObject->__call('getCharName', Array) #2 /var/battlemaster/live/UserDetails.php(212): BattleMaster\FamilyHistory->getCharName() #3 {main} thrown in /var/battlemaster/include/Doctrine/BattleMaster/GameObject.php on line 35
entirely my fault, should be fixed now
Not Found
The requested URL /stable/TrainingMatch.php was not found on this server.
Apache/2.2.16 (Debian) Server at www.battlemaster.org Port 80
I get the 404 Not Found when attempting to click on Training Match on FEI.
This is because training matches were never implemented on stable. This error will go away once they are moved over.
Takeover (9 minutes ago)
message to Everyone on Beluaterra
Netherworld has taken control of Eg Tutnu. The region used to belong to Netherworld.
Is this a bug, or something into which we should read some meaning?
Quote from: vonGenf on December 28, 2011, 07:19:10 PM
Takeover (9 minutes ago)
message to Everyone on Beluaterra
Netherworld has taken control of Eg Tutnu. The region used to belong to Netherworld.
Is this a bug, or something into which we should read some meaning?
Something was bugged with the turn. I'm not yet sured what exactly and why this message turned out like it did. The TO in the other one worked just fine. I'll keep an eye on it.
Short: It's a bug.
Quote from: vonGenf on December 28, 2011, 07:19:10 PM
Takeover (9 minutes ago)
message to Everyone on Beluaterra
Netherworld has taken control of Eg Tutnu. The region used to belong to Netherworld.
Is this a bug, or something into which we should read some meaning?
IVF = Netherworld!
I'm not receiving an error, the option is just not there anymore. I have tried in 3 different cities (Paisley, Port Nebel, and Port Raviel). In all likelyhood I am doing something dumb (known to happen frequently).
Quote from: Tom on December 28, 2011, 11:10:46 AM
We need more details than that to answer the question. What does that mean? Any error message?
that's because there's no academy in any of those cities. you need to find a city that has actually built one.
Realm tax report for Fronen, Beluaterra shows Gaxano which is part of Nothoi and doesn't show Marpii.
Realm Tax Report (35 minutes ago)
message to all nobles of Fronen
Taxes were collected today throughout the realm. Here is a summary of what the tax collectors could get:
Region Tax Income Upkeep avg. Knight Share Lord Share Duke Share Realm Share
Duchy of Dyomoque (10% dukes share)
Dyomoque 165 gold 486 gold ~ 42 gold gold 81 gold
Gaxano -15 gold 127 gold gold -15 gold
Duchy Totals 150 gold 613 gold 66 gold 0 gold
Duchy of Vur Hagin (10% dukes share)
Jyl 92 gold 135 gold 82 gold 10 gold
Qrelg 510 gold 15 gold ~ 127 gold 344 gold 39 gold
Sheja 317 gold 0 gold ~ 106 gold gold 0 gold
Vale 168 gold 5 gold ~ 71 gold 87 gold 10 gold
Vur Hagin 780 gold 99 gold ~ 136 gold gold 371 gold
Xhahgus 239 gold 4 gold ~ 75 gold 80 gold 9 gold
Duchy Totals 2106 gold 258 gold 439 gold 0 gold
Did the last turn run Ok?
We have no daily region reports on Atamara,
and I've had a report that a character on Lukon cannot hold court because she already did so,
although she has all of her hours, and no court held today.
I forgot. Also on Dwilight, no regional reports until now.
Turn on Dwilight was broken, re-run now.
For the other worlds, I could not find a bug, but something did went wrong. Since stable is still on old code, I can't re-run the turn there.
as trader in dwilight.. after buying some food, it gave a gold spent figure with decimals in it (the message was "you bought x bushels with y gold" or some such)
Quote from: fodder on December 31, 2011, 06:29:36 AM
as trader in dwilight.. after buying some food, it gave a gold spent figure with decimals in it (the message was "you bought x bushels with y gold" or some such)
Hm, from looking at the code, that should be impossible. If you can reproduce it, I need a screenshot or the exact page and text.
it was some odd number of bushels.... (137 bushels or some such?) @50 gold per 100 bushels thus using 68.5 gold or some such to buy the food. not necessarily the exact numbers.... but something along those lines
next try would be in a few weeks. that said, i think i can try selling the food at odd numbers and see what it says (and i hope i remember to copy it!).. but that too will be in maybe a week's time
I am on my way to buy some food right now--I will purchase in various amounts and see what happens.
On BT when I try to view my army's details as sponsor (http://battlemaster.org/testing/ArmyInfo.php?ID=135) I get this error:
QuoteFatal error: Class 'Army' not found in /var/battlemaster/live/testing/ArmyInfo.php on line 13
Quote from: Lorgan on January 01, 2012, 10:28:57 PM
On BT when I try to view my army's details as sponsor (http://battlemaster.org/testing/ArmyInfo.php?ID=135 (http://battlemaster.org/testing/ArmyInfo.php?ID=135)) I get this error:
should be fixed now
Quote from: Tom on January 02, 2012, 12:27:14 AM
should be fixed now
It isn't. I still get the same error.
ok, a few more fixes regarding armies are on their way, please test again in a few hours.
Looks like the problem jumped a line. :)
QuoteFatal error: Call to a member function getSponsor() on a non-object in /var/battlemaster/live/testing/ArmyInfo.php on line 12
Quote from: Lorgan on January 02, 2012, 07:50:26 PM
Looks like the problem jumped a line. :)
ok, fixed that as well... progress...
That fixed it! Thanks. :)
Are numbers for when scout guilds and recruitmentcenters are down properly tweaked?
This is for Tepmona in Beluaterra:
No new recruits finished training at the "Tepmona Special Rangers" special forces recruitment center today.
The "Cannibal Commando" special forces recruitment center has the maximum amount of recruits ready and waiting (50 men).
The Scouts Guild has to shut down for today because of insufficient administration.
1 new Caravans is ready. There are now 3 available.
In summary, production remains unchanged. It is now thriving.
In summary, peasant morale has improved a bit. It is now joyful.
In summary, loyalty to your realm remains unchanged. It is now worshipful.
Region stats - at least the visible ones - has been constantly good for a while, but the scout guild are down almost every day, and the Tepmona Special Rangers did produce a lot of recruits the first day of the update but hasn't produced a single recruit ever since. (It is a lvl two Special forces center).
Quote from: Thunthorn on January 03, 2012, 12:14:28 AM
Are numbers for when scout guilds and recruitmentcenters are down properly tweaked?
[...]
Region stats - at least the visible ones - has been constantly good for a while, but the scout guild are down almost every day, and the Tepmona Special Rangers did produce a lot of recruits the first day of the update but hasn't produced a single recruit ever since. (It is a lvl two Special forces center).
Some SF centers may be like that, yes. You may need to enlarge it to get better results. Same for the scouts guild, as I've said several times already. Though if it shuts down very often, you are having a streak of bad luck.
question....
in monarchy (d'hara, dwi), the duke of sallowtown (eh... lord of sallowtown too apparently) was elected as ruler... and position vacated. i think both lord and duke positions are vacant
are positions meant to be vacated in a monarchy? are both positions meant to be vacated?
not entirely sure how the duchy was created in the 1st place... see earlier post.
http://forum.battlemaster.org/index.php/topic,1674.msg37368.html#msg37368
In the old system, it was intentional in a monarchy that being elected as ruler caused you to vacate your lordship position. This was probably carried over to the new system, as well.
The basic principle - true for all government systems - is that you can not have someone else simultaneously above and below you in the hierarchy. But if you were duke and lord, you can keep it - depending on government system. I'll have to look into the code to check how it works in a monarchy - anyone know by heart?
well.. there's no duke and no lord of sallowtown as of this minute.. and realm hierarchy entry looks funny. see attached pic. (the name of the knight kaliance is not on separate line)... regiondetails.php has him as a knight with 25% estate. so if it's to do with above and below, he would have been booted as knight too.
that pic (and just the pic) where knights as not on a separate line is similar to http://bugs.battlemaster.org/view.php?id=6253
ok... a further dig...
------
Referendum Results (11 days, 9 hours ago)
The referendum "Vote for lordship of Sallowtown" has ended. Here is the final tally:
-snipped-
As the winner of this referendum, Kalince is therefore proclaimed lord of Sallowtown.
As a reminder, the full text of the referendum was:
The region of Sallowtown is currently without a local lord. According to your government system, the next lord will be chosen by a referendum among the lords of the realm.
------
Battle in Sallowwild (5 days, 9 hours ago)
(rogue) vs. D'Hara
Estimated strengths: 10 men vs. 70 men
Kalince Fanath, Prime Minister of D'Hara, Duke of Sallowtown is spotted wielding the Enchanted Arrow of Flame.
------
Lordship Vacant (9 hours, 10 minutes ago)
Now the Prime Minister, Kalince is no longer Duke of Sallowtown.
Referendum Results (9 hours, 11 minutes ago)
The referendum "Vote for the Ruler" has ended. Here is the final tally:
Therefore, Kalince Fanath, Prime Minister of D'Hara, Duke of Sallowtown has been confirmed in office.
====
so... looks like basically this... there was duchy of qubel lighthouse.. d'hara captured sallowtown which was right next to it. upon capture during midturn (captured during a manually run turn), sallowtown was part of duchy qubel lighthouse. at some point afterwards, it wasn't part of that duchy anymore and became its own duchy with sallowtown and sallowwild as regions and no idea why. (see referenced link in previous post)
the existent prime minister was then voted in as lord of sallowtown, battle announcements calls him prime minister and duke (that bit i get is down to titles using old system). there's no sign of any referendum for duchy position, so i guess elected lord of city is auto-proclaimed as duke. don't know if it's down to duchy position being vacant at that point whilst winner is ruler, or whether it's more a general thing.
---
incidentally... 1 turn later and there's now an election for lordship of sallowtown. no mention whatsoever for duke position.
----
just had confirmation from player that duchy created itself and kalince was prime minister, duke and lord
incidentally, does the election code have elements that block dodgy candidates (hierarchy based ones)
ie... it should stop a ruler from running for election of lordships, if he doesn't have a duke position for the duchy of the region... similarly, dukes should not be allowed to run for elections if they are not duke of duchy of that region. - or if it makes things easier, they can run, but all their votes become spoiled ballots. (voters should be told the votes won't count)
though, the reverse should be allowed and if they win, boot them from the lower position if it then becomes incompatible (ie.. lords can run for duke of different duchy/ruler, knights for any position.)
the election code also isn't yet updated to the new estate system.
Quote from: Tom on January 05, 2012, 02:26:24 PM
The basic principle - true for all government systems - is that you can not have someone else simultaneously above and below you in the hierarchy. But if you were duke and lord, you can keep it - depending on government system. I'll have to look into the code to check how it works in a monarchy - anyone know by heart?
If I had read that, I would have adressed the issue long ago. Well, ^ban^ is aware of it now.
My character in Fissoa is both Ruler and Knight of Drowenton. Apparently that shouldn't be even possible, but it somehow worked out :)
[Skyn was Lord of Drowenton, and Victorian his knight. When he was elected ruler, he appointed Victorian as the new Lord. Somehow, Skyn stayed under Drowenton in the hierarchy (but blacked out, like when someone new arrived in the realm. Not really an oath, but nonetheless linked to the region somehow). Victorian was somehow able to offer Skyn an oath. The allegiance window was kind of conflicting, though: "As knight of Drowenton, you owe your allegiance to Victorian." and "You are Grand Duke of Fissoa. As such, you owe your allegiance to nobody but yourself".]
Quote from: Shizzle on January 06, 2012, 11:17:36 AM
If I had read that, I would have adressed the issue long ago. Well, ^ban^ is aware of it now.
My character in Fissoa is both Ruler and Knight of Drowenton. Apparently that shouldn't be even possible, but it somehow worked out :)
[Skyn was Lord of Drowenton, and Victorian his knight. When he was elected ruler, he appointed Victorian as the new Lord. Somehow, Skyn stayed under Drowenton in the hierarchy (but blacked out, like when someone new arrived in the realm. Not really an oath, but nonetheless linked to the region somehow). Victorian was somehow able to offer Skyn an oath. The allegiance window was kind of conflicting, though: "As knight of Drowenton, you owe your allegiance to Victorian." and "You are Grand Duke of Fissoa. As such, you owe your allegiance to nobody but yourself".]
This is a long standing and known issue. A ruler can't take a NEW oath, but they kept any oath they already had. When you step down or are removed from a Lordship position you become a "noble" of that region, which is why you are greyed out. You retain this status until appointed Lord of somewhere else, or you take an oath somewhere else, both of which should be impossible for you now as a ruler.
This new region report system, is pretty interesting. I like the fact that the minor stuff is filtered out from the higher level reports. i.e. the ruler doesn't need to know the minor details about minor loyalty/morale changes. However, I would like to see monster and undead attack reported at a higher level. We have monsters attacking the Shrine of Seeklander, but the daily report just says "Nothing to report". I think rampaging monsters killing 25 peasants and eating lots of food is a pretty significant event.
Quote from: Indirik on January 06, 2012, 03:12:40 PM
However, I would like to see monster and undead attack reported at a higher level.
That part has not yet been moved to the new code. Rest assured, when it is, this is how it will most likely work: The higher levels will receive a report about attacks. The lower levels will get the damage details.
On BT I no longer get reports when people do police work (might be the same for civil work) as the region's lord. I do get reports of buro work being done though.
That is in Unger, Thalmarkin by the way.
Quote from: Lorgan on January 06, 2012, 09:06:54 PM
On BT I no longer get reports when people do police work (might be the same for civil work) as the region's lord.
You will again after the next update.
In Fissoa, something else has gone wrong.
The last Duke was forced out of his position. I created a new duchy, and appointed two new dukes.
The Duke of Fissoa was lord of a different region. He'd like to appoint himself as Lord of Fissoa now, but seems unable to do so, because he can't step down as Earl of Mangai.
I'll ask him to post in here with more info, though I think a bug has been filed in the bugtracker. If so, I'll ask for the report number.
Here's the ID: 0006476
Quote from: Shizzle on January 07, 2012, 09:04:38 PM
Here's the ID: 0006476
Related problem, my character Balewin is the Duke of the new Duchy of Drowenton. I was lord of Kamade and was elevated when that region was still a part of the Duchy of Fissoa. I have retained my lordship, but can not change the allegiance of Kamade to the new Duchy.
On Dwilight, attempted to lift an autoban on a duke who just recently seceded. When I selected "Lift Ban" it brought me to a page stating "That player was never banned. Try again."
Tried returning to "Review and edit bans", finding his name still on the banned list.
I've tried on several different occasions, with the same result.
Quote from: Arundel on January 12, 2012, 06:59:20 AM
On Dwilight, attempted to lift an autoban on a duke who just recently seceded. When I selected "Lift Ban" it brought me to a page stating "That player was never banned. Try again."
Tried returning to "Review and edit bans", finding his name still on the banned list.
I've tried on several different occasions, with the same result.
Bug report, please. This is not sorted out in 5 mins, so please make sure we don't forget it.
BT, Sint
Someone had a unit that consisted of all wounded men. They left their wounded men at the healers. All the wounded me left with none returning, and he was left with a 0 man unit. No wounded or healthy men at all. He had to disband the empty unit, costing him 12 gold.
Quote from: Indirik on January 17, 2012, 07:40:14 PM
BT, Sint
Someone had a unit that consisted of all wounded men. They left their wounded men at the healers. All the wounded me left with none returning, and he was left with a 0 man unit. No wounded or healthy men at all. He had to disband the empty unit, costing him 12 gold.
Good catch. Will be fixed in the next update.
Major bug in the battle in Firbalt on BT at sunset today. Take a look at the battle report from Darkest Hour of the North. The archer units were not shooting for either side. Whenever anyone had the opportunity to shoot, they never did, and were not mentioned at all in that round. But if they couldn't shoot, their unit was listed with the reason why it couldn't shoot.
PS: This also happened on Dwilight, in Eidulb with a monster unit attacking Astrum. The archers stood there and did nothing while the monsters walked across the field and scaled the walls. The archers units did engage in melee combat when appropriate.
Damn. A bad combat bugfix by me. Fixing the fix now.
damn... there goes our chance to waste them daimons in melee XD
Srsly? You *want* to fight them hand-to-hand?
We've got archer-types down in rio.
Quote from: Lorgan on January 18, 2012, 08:55:23 PM
We've got archer-types down in rio.
Are you sure they aren't MI or Ranges SF.
Pretty sure. They do quite some damage ranged but suck (relatively) in melee. It aren't the highest quality daimons to begin with though, 800 of them are only 14k CS, the odd thing is that 600 are 16k CS...
doesn't really matter anyway...
we don't have the walls... would have been funny if due to bug and we get to a wall fight, it starts moving towards wall whilst our infantry stay on the wall.
Quote from: Lorgan on January 18, 2012, 10:55:09 PM
Pretty sure. They do quite some damage ranged but suck (relatively) in melee. It aren't the highest quality daimons to begin with though, 800 of them are only 14k CS, the odd thing is that 600 are 16k CS...
That's because they had relatively low-casuality fights :) Works decent as training!
Here's a fun bug...It's apparently impossible to abdicate the Rulership on testing. Tried with Koli, Pian en Luries, Dwilight, and got this.
You have stepped down from rulership.
Because you were ruler of the land for a considerable time, you will be recognized as being of royal blood in the future.
Catchable fatal error: Object of class BattleMaster\Character could not be converted to string in /usr/share/php/Doctrine/DBAL/Statement.php on line 98
Quote from: Bedwyr on January 21, 2012, 08:52:52 AM
Here's a fun bug...It's apparently impossible to abdicate the Rulership on testing. Tried with Koli, Pian en Luries, Dwilight, and got this.
You have stepped down from rulership.
Because you were ruler of the land for a considerable time, you will be recognized as being of royal blood in the future.
Catchable fatal error: Object of class BattleMaster\Character could not be converted to string in /usr/share/php/Doctrine/DBAL/Statement.php on line 98
And amazingly I know exactly what the problem is, well not amazing since it is the same problem we had with secession a few turns ago. Its failing when it tries to write the change to your family history. If no one has fixed it by time I get back from dinner with my wife I'll make the change.
don't suppose that's got anything to do with
http://bugs.battlemaster.org/view.php?id=6499
too? XD
should be fixed now
Since long ago, in the link of Realms and Regions, the region of Thysan appears without a lord, but it actually has one since a lot of time. If you click on the region of Thysan and see the region details you notice that there is a lord, but not in the realms and regions page.
The same happens to our Vice Marshal of the Army (the Phoenician Legion), who is not listed in the army as holding the position, when he does.
There are also in the armies list or character list nobles that hold the position of lord, and don't hold any title anymore.
On the message list there also appear several problems with the different positions, for example it tells you a noble is knight of a region, he doesn't is anymore.
Thanks in advance