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Messages - TragerM

#1
Just wondering... I still have some stored up... are they being kept, or "use 'em or lose 'em" is in effect?
#2
Development / Re: New Trade System Feedback
January 30, 2012, 12:11:31 AM
Mio Dupaki, in Belu/Riombra

Have 539 food stored.. went to the Create link in Market, tried to post, and got this:


Fatal error: Uncaught exception 'PDOException' with message 'SQLSTATE[42000]: Syntax error or access violation: 1064 You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'Limit, Timer, Region_ID, Character_ID) VALUES ('sell', 300, 60, NULL, 10, '186',' at line 1' in /usr/share/php/Doctrine/DBAL/Statement.php:131 Stack trace: #0 /usr/share/php/Doctrine/DBAL/Statement.php(131): PDOStatement->execute(NULL) #1 /usr/share/php/Doctrine/ORM/Persisters/BasicEntityPersister.php(236): Doctrine\DBAL\Statement->execute() #2 /usr/share/php/Doctrine/ORM/UnitOfWork.php(708): Doctrine\ORM\Persisters\BasicEntityPersister->executeInserts() #3 /usr/share/php/Doctrine/ORM/UnitOfWork.php(287): Doctrine\ORM\UnitOfWork->executeInserts(Object(Doctrine\ORM\Mapping\ClassMetadata)) #4 /usr/share/php/Doctrine/ORM/EntityManager.php(334): Doctrine\ORM\UnitOfWork->commit() #5 /var/battlemaster/include/Doctrine/BattleMaster/Message.php(58): Doctrine\ORM\EntityManager->flush in /usr/share/php/Doctrine/DBAL/Statement.php on line 131
#3
Development / Re: New Trade System Feedback
January 29, 2012, 05:16:35 PM
Quote from: TragerM on January 28, 2012, 04:43:52 PM
Question I have (which falls in line with the above, with the noble's troops starving in a region with no food):

I used caravans not only for trade, but to carry excess food "just in case" I was stuck in a starving region, so my troops wouldn't be impacted...

If caravans have gone bye-bye, can something minor be created as paraphrenalia, so a noble can be proactive in protecting their own troops (maybe even to avoid impacting a region's food, because they already have their own)?  If not called a caravan, maybe just call it a "supply wagon"... they won't be able to sell to a region (which seems to be what you want) but they can buy and store food (or heck, even loot food).

Does bring up an interesting idea though... spend 3 hours on "Forage Food" if you want to see if you can get food for yourself, into your supply wagon, but doesn't damage the region's production, and isn't considered a hostile action against the region...?

Sorry to repost, but it was asked to continue giving feedback, and this is a concern of mine...

Short version though: can we carry "personal food" now, or does it mean we're just going to have starving-dying troops if you're in a region that ran out of food?

EDIT-- didn't know of the "Reworking Trade" thread... so am taking a look..
#4
Development / Re: New Trade System Feedback
January 28, 2012, 04:43:52 PM
Question I have (which falls in line with the above, with the noble's troops starving in a region with no food):

I used caravans not only for trade, but to carry excess food "just in case" I was stuck in a starving region, so my troops wouldn't be impacted...

If caravans have gone bye-bye, can something minor be created as paraphrenalia, so a noble can be proactive in protecting their own troops (maybe even to avoid impacting a region's food, because they already have their own)?  If not called a caravan, maybe just call it a "supply wagon"... they won't be able to sell to a region (which seems to be what you want) but they can buy and store food (or heck, even loot food).

Does bring up an interesting idea though... spend 3 hours on "Forage Food" if you want to see if you can get food for yourself, into your supply wagon, but doesn't damage the region's production, and isn't considered a hostile action against the region...?
#5
Development / Re: Large Update Bugs and Breaks
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:
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...
#6
Development / Re: Large Update Bugs and Breaks
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)
#7
Development / Re: Large Update Bugs and Breaks
December 13, 2011, 03:28:44 PM
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?
#8
Development / Re: Large Update Bugs and Breaks
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..
#9
Feature Requests / Re: Supply Line
October 07, 2011, 05:25:08 PM
I suggested something a lot more detailed than this, a long time ago, and was told it wouldn't happen, because it would make long distance fighting easier, as well as supposedly being thought to be intolerable for new players to be tasked with doing things like this (dunno why it was automatically assumed new players would be the ONLY ones to be involved, but go figure)...

Regardless, unless Tom and others have changed their minds about the concept, something tells me to doubt it'll happen...
#10
there's no way to scout what was not there to start with...

region was clear, armies on both sides moved in, and bam... monsters decided to show up (110 of them)... not a fun day...

that's where a lot of the frustration comes from...

At worst, have a "monster phase" where players fight the monsters
then have player phase, where players fight

Each battle can still take away hours, and could lead to some interesting problems (like start the new day, and oops, all hours burned... your butt's stuck)
#11
Summary   0006295: Change to combat: NPC monsters and undead
Description   I think it's high time this was addressed... yes, this is a suggestion, but I feel it fair to mention here..

Monsters or undead taking the player's side, when they show up, doesn't make sense.. it SHOULD be:

All player sides (enemies or allies or not) fight against the monsters or undead
THEN
Player battles commence...

It's rediculous to have a battle you're going to win (attacking or especially defending) and have a random event where undead show up and boom, you're suddenly outnumbered and you lose the battle.
Additional Information   Am in Belu, for game world where I saw this, but seriously, real world you wouldn't be chumming around with the undead or monsters unless there was a valid RP justification that actually was worked toward...

At worst, code 3 to 4 way battles, and maybe if monsters and undead are in the same region, they team up against the players, before the pure player combat happens.