Exodus Glitch |
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Daufer
Forum Warrior Joined: 14 Jun 2011 Status: Offline Points: 332 |
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Quote Reply Topic: Exodus GlitchPosted: 27 Jan 2014 at 21:54 |
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I had 12 armies advancing on my city Blackthorn, including at least one siege camp and a blockade. I watched them for more than a day to see how many armies they would commit and when I thought most of their forces were on the march I exodused the city to a location about 20 squares away before logging off for the night. The nearest army was more than eight hours away at the time, and exodus was supposed to last four or five hours. The Exodus began 27 Jan 3:40
The next day I logged in, rebuilt a few levels of buildings, and sent caravans from several cities with resources to help the new city build. There were no armies anywhere near the new location and the camps at the old location showed as "hostile occupying forces". However, my military movements page still showed four red armies incoming and well into the trip.
Somehow the blockade, now far away from my city, captured caravans from three different sources between 13:56 and 15:22 with the usual result. Others escaped the blockade without delivering their cargo to the city.
At 14:34 I captured spies in Blackthorn, interrogated them and found they were sent by dravog, a player whose nearest city is 500 squares away.
At 18:33 one of the newly-built building levels was destroyed by sabotage, presumably also sent long before the city was moved.
At 20:08 I received a mail stating that an attacking army had begun a siege against Blackthorn at location 679|-82 and that it would begin firing at 28 Jan 08:08. The city is now located at 660|-91. There is no way the siege camp or the blockades should have any effect.
In short, after paying all of the penalties of exodus such as lost building levels and immobilized armies, the game is still reacting as if the city had never moved.
Ticket # 9628. I'd really like to see this resolved before the siege camp nukes my town with their ICBMs. Hopefully with restoration of the captured caravans and repair of any damage due to siege bombardment and and losses due to armies that were already incoming and should not hit the town.
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Darkwords
Postmaster General Joined: 23 May 2011 Status: Offline Points: 1005 |
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Quote Reply Posted: 27 Jan 2014 at 22:48 |
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The devs previously patched this, and I expect that the siege will disappear before it goes active. However I guess they did not apply the patch to blockade effects and diplos.
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<Deranzin> I'd agree with darkone on that
[21:59]<ropadope> you know I am perverted <Bartleby> dark is upsetting some peeps |
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Starry
Postmaster Joined: 20 Mar 2010 Location: California Status: Offline Points: 612 |
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Quote Reply Posted: 28 Jan 2014 at 02:03 |
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It's not fixed, we have a player in H? that exodused a city but it is still being blockaded by armies at the original location, which landed after he set the city in motion. Petition has been submitted.
Edited by Starry - 28 Jan 2014 at 02:05 |
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CEO, Harmless?
Founder of Toothless? "Truth never dies." -HonoredMule |
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Quote Reply Posted: 28 Jan 2014 at 02:16 |
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I believe it's fixed for sieges, but not for blockades - am looking into this atm.
Regards,
SC
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Daufer
Forum Warrior Joined: 14 Jun 2011 Status: Offline Points: 332 |
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Quote Reply Posted: 28 Jan 2014 at 08:31 |
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Blockade Update: The senders have removed their blockade, though I still have something over 100 caravans limping off to enemy cities in the Middle Kingdom.
Siege Update: The siege camp was also removed, either by the sender or by the patch, I can't tell which came first. No damage was done.
Incoming Army Update: Two armies still show as red incoming at Blackthorn. Two others apparently arrived at the old city location without killing any troops or taking any resources.
Diplo Update: There haven't been any new attacks. Presumably any that were part of the original operation would have landed by now.
Thanks for your attention Stormcrow. Hopefully you can figure out what is happening with the phantom blockades and the diplo attacks. I don't know how the code works, perhaps if the blockade is tied to a city ID number and that city receives a caravan the code still checks blockade running even if the city is at a new location. The code may not be checking to make sure the city is currently adjacent to the blockade camp. The same may be true for the spy and saboteur attacks that I experienced.
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Endrok
Wordsmith Joined: 12 May 2012 Location: United Kingdom Status: Offline Points: 104 |
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Quote Reply Posted: 29 Jan 2014 at 15:00 |
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The game will allow a player to select a spot for exodus that already has a city located on it as long as that city is owned by a player in the same alliance.
I were shuffling a couple of cities between various locations.
I tried this with 2 accounts in my alliance and the game accepted both occupied squares as viable exodus spots. All exodus conditions were met (green text) and the 'Confirm City Move' button can be pressed and the city happily sent on its way!
It will not allow exodus to a square adjacent to one of these cities if Sov has been claimed there.
I sent the exodus on its way to an already occupied square without any problems, but not prepared to see the consequences of one city trying to land on top of another, the second city was eventually also sent to exodus.
I can only assume that the game would not actually allow one city to land on top of another city belonging to an allied player (but would have been interesting to see) and would actually move an incoming city to a free adjacent spot (sov claims permitting) however this isn't much use and the game should have prevented the initial exodus in the first place.
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Quote Reply Posted: 29 Jan 2014 at 17:07 |
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It is possible to land cities on top of each other. People have done it. It's not pretty. PLEASE file a petition regarding this instance.
Probably the cities don't even have to be in the same alliance as long as they are confed.
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Quote Reply Posted: 29 Jan 2014 at 17:58 |
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The numerous bugs in the exodus system make me wonder if it was tested with any sort of rigorous approach prior to release.
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Tamaeon
Wordsmith Joined: 19 Dec 2011 Location: Centrum Status: Offline Points: 152 |
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Quote Reply Posted: 31 Jan 2014 at 18:10 |
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@SC, Daufer
Here's some info regarding the attacks my alliance sent to Daufer's town of Blackthorn.
It isn't much, but I hope it will help clear things up a bit.
The blockades did intercept vans, though we received no igm's or system notifications about the interceptions. The blockades were recalled, as this was clearly not supposed to happen. (some blockades were set for a few hours and automatically returned home)
The siege camp was (automatically) repatriated by the system within 3 minutes of landing.
I can confirm that I personally dispatched at least one of the armies as soon as the town landed after exodus. Did so to knock out the 20+ catapults that were stuck in the town due to post-exodus rules
I should also note that the 16 direct attacks you mentioned in the first post, resulted in regular combat reports which indicated that there was nothing at the square. The armies returned home with no resources.
The diplo's were sent by Dravog who has 4 towns within 500 sq. of your town's current location. I don't know whether they were sent pre or post exodus but I could find out if you or SC are interested.
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"How happy is the blameless vestal's lot! The world forgetting, by the world forgot. Eternal sunshine of the spotless mind! Each prayer accepted, and each wish resigned."
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