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Post by celebaglar on May 20, 2004 10:26:17 GMT
To save me running off to the server for data, could you tell me: Terrain type that you are on Keep *Mountain *Yes, after the 9th. The first 9 attack as normal. Yes, the same things happens from every direction. Mixed units attacking (cavalry, infantry, all races etc.), unit attacked is Valen, player-lord ** of the Free. Day 42 Different hours, same issue. * I don't think these factors are relevant, as the terrains are very different from the other occasion this happened to me. ** This is the only common factor of note in the two occasions I have seen this: both times I was attacking a player-lord with no allies. Everything else seems to be different, except that I am on the verge of overwhelming wins on both occasions. OK, I'll freeze the game until told otherwise. The result is not in doubt anyway, as my opponent will not get another turn. ;D
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Natmus
Morkin Admin
Fight the power!
Posts: 4,518
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Post by Natmus on May 20, 2004 10:34:09 GMT
I wonder if the part of the program that checks wheter you are able to move into the next square (as there are no opponents) or have to attack (as there are opponents in it) looks at a limited part of the occupants inside. For example, it only look at 8 or 9 characters inside the square, and if they all are friendly, you can move into it.
In other words, the first 8-9 lords to attack crowds out any hostiles from the foe-detector, and so there's free access for the rest.
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Post by sparrowhawk on May 20, 2004 11:37:17 GMT
Yes, as I was reading through Bill's reply I came to the same conclusion. Just dashing off to check! Yes, that's the bug. My query is limiting the number of lords returned to 9, to fit the gfx on the page. I'll remove the limit and just place an if statement around the lord drawing code. I'll fix it now whilst it's fresh in my mind Thanks chaps.
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Post by sparrowhawk on May 20, 2004 11:38:14 GMT
Feel free to zap the enemy with End Turn whenever you like!
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Post by celebaglar on May 20, 2004 11:49:32 GMT
Glad to have been of help, that's what we're here for after all.
And now, it is time to kill, KILL, KILL... hahahaHAHAHAHAAAAA...
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Ringthane
Public Area Guest
Ardet nec Consumitur
Posts: 5,446
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Post by Ringthane on May 20, 2004 12:05:28 GMT
Rusty Sword of Muhaha, we're all mad as a herd of hatters ;D
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Post by celebaglar on Jun 10, 2004 19:24:50 GMT
Jean-Yves, I know you wrote that you had figured out what was wrong, but either you haven't implemented the fix yet, or it doesn't work, as I just did the same trick again. There have been no new versions since then, so it'll probably show in the next one. I'll keep this one open until we can check it on the new version and confirm it doesn't happen. Can we confirm what the actual symptoms are? I have this down as not allowing more than 9 attackers when attacking a single unit of the enemy's. Is this right or does anyone have a different manifestation?
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Post by sparrowhawk on Jun 10, 2004 21:21:28 GMT
It's fixed for 0.2, but is not in the current release as the script in question has been modified elsewhere and would not work with 0.1 beta code
The cause is due to wanting to limit the sql traffic and then not changing this when i added a check to actually count the enemies/allies/neutrals ahead.
ie. MySQL has a non-standard construct that allowes you to limit the returned dataset (LIMIT start, end. As I can only display up to 9 characters across the view, I decided to limit the dataset to 9 records (LIMIT 0,8), ordered randomly. But then I started to count allies/enemies ahead and forgot to remove the limit. So if the firt 9 records turn out to be allies or neutrals, the Move button is enabled and the Attack button disabled.
Hope that makes sense!
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