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Thread: Recruitment Queue Bug

  1. #1
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Recruitment Queue Bug

    Anyone else run into the queue not acting right if you build more than the recruitment slots? If you order up more units than your city can build at one time, the next turn, any unrecruited units that were left over from the previous turn are built at a rate of 1 per turn.
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  2. #2
    Member Member lugh's Avatar
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    Default Re: Recruitment Queue Bug

    Can't say that I have, then again there seems to be as many unique bugs as there are players!

    Not exactly satisfactory, but does it rectify the problem to clear the queue and restack it?

  3. #3

    Default Re: Recruitment Queue Bug

    How many recruitment slots did the settlement have?

  4. #4
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Recruitment Queue Bug

    Quote Originally Posted by antisocialmunky View Post
    Anyone else run into the queue not acting right if you build more than the recruitment slots? If you order up more units than your city can build at one time, the next turn, any unrecruited units that were left over from the previous turn are built at a rate of 1 per turn.
    Well, sorry but over building the queue is asking for trouble.

    It is hard to call something a bug when you are exceeding the intended limits.

    If you are not to tac your car’s engine past 40,000 RPM but you do and blow a piston at 60,000 RPM are you going to blame the manufacturer?



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  5. #5

    Default Re: Recruitment Queue Bug

    Quote Originally Posted by Fisherking View Post
    Well, sorry but over building the queue is asking for trouble.

    It is hard to call something a bug when you are exceeding the intended limits.

    If you are not to tac your car’s engine past 40,000 RPM but you do and blow a piston at 60,000 RPM are you going to blame the manufacturer?

    I don't think he is doing anything un-intended.
    Queuing units to build them in a row has been a feature even in Rome:TW. You queue up four units, the towns builds them after 1,2,3 and 4 turns respectively. Nothing special or fancy.

    Susanna/Calapine

    Disclaimer: English isn't my first language, so sorry if you meant something else than I thought you do.
    Last edited by Susanna; 03-28-2009 at 19:49.

  6. #6
    Mr Self Important Senior Member Beskar's Avatar
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    Default Re: Recruitment Queue Bug

    antisocialmunky, that isn't the case at all.

    Out of the 10 slots, lets say the city can do it at a rate of 3 per turn. That would be 4 turns for all 10 units, the first 3 producing 3.

    So unless you are confusing a town where it works at a rate of 1 per turn and not understanding why it is doing it, that is the default if they can only do one per turn.
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  7. #7
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Recruitment Queue Bug

    Quote Originally Posted by Susanna View Post
    I don't think he is doing anything un-intended.
    Queuing units to build them in a row has been a feature even in Rome:TW. You queue up four units, the towns builds them after 1,2,3 and 4 turns respectively. Nothing special or fancy.

    Susanna/Calapine

    Disclaimer: English isn't my first language, so sorry if you meant something else than I thought you do.
    No!

    This is what he said:
    Anyone else run into the queue not acting right if you build more than the recruitment slots?
    So if you recrute 15 units but only have 10 slots, what he is saying is the other five units build at one per turn.


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  8. #8
    Member Member lugh's Avatar
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    Default Re: Recruitment Queue Bug

    If you order up more units than your city can build at one time, the next turn, any unrecruited units that were left over from the previous turn are built at a rate of 1 per turn.
    Yes, but right after that he elaborates. He means that when he "orders" 5 units, and the city can make three per turn, the first three get made, but the last two are reduced to one per turn etc.

  9. #9
    Mr Self Important Senior Member Beskar's Avatar
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    Default Re: Recruitment Queue Bug

    I definitely not had that.
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  10. #10
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Recruitment Queue Bug

    I had it happen once again and it seems clearing the queue + ordering the units again/ordering random units and clearing them fixes it. I've only seen it happen when I was building 8, 4 inch mortars but that's it.
    Last edited by antisocialmunky; 03-29-2009 at 02:38.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  11. #11

    Default Re: Recruitment Queue Bug

    It could be population related?

  12. #12
    Member Member lugh's Avatar
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    Default Re: Recruitment Queue Bug

    Hmm, should be popping up for other units than 8 inch mortars then I think? At least it's a rectifiable bug...

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