WOA Bug

Actual bugs go here, suggestions go in the main forum.
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maddog
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Post by maddog »

so far so good dev looks like u may have found the problem :D
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Slasher
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Post by Slasher »

Nice one Devari, hope it lasts :D
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Urran Voh
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Post by Urran Voh »

Bazaar doesn't seem to be filling up.
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maddog
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Post by maddog »

turn bug still there as well i last run 7.8 hours ago and have only got 48 turns and 4 in turn bank so whatever you done did fix it temporaily but not permently <_< :(
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Gen. Volkov
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Post by Gen. Volkov »

310 turns, 223 saved, 31 in turn bank. 18 hours since last time I posted on this. Bug not fixed, at least for me.
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Post by Crimson »

Me neither but getting them a little faster though.
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Devari
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Post by Devari »

Buggery. I really wonder if we need to reset to fix this or something.
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maddog
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Post by maddog »

turns r being added but not the right amount i currently have after 17.5 hrs 92 turns and 8 in turn bank so it work it out not including turn bank i should have 280 turns give or take a few it currently works out that i'm getting roughly 5.2 turns an hour instead of 16
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Urran Voh
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Post by Urran Voh »

Reset WoA??? Yes..get rid of the millions of dead accounts.
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Slasher
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Post by Slasher »

It would also solve the experience issues if we reset it, just make sure everyone knows so everyone can start out-netting each other
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Post by Nuclear Raunch »

Slasher wrote: It would also postpone the experience issues if we reset it, just make sure everyone knows so everyone can start out-netting each other
FIFY :ph34r:
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Post by maddog »

Slasher wrote: It would also solve the experience issues if we reset it, just make sure everyone knows so everyone can start out-netting each other
Might be a good idea that start woa off with a clean slate just give everyone 24hrs notice b4 ya reset it
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Gen. Volkov
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Post by Gen. Volkov »

402 turns, 200 saved, 42 in bank. 19 hours since last update.

Resetting might work.
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Post by The Beatles »

Turns have NOTHING to due with memory or process length. The turns code was written to avoid running the turns code by batching up necessary executions: it's all multiplications. If your account is loaded, or if you see someone's name in the scores listing, the turns code has run for you/them. I'll have to see what changes have been made to make sure there will be no harmful effects later on.

I'm working on a solution that would work around the whole turns issue (since it only affects WOA) and also provide a far easier implementation for global accounts -- a virtual first server. Let's not worry too much about this now.
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Post by Freenhult »

Well... What changes have been made in the code just before this happened? The only major thing was global accounts if I recall correctly. Can anyone think of anything else?
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