^ Strange bug. It's being looked into.This might be related. Now in https://triqqy.com/#/game/ThroughTheDesert/1079, I see 5 stray cyan camels during setup.
Bugs
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king achilles
- Posts: 200
- Joined: 14 Jan 2016, 11:50
Re: Bugs
Re: Bugs
Another Through the Desert bug, in https://triqqy.com/#/game/ThroughTheDesert/1104.
Player 3 timed out on their first turn. After the initial placement of leaders, the number of camels player could place was off:
P1: 2
P2: 2
P1: 1
P2: 1
Player 3 timed out on their first turn. After the initial placement of leaders, the number of camels player could place was off:
P1: 2
P2: 2
P1: 1
P2: 1
Re: Bugs
ConquerWorld - If I have a spy (Master Spy Lv10) in an enemy unit(stack) - they can't see into an adjacent hex if that hex is covered by a cloaker of another faction, shows as 'Unknown Territory'.
Saw this in a game I am playing, so I created a simulation to see if I could figure out what's going on, and I came across two more oddities in addition to not being able to see adjacent hexes.
1) I had two of RandBot's stacks infiltrated (@ Master Spy Lv10), a turn or 2 later one stack was no longer infiltrated and it appeared I did not take a Rep hit (so it wasn't from an 'interrogation' action, which should have been impossible anyway due to Randbot having no cash/income/cards) - I was able to infiltrate that same stack again (Hex 4-10 @ Lv5 this time).
2) I moved the other infiltrated stack of archers into a adjacent hex (6-10) that was displaying 'Unknown Territory' - that stack disappeared from view and isn't on my "Spy Network' list. Not sure if it's gone or just out of sight, but wanted to stop there in case it is something that can be looked at.
The simulation game is https://www.conquerclub.com/player.php? ... nquerWorld
Saw this in a game I am playing, so I created a simulation to see if I could figure out what's going on, and I came across two more oddities in addition to not being able to see adjacent hexes.
1) I had two of RandBot's stacks infiltrated (@ Master Spy Lv10), a turn or 2 later one stack was no longer infiltrated and it appeared I did not take a Rep hit (so it wasn't from an 'interrogation' action, which should have been impossible anyway due to Randbot having no cash/income/cards) - I was able to infiltrate that same stack again (Hex 4-10 @ Lv5 this time).
2) I moved the other infiltrated stack of archers into a adjacent hex (6-10) that was displaying 'Unknown Territory' - that stack disappeared from view and isn't on my "Spy Network' list. Not sure if it's gone or just out of sight, but wanted to stop there in case it is something that can be looked at.
The simulation game is https://www.conquerclub.com/player.php? ... nquerWorld
Re: Bugs
Ok, so I couldn't take the suspense (and I needed to test something else) - therefore I went back in...
The previous post was submitted at about Round 30.
More details, I moved a unit of mine next to the hex where the archer disappeared, and the stack is there - but no longer infiltrated...
The previous post was submitted at about Round 30.
More details, I moved a unit of mine next to the hex where the archer disappeared, and the stack is there - but no longer infiltrated...
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SirLoin027
- Posts: 1
- Joined: 16 Feb 2021, 20:47
Re: Bugs
Hello, there may be a bug in https://triqqy.com/#/game/Ra/296
I'm the last player with a sun token in the round, and I've filled the offer with tiles. During the auction, I commit my last sun tile and then the progress circle just keeps spinning. I've tried refreshing the game, logging out and back in, and I let it spin for over 5 minutes. Not sure what the problem could be.
I'm the last player with a sun token in the round, and I've filled the offer with tiles. During the auction, I commit my last sun tile and then the progress circle just keeps spinning. I've tried refreshing the game, logging out and back in, and I let it spin for over 5 minutes. Not sure what the problem could be.
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king achilles
- Posts: 200
- Joined: 14 Jan 2016, 11:50
Re: Bugs
^ Forwarded. Check back in your game later.
Conquer World - Spy / Range (Vision) / Cloaker weirdness
Conquer World - Spy / Range (Vision) / Cloaker weirdness
Noticed this now in 2 games...
When an event occurs that causes vision to 'recalculate', previously visible hexes disappear if they had been visible by way of a new spy or spies and cloaked by the same faction (i.e. not a neutral cloaker).
I first noticed in game #3074 about round 15 when I took a mountain during the attack phase, hexes visible to my spies disappeared (i.e. became "Unknown Territory") at the moment I took the mountain.
Just now in another ongoing game, I placed a Lookout, and the hexes(at >1 range from spies) that my newly infiltrated Master Spies (Lvl 10) had uncovered that round disappeared at the moment the Lookout was placed, and they appear to now only have visibility into adjacent hexes. Tried clearing cookies/cache, re-logging, even a different browser - no change.
Both of those 'events' did increase the visibility/range of my regular units so that those hexes that disappeared had become within their 'new' range, which could be relevant.
I think there may be something going on with how the games determines visibility, causing spy network visibility to be overridden when some other event also affects visibility. If my spies aren't discovered, I'll see if it corrects itself next round - which would indicate that it's not systemic.
I'm almost positive I've been in a game (later in #3074 in fact) where my unit's range overlapped with a Master Spy and visibility worked as expected, but the spying likely happened on a later turn after my range had increased. I am fairly certain both of my examples above the infiltration and range increase happened in the same turn.
I can provide more details if that would help.
Noticed this now in 2 games...
When an event occurs that causes vision to 'recalculate', previously visible hexes disappear if they had been visible by way of a new spy or spies and cloaked by the same faction (i.e. not a neutral cloaker).
I first noticed in game #3074 about round 15 when I took a mountain during the attack phase, hexes visible to my spies disappeared (i.e. became "Unknown Territory") at the moment I took the mountain.
Just now in another ongoing game, I placed a Lookout, and the hexes(at >1 range from spies) that my newly infiltrated Master Spies (Lvl 10) had uncovered that round disappeared at the moment the Lookout was placed, and they appear to now only have visibility into adjacent hexes. Tried clearing cookies/cache, re-logging, even a different browser - no change.
Both of those 'events' did increase the visibility/range of my regular units so that those hexes that disappeared had become within their 'new' range, which could be relevant.
I think there may be something going on with how the games determines visibility, causing spy network visibility to be overridden when some other event also affects visibility. If my spies aren't discovered, I'll see if it corrects itself next round - which would indicate that it's not systemic.
I'm almost positive I've been in a game (later in #3074 in fact) where my unit's range overlapped with a Master Spy and visibility worked as expected, but the spying likely happened on a later turn after my range had increased. I am fairly certain both of my examples above the infiltration and range increase happened in the same turn.
I can provide more details if that would help.
Last edited by Rahl on 12 May 2021, 15:01, edited 2 times in total.
Conquer World - Spy / Range (Vision) / Cloaker weirdness
Conquer World - Spy / Range (Vision) / Cloaker weirdness
My following turn and no change to visible hexes (hexes that should be visible from Master spies were not visible). A 3 range catapult and a 2 range Mounted Archer were both (Lvl 10 operatives) only able to "see" adjacent hexes (no terrain or other mods effecting visibility).
I infiltrated another unit and that granted visibility as expected in the same area (i.e. overlapped with hexes that those existing spies should have been able too "see").
So, it appears that it didn't correct itself as I had hoped.
To summarize, infiltrate on same turn as you increase your units' viability through building placement or terrain (lookout and mountain in my examples), and then hexes that had become visible during the infiltration phase revert to "Unknown Territory" during building placement and/or attack phase.
My following turn and no change to visible hexes (hexes that should be visible from Master spies were not visible). A 3 range catapult and a 2 range Mounted Archer were both (Lvl 10 operatives) only able to "see" adjacent hexes (no terrain or other mods effecting visibility).
I infiltrated another unit and that granted visibility as expected in the same area (i.e. overlapped with hexes that those existing spies should have been able too "see").
So, it appears that it didn't correct itself as I had hoped.
To summarize, infiltrate on same turn as you increase your units' viability through building placement or terrain (lookout and mountain in my examples), and then hexes that had become visible during the infiltration phase revert to "Unknown Territory" during building placement and/or attack phase.
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