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PostPosted: Sun Apr 10, 2011 1:02 pm 

Joined: Wed Dec 29, 2010 2:42 am
Posts: 42
I press hire crossbowmen but they lost.

I want to replace my archer group near capital Klamath, so I get into theRange and hire a group of Xbowmen. After type all the reserves (42) in I press hire and no sign of them. The range is 0 reserves and resources are consumed so the game presumbaly did create them but kick them out of capital.

My capital is the base of smithing and alchemical activities so its inventory is full: base material, loots...

I try replicate this bug but the game properly show the note "Insufficient space in inventory..." so it seem a one time bug only.

Can dev/Admin do something?


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PostPosted: Tue Apr 26, 2011 5:47 pm 

Joined: Sun Dec 26, 2010 10:27 pm
Posts: 8
I likewise lost two crafts the other day - they finished building when I was swapping goods and units at my capital. I'm not going to ask for them back, but the game should handle this a bit more forgivingly.

I understand the balance problems with allowing things to be "on the ground" on a city tile, or allowing overflow into a temporary caravan-like container. Terrible ideas where you have to balance between cheaters and honest folk. But still, I don't think outright losing two fresh 70d hammer for having two minutes' bad timing in my peaceful homeland is fair.

My suggestion: if someone's inventory is full - and maybe even if it's not - all crafting tasks should end by having a "temporary safe" in the building slot where it was crafted, which has an inventory containing the item. This way, the completion of crafting is always brought to the user's attention, and the item has a place to go where it can be taken by a waiting hero.

You guys can decide if the item should degrade while it's in its "temp safe" but I think an entire building slot is fair trade for keeping an item fresh.


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PostPosted: Tue Apr 26, 2011 7:58 pm 
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Joined: Fri Mar 26, 2010 7:11 pm
Posts: 205
OK, we'll have that in mind for the next update.


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