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 Post subject: Re: Known Problems (Official List)
 Post Posted: Tue Dec 28, 2010 2:05 am 
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Last edited by Calatia on Sun Jun 05, 2011 10:23 pm, edited 1 time in total.

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 Post subject: Re: Known Problems (Official List)
 Post Posted: Tue Dec 28, 2010 5:24 am 
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I had an achievement related bug.

The achievement is Reunited. I finished the game but didn't get the achievement. I have all five builders with me, but when I bridged the gap to the fifth one and the princess, it never dinged.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Tue Dec 28, 2010 6:10 pm 
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my game freezes up at the "build a desert gate".

when I touch either bumper, the left one gives me a blue drop down menu, and the right one freezes my console up.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Wed Dec 29, 2010 2:50 am 
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BKB ShadowVegas wrote:
my game freezes up at the "build a desert gate".

when I touch either bumper, the left one gives me a blue drop down menu, and the right one freezes my console up.


just ended up starting over and building things in the exact order they are awarded.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Wed Dec 29, 2010 5:01 pm 
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Possible issue:

You may want to have the play testers at least look into this: Let the witch's hut build a thousand or so gemstones without moving them off the pad. (I think this happened when I had left around 800 on)

Then, put an eye in the hut and try to build a potion. For me it came up with some kind of queuing error, I lost the potion and the eye.

The game may have made this up for me when I later loaded a save, as suddenly a new eye showed up in the middle of a field. I don't know for sure whether that was a new eye or a replacement eye, and I'm not at the end of the game so I don't know yet if I'll have enough for 7 of 8 upgrades.

So I don't know if this is a bug, or perhaps a known issue that the software is taking care of already.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Thu Dec 30, 2010 3:16 am 
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I have had the game freeze up on me twice, and I just built the first witch cottage, if that tells you anything about how far I am. The xbox is less than a year old, and no other game has frozen since I bought it. I think the last thing I did was to hit RB... I saw somebody else reported a freeze on RT, but that was at the end of the game, not the middle. Help?


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Fri Dec 31, 2010 12:29 am 
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I'm afraid I have no idea what's causing this. I mean, obviously hitting RB, but it seems like a very rare bug, and we don't have any clues yet about why it crashes some games and not others. If you have any insight, I'd love to hear it.

Are you in a single player game?

Was it ever a multiplayer game?

Do you have the Raskulls or Ilomilo buildings unlocked? Built? Hidden forever?


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Fri Dec 31, 2010 5:06 pm 
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Hi, I love this game but starting about 2-3 hours ago (game time), my builders refuse to carry anything. It always seems to start with the builder Kris. Whenever its her turn to carry something she walks into it and stands there until I move it my self. Even then the next builder will usually not pick up the next item. I would say if I build 10 items maybe 2 of them will get carried and its usually by Doug and the first Builder. I'm very confused by it because I would imagine that the coding is the same for each builder. Why is it always Kris that starts it?

Also if this helps, it started shortly after building the Keep I believe, just before I went back to the Snow area for the second time. I think I had Scoobs at that point. I have played on three separate occasions and this happens immediately on each. I have been playing Local Co-op and I have built Ilo-Milo's house.

I just unlocked the desert kingdom so I will go there today and see if it happens there.

Hope this helps,

I love the Keflings games, Ninja-Bee is great, Keep it up.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Fri Dec 31, 2010 5:21 pm 
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Do you have another builder trapped someplace? I believe that the builders pick up pieces in the order that you meet them.

Bob picks up the first piece created. Doug picks up the 2nd. Scoobs picks up the 3rd... and so on. They're automatically locked into the pieces they pick up and no other builder will pick up a piece assigned to another builder.

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 Post subject: Re: Known Problems (Official List)
 Post Posted: Fri Dec 31, 2010 7:27 pm 
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No, there are no other builders trapped anywhere. Plus, it does work sometimes and the builder always moves up to the new item when I create it, they just won't lift it.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Fri Dec 31, 2010 7:35 pm 
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I've run into the issue, when my builders escape imprisonment on the rare occasion. I'm usually too impatient to wait for the builders and usually build close enough to the facilities to not need the builders... then push the structure to it's final destination.

Have you tried moving the building that's building the pieces? It may be a bad location for the building to give builders decent access to certain pieces.

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 Post subject: Re: Known Problems (Official List)
 Post Posted: Sat Jan 01, 2011 10:00 am 
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1) I know of one scenario that can cause Keflings to stop working. Before I found out about the gate, I wanted to build a sheep pen, so I trapped the sheep in the upper left corner of the map by arranging a few wooden boards I built at the Work Shed into a reverse L shape, with the Factory in between the enclosed area and the outside world. I put some Keflings inside this enclosed area so that they would bring wool through the back of the building, while Keflings outside could bring in other resources through the front. Eventually this caused Keflings everywhere to randomly stop working, even when the resource they were working on was right in front of them. Going to other worlds fixed it temporarily, but the problem would always come back. It stopped happening after I built a proper pen using the gate.

2) I have also encountered a Kefling inside a building disappearing. For me, it was a Stone Cutter with a large pile of 400 or so rocks underneath it. For some reason, I wasn't able to move the building, so I destroyed it. When I did this, the educated Kefling I had placed inside was nowhere to be found, and a "New Keflings have arrived" message popped up, though I am not sure if a new Kefling really did show up to replace the lost one.

3) The transporter AI needs improvement. First, it looks like they simply go for the nearest available resource to move without keeping track of the location they were originally assigned to move from. The problem with this is that they will permanently relocate to the other side of the map if you have a resource being produced in two places. For example, if you build a Stone Cutter at each of the two infinite mineshafts and assign Keflings to transport the stone to nearby buildings, the Keflings will eventually settle into transporting stone from the Stone Cutter that is across the map from their destinations, rather than the one that is close to them.

Second, the transporters do not take turns. For example, if you assign transporter A to take stone to building A and transporter B to take it to building B, and transporter A is able to return from building A before the next unit of stone is produced, no stone will ever reach building B. Transporter A will always take the next produced unit of stone, leaving transporter B just waiting there forever. This still happens with Keflings of the same sex and transport skill level.

4) To prevent my transporters from going to the other side of the map to get carved stone, I tried walling off that section so they couldn't reach it. However, the Keflings just walked right through the stone walls.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Sat Jan 01, 2011 4:07 pm 
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ILoveAztecChick wrote:
1) I know of one scenario that can cause Keflings to stop working. Before I found out about the gate, I wanted to build a sheep pen, so I trapped the sheep in the upper left corner of the map by arranging a few wooden boards I built at the Work Shed into a reverse L shape, with the Factory in between the enclosed area and the outside world. I put some Keflings inside this enclosed area so that they would bring wool through the back of the building, while Keflings outside could bring in other resources through the front. Eventually this caused Keflings everywhere to randomly stop working, even when the resource they were working on was right in front of them. Going to other worlds fixed it temporarily, but the problem would always come back. It stopped happening after I built a proper pen using the gate.

This scenario is one of many that causes the kefling strike. I'm actually wondering if this occurs if a certain amount of resources are stockpiled in the open... including at places like the stone cutter, witch's hut, wood cutter, etc. Since I'm trying to get all my keflings to be level 5 at everything... sometimes when I get my keflings to transport resources to warehouses again, it takes a while longer before the keflings go on strike again.

ILoveAztecChick wrote:
2) I have also encountered a Kefling inside a building disappearing. For me, it was a Stone Cutter with a large pile of 400 or so rocks underneath it. For some reason, I wasn't able to move the building, so I destroyed it. When I did this, the educated Kefling I had placed inside was nowhere to be found, and a "New Keflings have arrived" message popped up, though I am not sure if a new Kefling really did show up to replace the lost one.
This just happened to me last night, as well. In anticipation of building the glass trader, I stockpiled some rock in 3 piles right next to each other. I then proceeded to build the glass trader building on top of those piles. Glass was immediately produced and I thought it took all 3 piles. I then assigned a kefling to transfer more rock to the glass trader, but no glass was being produced for some reason. I tried to move the building to a new location, but couldn't so I destroyed the glass trader and moved it. In the process, the fully leveled kefling was replaced with a new, basic, unleveled kefling.

ILoveAztecChick wrote:
3) The transporter AI needs improvement. First, it looks like they simply go for the nearest available resource to move without keeping track of the location they were originally assigned to move from. The problem with this is that they will permanently relocate to the other side of the map if you have a resource being produced in two places. For example, if you build a Stone Cutter at each of the two infinite mineshafts and assign Keflings to transport the stone to nearby buildings, the Keflings will eventually settle into transporting stone from the Stone Cutter that is across the map from their destinations, rather than the one that is close to them.

In this scenario, I'd be willing to bet that the reason your kefling did this was because the stone cutter he was originally taking blocks from... ran out of blocks. Once that happens, he/she looks for the next available source of stone available and will start taking from that one. If you want your kefling to stop walking across the map... be sure that you have enough keflings supplying the stone cutter with stone to keep the transporter occupied at the stone cutter he's assigned.

ILoveAztecChick wrote:
Second, the transporters do not take turns. For example, if you assign transporter A to take stone to building A and transporter B to take it to building B, and transporter A is able to return from building A before the next unit of stone is produced, no stone will ever reach building B. Transporter A will always take the next produced unit of stone, leaving transporter B just waiting there forever. This still happens with Keflings of the same sex and transport skill level.

Strange, this is one that never happens to me. Again... I think this is another scenario where you just don't have enough keflings feeding that facility to produce enough for the transporter keflings. Oddly, I have never found your scenario to be the case for my transporter keflings... then again, I occasionally change up my transporter keflings to do other tasks when production is slow... for example have both transporters feeding the same facility.

ILoveAztecChick wrote:
4) To prevent my transporters from going to the other side of the map to get carved stone, I tried walling off that section so they couldn't reach it. However, the Keflings just walked right through the stone walls.

I find that keflings are always able to phase through objects when getting to a resource... not so much when they try to bring resources back, though.

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 Post subject: Re: Known Problems (Official List)
 Post Posted: Sat Jan 01, 2011 5:37 pm 
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PurpleMushroomz wrote:
I've run into the issue, when my builders escape imprisonment on the rare occasion. I'm usually too impatient to wait for the builders and usually build close enough to the facilities to not need the builders... then push the structure to it's final destination.

Have you tried moving the building that's building the pieces? It may be a bad location for the building to give builders decent access to certain pieces.


Thanks for the help.

I have tried moving the buildings to open space and it has no effect. Yesterday I made it to the desert kingdom and the builders all worked fine there. As soon as went back to the forest kingdom the builders refused to work. It's not a huge deal anymore, I only have a few buildings left anyway, but I would like to play this again and the builders can be a big help on the larger buildings.


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 Post subject: Re: Known Problems (Official List)
 Post Posted: Sun Jan 02, 2011 3:11 am 
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PurpleMushroomz wrote:
In this scenario, I'd be willing to bet that the reason your kefling did this was because the stone cutter he was originally taking blocks from... ran out of blocks. Once that happens, he/she looks for the next available source of stone available and will start taking from that one. If you want your kefling to stop walking across the map... be sure that you have enough keflings supplying the stone cutter with stone to keep the transporter occupied at the stone cutter he's assigned.

Strange, this is one that never happens to me. Again... I think this is another scenario where you just don't have enough keflings feeding that facility to produce enough for the transporter keflings. Oddly, I have never found your scenario to be the case for my transporter keflings... then again, I occasionally change up my transporter keflings to do other tasks when production is slow... for example have both transporters feeding the same facility.


Yes, these only happen when the pile becomes empty. I am going for a setup that stocks all buildings in as automated a fashion as possible, so I have most Keflings just transporting resources. It's a little tight with 55 Keflings, so I don't have as many to devote to harvesting. I'm okay with the harvesting being a little slow and the transporters waiting a bit if it means all buildings' resources will increase at a steady rate. However, with the current AI this is almost impossible without devoting multiple harvesters to a facility.

I can understand the transporters searching for another pile to harvest when the assigned pile becomes empty, but the problem is I don't think they return to the assigned pile until the far pile becomes empty. This could have been handled better if the transporters would wait at an empty pile for a few seconds rather than leaving right away, or if they had some notion of priority for the location they were originally assigned to transport from.

For the not taking turns issue, all transporters waiting at the same location should have been placed into a queue in order of arrival. I think the problem is that the transporters are no longer tied to a particular location anymore in this iteration of the game due to the searching behavior.

I guess these issues are not really bugs, and they seem a bit complicated to patch. Maybe they can be addressed in A Universe of Keflings.


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