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Thread: Information about the population changes

  1. #51
    Retired Community Leader RomanGodCamper's Avatar
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    Quote Originally Posted by Slapdonius View Post
    This one had nothing to do with me, as far as I could tell. Reading the patch note gave no indication that I had anything to prepare for.
    Quote Originally Posted by Queen-Andromeda View Post
    No it did not give any indication that this was going to happen. My problem is because I have no extra licenses I would have to use my gems to buy Nobles to fix the problem they created. Without any compensation for the Gems I would lose to do this. Gems cost money! And if you go out to suicide your troops then you will still not be reimbursed for the resources it cost you to make the troops to do this.
    I don't know how you can't say there was no indication if there was a 24 hour noticed on this matter that they were going to fix this. They had the maintenance info on the home page and a link to the patch notes. If you don't read the patchs notes when they fix or change something like they just did. It's your fault. You had 24 hours to kill some of your Military Units to get it under your population limit.



    http://forum.thesettlersonline.net/t...l=1#post233130

    • Improvements related to negative amount of working settlers

  2. #52
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    All I can see from all the complaints here is the same statement just slightly reworded.


    "I can't or actively choose not to read"

    Seriously people quit your moaning you have no one to blame but yourselves.

  3. #53
    Noble Gallotey's Avatar
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    Sorry, I actively choose to disagree with that.

  4. #54
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    Howdy , Yes was all jumbled up.... Biggest thing i noticed was: My Provisions House had 500 or so Settlers Qued in it before Maint. started. They never appeared in my Star menu. Thank You RIDETHEBEST *(®.®)*

  5. #55
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    Did not read this all... but in effect we had "ghost" settlers working for us. Example:

    You had 1000 military, 100 working settlers, and 50 unemployed settlers before the fix. But you really had 200 buildings needing a worker. So you had a negative population of 100 - you had 100 buildings being worked by these ghosts. Pop cap is 2000 so no issues there - but you still have these ghost workers removed that need to be replaced.

    After the fix, your 50 settlers went to work, replacing 50 of the ghosts. So you now have 1000 military, 150 working settlers and 0 unemployed workers plus 50 unworked buildings. Every worker created now is going straight to work. After your next settler is created you have 151 working settlers and 0 unemployed, even if you added no new buildings. If you add 25 settlers, they do not show as unemployed - they are going straight to work until the ghost workers are all replaced.

    This is not as great an issue if you had 2K pop space, just time and inconvenience.

    If, however, you were at pop max after the fix, you have buildings not being worked and no new settlers being created to fill the gaps.

    I was at 10780/10140 after the fix with unworked buildings as I had something around 900 ghost workers. Solution? Run an RB to lose 800 military and replace them with new settlers, who went straight to work

    Another solution is to kill off wells so those workers go to other buildings... then rebuild the wells so they get manned by the next settlers created.

    This was communicated poorly no doubt, but at one point I had more military than pop space, so the fix needed to happen.

  6. #56
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    Quote Originally Posted by RomanGodCamper View Post
    I don't know how you can't say there was no indication if there was a 24 hour noticed on this matter that they were going to fix this. They had the maintenance info on the home page and a link to the patch notes. If you don't read the patchs notes when they fix or change something like they just did. It's your fault. You had 24 hours to kill some of your Military Units to get it under your population limit.



    http://forum.thesettlersonline.net/t...l=1#post233130

    • Improvements related to negative amount of working settlers
    I can easily say that, as I never had a negative amount of working settlers. Do you not understand that the patch note did NOT address anything to me about my settlers?

  7. #57
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    Quote Originally Posted by KingHomer View Post
    Did not read this all... but in effect we had "ghost" settlers working for us. Example:

    You had 1000 military, 100 working settlers, and 50 unemployed settlers before the fix. But you really had 200 buildings needing a worker. So you had a negative population of 100 - you had 100 buildings being worked by these ghosts. Pop cap is 2000 so no issues there - but you still have these ghost workers removed that need to be replaced.

    After the fix, your 50 settlers went to work, replacing 50 of the ghosts. So you now have 1000 military, 150 working settlers and 0 unemployed workers plus 50 unworked buildings. Every worker created now is going straight to work. After your next settler is created you have 151 working settlers and 0 unemployed, even if you added no new buildings. If you add 25 settlers, they do not show as unemployed - they are going straight to work until the ghost workers are all replaced.
    KH, I specifically did not have an overage of settlers. I had UNDER my population cap. I woke up to STILL UNDER my population cap, but with no unemployed settlers from overnight gains from the mayor's house and from the schoolhouse.

  8. #58
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    Slpadonius...nothing wrong with your case, it's just another scenario.

    Example - before the fix: population cap 2000. Army 1500. Employed 300, Unemployed 100 - total 1900.
    What happened is the number of employed settler is (was) wrong, in this example the number of buildings could be 450, although was displayed as 300 only (employed settlers). So you had a deficit of 150.

    After the fix - they took all the unemployed (100) to cover your deficit plus the settlers generated during maintenance, so you have 1500 army, lets say 425 employed, and 0 unemployed. You still have a 25 settlers deficit - so next 25 generated will have to cover that minus, and only after that you will see the number greater than zero. In some cases this deficit was in hundreds/thousands so you may have to wait or drop settlers from star menu.

  9. #59
    Retired Community Leader RomanGodCamper's Avatar
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    Quote Originally Posted by Slapdonius View Post
    I can easily say that, as I never had a negative amount of working settlers. Do you not understand that the patch note did NOT address anything to me about my settlers?
    I do understand, but I don't think your understanding me. Either way, even if you didn't have a negative number, it was still going down no matter what you say it was happening. So therefor you owed the game settlers. If you want the issue fix, add Retired Settlers to your mayors house until it starts going up. If you don't want to do that then you'd have to wait till the number goes up on it's own which will take days or even weeks.

  10. #60
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    Well, this fix is totally unsatisfactory. I finally got my population below my limit by doing 3 adventures and building 5 new Noble residences and upgrading them.

    Now I have only 45 unemployed settlers which is not near enough to recoup all the troops I lost on those adventures.

    Frankly, with a Snafu like this one, I'm seriously considering quitting the game.

    A totally unprofessional screw up in my opinion.

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