Kemal Ergenekon Posted April 15, 2017 Share Posted April 15, 2017 The issue was the memory allocated to the database wasn't appropriately capped, which has been resolved. As for the turn update deal, I did write out a whole system that eliminated the turn update, tested it on the test server, and like basically all changes - no one liked it, so I scrapped it. It's not as if I didn't try. People complain now once and a while, but when I come up with a solution (which requires a pretty drastic change in mechanics) people complain and want it to just stay the way it is. /me shrugs Yes, this confirms what I said. I don't think anyone would be opposed to the current system being altered in a straightforward way, where what you can train increases by 1/12 of the current amount every turn, which is capped exactly at the daily maximums we have at the moment. If I recall correctly, you bundled this with other changes which people objected to. Link to comment Share on other sites More sharing options...
MoN Posted April 16, 2017 Share Posted April 16, 2017 Wait so you have the production DB and the game itself running on the same server? That just sounds like a disaster waiting to happen. Link to comment Share on other sites More sharing options...
Nemo Dorsai Speaker Posted April 17, 2017 Share Posted April 17, 2017 Adding the third sidecar (with its memory) just might do the trick. Good luck! Nemo - The F.O.G. of any War Link to comment Share on other sites More sharing options...
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