View Full Version : The Seas.


Gilg
Nov 30, 2008, 05:36 AM
Daracaat - huge - fractal - patch D - Emperor. My waters has been tradeblocked from turn 1, why??

And how about making goblin forts near water spawn wee floats with a brave goblin in it?

Valkrionn
Nov 30, 2008, 11:25 AM
And how about making goblin forts near water spawn wee floats with a brave goblin in it?

Genius. :lol:

xienwolf
Nov 30, 2008, 12:58 PM
Could you upload a save of the tradeblock? I'm not sure I can see anything, but I might get lucky and find a decent reason.

Gilg
Nov 30, 2008, 05:31 PM
195888

This should be it.

xienwolf
Nov 30, 2008, 06:41 PM
Wow, that is wierd. Almost every scrap of water is blockaded. I cannot think of any good reason for that to have happened. It isn't a nifty feature of the mapscript is it?

Oatse
Nov 30, 2008, 09:17 PM
I'm having nearly the same thing happen to me as the Archos on an Erebus map, most of the water tiles in my starting location are blockaded.

Here's my save.

kdodge
Dec 01, 2008, 12:33 AM
I had the same thing happen to me in one of my games, I noticed it semed to happen when serpents were around.

I also noticed when I won a sea battle with the serpents, it cleared the blockade from the immediate area.


Haven't seen it happen again since then, am on my 4th game since then.
I chalked it up to a patch C bug or something I didn't understand in the new mods and moved on.

If it happens again I'll be sure to send a save game

JayThomas
Dec 01, 2008, 01:12 AM
I'll confirm this. In two consecutive games as Duracaat, Erebus, standard, immortal, the blockcaded tiles appeared.

[to_xp]Gekko
Dec 01, 2008, 03:12 AM
yeah, I've had this as well. can't remember anything more specific right now but I DO remember being blockaded for no apparent reason :D

Jean Elcard
Dec 01, 2008, 06:33 AM
Blockaded plots for unknown reasons is not a problem restricted to 0.43 only. I remember to have seen it in 0.42 too.

[to_xp]Gekko
Dec 01, 2008, 06:59 AM
Blockaded plots for unknown reasons is not a problem restricted to 0.43 only. I remember to have seen it in 0.42 too.

exactly. and I MAY have seen in in FFH 0.34 as well, but I'm not entirely sure. I am however sure I've seen it in 0.42. IIRC I was also playing Daracaat... is something wrong with the spider dude? :D

Jean Elcard
Dec 01, 2008, 07:06 AM
Interesting, I was playing the spider dude too in 0.42, when it happened.

xienwolf
Dec 01, 2008, 08:36 AM
Keep looking for a reliable way to get it to happen :) I'll keep checking for something in the code and looking at the oceans in my test games.

lordrune
Dec 03, 2008, 06:07 PM
I just started a (0.43) game as Doviello on a standard size Tectonics map. I started on a medium-size island (3 good city sites so not too bad to start) with a continent within sailing range.

There are serpents nearby, although they're not really all that close.
Anyway, most (but not all) of my fishing boats can't be worked due to 'trade blocked' on the tile. One of my cities actually can work one of the seafood resources, but can't work another one four tiles away.

I think I should probably get Optics and take the serpents out...

xienwolf
Dec 03, 2008, 06:29 PM
I can't think of a really good reason for the Barbarians to be capable of blockading anyway, so just incase this is the serpents somehow managing to blockade, and the issue persists into the next patch, I will try blocking Barbarians from being capable of erecting blockades at all.


Would be very helpful if anyone could get me their initialsave (in the automatic saves folder) for a game where you start out blockaded. I haven't been able to get it to happen on my machine yet, and need something reliably repeatable to test any solutions :(

lordrune
Dec 04, 2008, 01:20 AM
Here's the initial save, and one a number of turns into the game.
The weird thing is that none of the tiles are blockaded on the first turn of the game - and also, not all tiles are blockaded - the ones between my island and the continent are open.

Note I've fought a war against the Sheaim, the trade status was the same before the war.

Gilg
Dec 04, 2008, 01:43 AM
In my first and only game with blockade it followed my triremes as they explored. Sailing in to the FoW I would come to the edge of the blockade but by the next turn it expanded to beyond range of sight.
It also followed me when i took a coastal city and I seem to remember having seen it only blockading the workable tiles.

Perhaps it's a bug with the fishing tech?

xienwolf
Dec 04, 2008, 02:08 AM
I'm not sure. It could unfortunately be any number of things because I abuse the function that is used to update blockades to run one of my own update routines. Might be time that I seperate the two of them, now that I know the code a tad better and whatnot. At the least it will make the update of blockades only run when it is actively meant to, so either the tiles won't blockade randomly, or it will just be harder to catch when they decide to do it.

Valkrionn
Dec 04, 2008, 04:49 PM
Just saw this for the first time myself, playing as the clan.

lordrune
Dec 05, 2008, 01:06 AM
So its happening to Barbarian civs only - after we declare war on barbs, perhaps (which is something I almost always do sooner rather than later, once I'm established)

Valkrionn
Dec 05, 2008, 01:58 AM
I haven't declared war yet, actually. It's happening from the start of the game, so I'm assuming it's the sea creatures, since I've got them all over the place.