View Full Version : Bug Thread
TC01 Aug 16, 2009, 07:44 AM This thread is for people to post bugs or strange occurances they think might be a bug, or ideas on how to fix bugs that are not listed as fixed.
Reported Bugs: (Only bugs that are unsolved as of the latest patch)
Fixed, but not yet in a patch:
-Pioneers are messed up when reaching Journeyman status. (Hotfix available here (http://forums.civfanatics.com/showpost.php?p=9216012&postcount=89))
-Crash when building Steamworks. (Hotfix available here (http://forums.civfanatics.com/showpost.php?p=9236690&postcount=25))
-A few missing graphics (Trail button, Cattle button)
-The Lodge has a chance to reveal mineral resources, not the Mine as intended
-Some resources are appearing on wrong terrain
-Some text key errors for native civs
Things yet unfixed:
-Occasionally, game crashes when building a map (may have been fixed)
-Beer and Cloth combine on transports when sent to Home City
-An icon that's too big
When reporting a bug:
1. Make sure you've installed the 1.01f patch for Colonization by downloading it from CFC. This mod is designed for it, and if you don't install it, you will get crashes and possibly other bugs. And the in-game updater is unreliable.
2. Make sure you have installed the latest patch for Westward Ho- it may fix whatever bug you've encountered.
3. Make sure python exceptions are turned ON. To turn them on, go into your .ini file (_Civ4Config, it's called, in your Sid Meier's Civilization IV Colonization directory), and search for:
; Set to 1 for no python exception popups.
HidePythonExceptions = 0
It should be set to 0.
If you get any python exceptions, post them.
4. Turn logging on by looking for [DEBUG] in that same file and turn everything related to logging on (by changing the number from a 0 to a 1). Specifically:
; Enable the logging system
LoggingEnabled = 1
; Enable synchronization logging
SynchLog = 1
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable rand event logging
RandLog = 1
; Enable message logging
MessageLog = 1
5 If you get a repeatable crash, please post a save-game.
6. Before reporting a bug, note if it is in the list of "Reported Bugs" or is on the changelog for the next patch (available in the the download thread (http://forums.civfanatics.com/showthread.php?t=331224)). Obviously, if it is, it means we are already aware of it.
Kailric Sep 22, 2009, 06:30 PM One thing I noticed while testing is that when I open world builder and save a Scenerio the next time I load the Scenerio the revealed plots are messed up. All the plots around my city are blacked out and the only way to reveal them is through the WB. There may be other problems as well but thats all I remember atm.
TC01 Sep 22, 2009, 07:06 PM Strange. I'll have to investigate this for 0.32, as I'm about to release 0.31... it's probably Home Cities on Map causing trouble again, either the python or SDK.
Morlark Nov 25, 2009, 10:02 AM Couple of weird bugs I ran into:
Firstly, if you change your name via the 'Your Details' button in the menu, you can no longer access the Europe screen. Python error:
Traceback (most recent call last):
File "CvScreensInterface", line 92, in showEuropeScreen
File "CvEuropeScreen", line 54, in interfaceScreen
File "CvEuropeScreen", line 85, in interfaceScreen2
File "sdToolKit", line 144, in sdGetVal
KeyError: u'Sean2'
ERR: Python function showEuropeScreen failed, module CvScreensInterface
Secondly, for some reason I was unable to purchase most goods from my home city. I could only purchase food and ore. A few turns later I could purchase anything, as normal.
However, a few turns after that, I ran into the third problem, which was that the background of the Europe screen just plain disappeared. It just showed a blank magenta background. When I started a new game the background was working fine again, so I don't think it's a corrupted install or anything. But that savegame just has a perpetually pink Europe screen now.
TC01 Nov 25, 2009, 07:41 PM I see the problem with the first bug. The python is tying a player's name to their ability to access a home city. By changing the name, you remove the ability to access a home city.
This is a serious problem, since on revolution names are automatically changed. I'll tie it instead to player number, which makes a lot more sense. Two players could have the same name, for instance, and access each other's home city.
The second two I'm not sure about, though...
Kailric Apr 18, 2010, 04:54 PM Just installed v0.4 and noticed a something right off we still have all the Colonial Units for Soldiers and such and not the new Rangers and Calvary and all.
The main thing is Wagon trains will not allow you to load units thats probably because of the UnitInfos need to be changed as well.
TC01 Apr 18, 2010, 05:00 PM Just installed v0.4 and noticed a something right off we still have all the Colonial Units for Soldiers and such and not the new Rangers and Calvary and all.
The main thing is Wagon trains will not allow you to load units thats probably because of the UnitInfos need to be changed as well.
Strange. All units are their "normal" names... despite what the XML says.
Observe:
<UnitInfo>
<Type>UNIT_VETERAN</Type>
<Class>UNITCLASS_VETERAN</Class>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_OFFENSIVE</DefaultUnitAI>
<DefaultProfession>PROFESSION_SOLDIER</DefaultProfession>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>Veteran Ranger</Description>
Soldiers have been Rangers since the first version (check the version Flintlock still has up). So why are they default now?
What's more, none of my renamed units have been, well, renamed...
Kailric Apr 18, 2010, 05:50 PM Are the UnitInfos moduler now? Maybe it... ah yeah.. Modular loading. My forts mod yet again has all the UnitInfos so its loading them instead of the Westward Ho ones :P
I never Actually made Fort Mod Moduler.. I left in all the original tags so all that needs to be removed and just the new ones left in. I'll do that now and repost the mod then you should be able to just drop it in then.
Edit: Actually, you will have to add in the <ProfessionType>PROFESSION_FORT_COMMANDER</ProfessionType> and its art files to all The UnitInfos for Westward Ho.. then make CvUnitInfos None Modular.
Edit: I uploaded Forts to be more modular actually... but still you have to merge in the new Profession to the UnitInfos so they will have the Fort Commander Art.
TC01 Apr 18, 2010, 07:48 PM Okay, it looks like I've fixed things now- I removed everything except the Fort Warehouse from the Fort unit info file and merged the Fort Commander profession graphics and the Build Fort command with the main CIV4UnitInfos.xml file.
I'll release this as a patch soon (assuming something else doesn't come up in the mean time).
EDIT: And merge the other changed files from the new version of Forts.
Kailric Apr 18, 2010, 09:19 PM Okay, it looks like I've fixed things now- I removed everything except the Fort Warehouse from the Fort unit info file and merged the Fort Commander profession graphics and the Build Fort command with the main CIV4UnitInfos.xml file.
I'll release this as a patch soon (assuming something else doesn't come up in the mean time).
EDIT: And merge the other changed files from the new version of Forts.
Ok, cool. I noticed one other thing that bugs me and that is the Professions Pedia doesn't show all the correct professions. Thats cause the Professions Pedia is not very modder friendly. I'll work up a solution and send it to you some time in next day or two and you can add that in with a patch.
Dragonlord Apr 22, 2010, 07:42 AM The main thing is Wagon trains will not allow you to load units thats probably because of the UnitInfos need to be changed as well.
I DLd the mod yesterday but it is unfortunately unplayable because of the above bug - since the home city is on land, I can find no way to get new units out of the city.
Any idea when the patch will be up? The mod looks good, I'd like to try it.
TC01 Apr 22, 2010, 01:19 PM I DLd the mod yesterday but it is unfortunately unplayable because of the above bug - since the home city is on land, I can find no way to get new units out of the city.
Any idea when the patch will be up? The mod looks good, I'd like to try it.
Well, I've got most of it ready but still have to merge the Professions pedia fix (and new version of Coal Burner) in. That will probably happen tomorrow.
Kailric May 07, 2010, 09:32 AM I will be play testing this version over the next few days, or weeks as I am moving in a couple days to Texas :) Hehe, a real life journey to the Wild West, anyway, I noticed a couple things already.
-One my button art for building Trails is not appearing, nor is the button art for Cattle. There may be other errors along these lines just haven't played that far ahead yet
- Also, there is nothing we can do with Treasure Units as there is no Galleon to transport them nor is there a command to "Sail to Europe". So I guess we should figure out something to do with them or fixed the command so you can sell them to your "king".
- I get a CTD sometimes when starting a new game and have no idea what causes this. But when I do get a CTD it never happens twice in a row.
TC01 May 07, 2010, 01:11 PM I will be play testing this version over the next few days, or weeks as I am moving in a couple days to Texas :) Hehe, a real life journey to the Wild West, anyway, I noticed a couple things already.
-One my button art for building Trails is not appearing, nor is the button art for Cattle. There may be other errors along these lines just haven't played that far ahead yet
- Also, there is nothing we can do with Treasure Units as there is no Galleon to transport them nor is there a command to "Sail to Europe". So I guess we should figure out something to do with them or fixed the command so you can sell them to your "king".
- I get a CTD sometimes when starting a new game and have no idea what causes this. But when I do get a CTD it never happens twice in a row.
I thought I made Locomotives able to carry Treasures... but evidently not.
Perhaps if you bring a Treasure to the Home City, you could have a "Give to President" command?
I know what's wrong with the Trails. I remember going into WB while testing 0.4 and finding that the Trail button was a pink screen. I don't remember what exactly I did to fix it, but that's probably why the build icon is wrong. Not sure why Cattle is wrong though.
As for the crashes... I'll compile a debug DLL and see if I can figure out why the crashes are occuring. Probably related to HCOM.
Kailric May 07, 2010, 02:05 PM I thought I made Locomotives able to carry Treasures... but evidently not.
Perhaps if you bring a Treasure to the Home City, you could have a "Give to President" command?
I know what's wrong with the Trails. I remember going into WB while testing 0.4 and finding that the Trail button was a pink screen. I don't remember what exactly I did to fix it, but that's probably why the build icon is wrong. Not sure why Cattle is wrong though.
As for the crashes... I'll compile a debug DLL and see if I can figure out why the crashes are occuring. Probably related to HCOM.
Oh, ok I didn't know Locomotives could transport Treasures. That would work fine, but maybe we could add a command similar to the one that allows the King to transport the treasure for you for a fee so in case you need gold you can cash in one of your treasures.
The Cattle Icon is only messed up in game, not in the Pedia. I noticed it when I ran out of room for cattle and the game gave me a warning, the Icon for cattle was pink then.
And the crashes are strange actually, usually everytime I first load up a new install of WestwardHo and start a game I get a crash... but after that initial first time I don't get a crash. But my guess would be the HCOM as well.
Edit: Also, did you notice that one bug report mentioned here (http://forums.civfanatics.com/showpost.php?p=9132404&postcount=87). I was going to check that bug out as well while testing.
I started a game like I said but its going to take me several days to be able to play through it, but as I do I'll make note of things like missing Icons or Icons I could improve on and make those up and send them to ya for the next update.
TC01 May 07, 2010, 02:23 PM Edit: Also, did you notice that one bug report mentioned here (http://forums.civfanatics.com/showpost.php?p=9132404&postcount=87). I was going to check that bug out as well while testing.
I started a game like I said but its going to take me several days to be able to play through it, but as I do I'll make note of things like missing Icons or Icons I could improve on and make those up and send them to ya for the next update.
I did notice that. Haven't had time to check on it though.
Your testing would be appreciated.
Kailric May 23, 2010, 08:42 PM Just tried out this intriguing mod, and there's much to like! There seems to be a bug with journeyman pioneers, though. One of the first things that I do is use the initial, non-expert pioneer to build a railroad from my first colony to the home city. However, once the pioneer hits journeyman status, he stops building the railroad. Thereafter, he cannot build any communication lines at all, although the build buttons are still there. He simply travels along the intended build route. I have to buy a hardy pioneer to get any kind of a rail line built.
Also, shouldn't the movement allowance for scouts be higher, say, at least 4, considering that's how far wagon trains can move? (Shades of the original Colonization!)
I uploaded a fix for this here: http://forums.civfanatics.com/attachment.php?attachmentid=253321&d=1274668673
Talquin May 29, 2010, 12:16 PM Minor Graphics bug : when your locomotive travels accross the map it goes in the right direction but the graphic is backwards in any direction that it travels.
nice to see that the locomotive can transfer treasure to the capital
Talquin May 30, 2010, 04:49 AM Current game were i try to create a steamworks and it causes a ctd. if i upload the save would that help at all?
Kailric May 30, 2010, 07:40 AM Current game were i try to create a steamworks and it causes a ctd. if i upload the save would that help at all?
Yes, upload a save please.
Talquin May 30, 2010, 08:08 AM alright this is going to sounds stupid.... were do i upload it to?
TC01 May 30, 2010, 08:23 AM alright this is going to sounds stupid.... were do i upload it to?
When you are writing a post (you have to be using the "Go Advanced" post editor, not the quick reply), scroll down to the "Additional Options" panel. Click "Manage Attachments". In the new window this panel brings up, click the first "Browse" button, search your computer for the save and "Open" it, then click the "Upload" button in the Manage Attachments window.
Then you can exit that window, and your post will have the save game attached.
Talquin May 30, 2010, 08:48 AM alright
the issue is if i build and complete a steam thing or increase my storage any more than it is. the main colony won't show any of the completed buildings or the materials/resources that i have. also shows i am building something different than i am. If i rush the building i get a CTD
hope this helps.
Kailric May 30, 2010, 09:32 AM alright
the issue is if i build and complete a steam thing or increase my storage any more than it is. the main colony won't show any of the completed buildings or the materials/resources that i have. also shows i am building something different than i am. If i rush the building i get a CTD
hope this helps.
I'll check this out TC01, it may be somehow tied to the coal miner mod.
Kailric May 30, 2010, 10:23 AM Ok, I figured this out. The art defines for the Steamworks was not put in the ArtDefines.xml. Also the units Expert Coal Miner and the Journeyman was not adjusted to be able to build trails or railroads so I fixed that as well. I attached a patch and it should work with your saved game as I applied the patch and was able to load your game and the city screen was fixed, Talquin. Check it out when you can.
TC01 May 30, 2010, 11:32 AM Thanks, Kailric.
I finally looked into the crashes (with a debug DLL attached to VC++). I've posted my initial results, even if I intend to do some more testing.
First, when starting up the mod I got this assert failure:
Assert Failed
File: CvGlobals.cpp
Line: 2694
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type UNIT_FORT_SEARGENT not found, Current XML file is: modules\forts\forts_civ4unitinfos.xml
I looked and the UNITCLASS_FORT_OFFICER points to UNIT_FORT_SEARGENT, but this unit doesn't exist in the Forts module.
Should I just delete the unitclass? Or is there supposed to be a UNIT_FORT_SEARGENT but I got rid of it when removing all the excess units from Forts_CIV4UnitInfos.xml?
Anyway, here are the actual error messages when beginning a game for the first time:
Assert Failed
File: CvPlayerAI.cpp
Line: 7842
Expression: false
Message:
----------------------------------------------------------
Assert Failed
File: CvTeam.cpp
Line: 2289
Expression: eIndex >= 0
Message: eIndex is expected to be non-negative (invalid Index)
----------------------------------------------------------
Assert Failed
File: CvUnit.cpp
Line: 8187
Expression: !at(iX, iY) || (iX == INVALID_PLOT_COORD) || (iY == INVALID_PLOT_COORD)
Message:
----------------------------------------------------------
Assert Failed
File: CvUnit.cpp
Line: 8533
Expression: pOldPlot != pNewPlot || pNewPlot == NULL
Message:
The first one would appear to be the result of not adding a case YIELD_COAL to a loop in CvPlayerAI.cpp that goes through all yields. I guess I'd just add something like this:
case YIELD_COAL:
iValue += kParent.getYieldSellPrice(eYield);
break;
To the loop (shown in spoiler tag)?
switch (eYield)
{
case YIELD_FOOD:
iValue += (kParent.getYieldSellPrice(eYield) + kParent.getYieldBuyPrice(eYield)) / 2;
break;
case YIELD_LUMBER:
iValue += (kParent.getYieldSellPrice(eYield) + kParent.getYieldBuyPrice(eYield)) / 2;
break;
case YIELD_SILVER:
case YIELD_COTTON:
case YIELD_FUR:
case YIELD_SUGAR:
case YIELD_TOBACCO:
case YIELD_ORE:
case YIELD_CLOTH:
iValue += kParent.getYieldBuyPrice(eYield);
break;
case YIELD_COATS:
case YIELD_RUM:
case YIELD_CIGARS:
iValue += kParent.getYieldBuyPrice(eYield);
break;
case YIELD_TOOLS:
case YIELD_MUSKETS:
case YIELD_HORSES:
iValue += kParent.getYieldSellPrice(eYield);
break;
case YIELD_TRADE_GOODS:
iValue += kParent.getYieldSellPrice(eYield);
break;
case YIELD_HAMMERS:
case YIELD_BELLS:
case YIELD_CROSSES:
case YIELD_EDUCATION:
break;
default:
FAssert(false);
}
The next is in this function in CvTeam.cpp:
bool CvTeam::isOpenBorders(TeamTypes eIndex) const
{
FAssertMsg(eIndex >= 0, "eIndex is expected to be non-negative (invalid Index)");
FAssertMsg(eIndex < MAX_TEAMS, "eIndex is expected to be within maximum bounds (invalid Index)");
if (isAtWar(eIndex))
{
return false;
}
return m_abOpenBorders[eIndex];
}
The bug would seem to be that an eIndex of -1 is being passed to isOpenBorders. Not sure from where though (I'll look into that further).
Next assert failures are in CvUnit::setXY. I suspect that they are related to HCOM, which moves a player's starting units to a randomly-generated starting position. If the plot is invalid, then it's going to cause problems- possibly even a crash. But I'm not sure about that. All that I can tell is that some unit is being moved to the same plot it was at before, or it's being moved to an invalid plot.
However, what's interesting is that the game doesn't actually crash- but it does if I run without the debug DLL.
Kailric May 30, 2010, 12:13 PM Yeah, the UNITCLASS_FORT_OFFICER is not used as I changed it to a Profession instead.. so just delete the Forts_CIV4UnitclassInfos.xml. But you will have to also remove the referece to the UNITCLASS_FORT_OFFICER in the CvXMLloadUnitlitySet.cpp.
I may have left out that one YIELD_COAL reference in the CvPlayerAI as I checked my code in the Inventors Mod and its there. Just add it like the below code. I figure Coal is similar to Lumber in use so I just placed it there.
case YIELD_LUMBER:
case YIELD_COAL:
iValue += (kParent.getYieldSellPrice(eYield) + kParent.getYieldBuyPrice(eYield)) / 2;
break;
Talquin May 30, 2010, 06:08 PM and my wife says playing this game doesnt help anyone.
i will play some more in the next few days.
any comment on the train graphic or is this a known issue?
TC01 May 30, 2010, 08:22 PM and my wife says playing this game doesnt help anyone.
i will play some more in the next few days.
any comment on the train graphic or is this a known issue?
It's a known issue, I'm afraid. I didn't design the graphic- I'm helpless with anything more complicated than simple 2D graphics- Modeltrainman and Deliverator designed it. And it comes (at least in part) from Sid Meier's Railroads.
I have no idea what could be done to fix it, but maybe those who designed it would. Or anyone else skilled with 3D graphics.
Kailric May 30, 2010, 08:54 PM It's a known issue, I'm afraid. I didn't design the graphic- I'm helpless with anything more complicated than simple 2D graphics- Modeltrainman and Deliverator designed it. And it comes (at least in part) from Sid Meier's Railroads.
I have no idea what could be done to fix it, but maybe those who designed it would. Or anyone else skilled with 3D graphics.
Have you mentioned it to any of those guys? If they are not available I'll post it on the Civ4 forums for someone to fix hopefully. I only know some of the basics myself.
Talquin May 31, 2010, 09:01 AM reloaded my save and everything is playing great.
I noticed that the 'build trails' icon is pink but can still work. is there a graphic that is missing?
certain goods also show up when on carts/trains as old goods , leather shows as the cloth icon but in the town is shows as the coat icon.
Korba May 31, 2010, 02:42 PM Hello TC01,
I've tried your mod and unfortunatelly i'm unable to see any text in your mod :
Menu text and also help and contextual text.
Version is ok
Westward Ho 0.41 installed on 0.40
Python set as in your post
Debug visible
No crash related
Your idea sound really interesting, so I'm interested in any help.
BR
TC01 May 31, 2010, 03:36 PM Hello TC01,
I've tried your mod and unfortunatelly i'm unable to see any text in your mod :
Menu text and also help and contextual text.
Version is ok
Westward Ho 0.41 installed on 0.40
Python set as in your post
Debug visible
No crash related
Your idea sound really interesting, so I'm interested in any help.
BR
Are you playing the game in a language other than English?
All the text files only have English text at the moment... so if you play in a foreign langauge, you won't see any text.
I suppose I really should go and fix this (at least put the English text in the spots for other language text) to prevent this problem. But, in the mean time, if you switch your language to English, you should fix the problem.
Kailric May 31, 2010, 06:14 PM I noticed one thing and I'll post it before I forget is a silver bonus resource in the hills but the hill shows to produce no silver.
Talquin May 31, 2010, 08:12 PM whenever you highlight the icon for a pioneer to create a fort it says the resources it will increase and decrease but then it will also say there is a chance of revealing three different mineral resources. if this a bug?
TC01 Jun 01, 2010, 03:11 PM whenever you highlight the icon for a pioneer to create a fort it says the resources it will increase and decrease but then it will also say there is a chance of revealing three different mineral resources. if this a bug?
I don't think it's a bug. Unless for some reason Kailric combined code for the prospector stuff we're planning with the fort code.
Have you mentioned it to any of those guys? If they are not available I'll post it on the Civ4 forums for someone to fix hopefully. I only know some of the basics myself.
I haven't... I'll PM Deliverator about it.
Actually, it seems I'm wrong. The model comes from Railroads entirely- Modeltrainman converted it, with permission from Firaxis. All Deliverator did was set up team colors for the graphic.
I guess posting it in the Civ 4 forums might be a good idea instead.
Talquin Jun 01, 2010, 03:29 PM SORRY , my bad it's not the create fort it is the build lodge to increase timber.
TC01 Jun 01, 2010, 03:52 PM It seems all our resources being mapped onto the wrong tiles is the result of Sirian's Regional Resource System, in the mapscript. It overrides the defaults given in the XML.
So I guess for the next patch I'll remove the Resource System and see what happens. I tried it before once and I remember getting a lot more resources, all over the map.
SORRY , my bad it's not the create fort it is the build lodge to increase timber.
Oh. Yes, that's a bug- it seems I added the "chance to discover mineral resources" code to the Lodge rather than the Mine as I had originally intended.
This will be fixed in the next patch.
Talquin Jun 01, 2010, 04:18 PM ok. is there any chance you can make a list of known bugs so that i don't keep relisting new ones?
TC01 Jun 01, 2010, 04:47 PM ok. is there any chance you can make a list of known bugs so that i don't keep relisting new ones?
Look at the first post of this thread- it has a list of reported bugs.
Talquin Jun 01, 2010, 06:09 PM well then. i'll go back to my game and find something nobody else has done..... ;)
TC01 Jun 02, 2010, 12:38 PM I've made some progress tracking down the crash.
The two assert failures in CvUnit::setXY were being caused because I was looping over all of a player's starting units and moving them to the new plot. However, because moving the first unit (the wagon train) moves the next two units (the starting colonists loaded in the wagon train), I really only needed to move the first unit. I was trying to move a unit to the same tile it was already at.
So that means that the only other issue is the call to CvTeam::isOpenBorders. Some function somewhere is passing a team index of -1 to CvTeam::isOpenBorders. I imagine that's what's actually causing the crash- and the reason it doesn't happen in the debugger is because the FAssert aborts the function before the crash can happen.
Talquin Jun 02, 2010, 08:52 PM two issues i noticed. took a picture to show.
TC01 Jun 04, 2010, 10:14 AM I'm not sure if I've fixed the crash, but when I run a Final_Release build of the newest version of the DLL, I don't seem to get any crashes.
So hopefully, the problem is solved. I don't intend to spend any more time working on it for patch 0.42 (there are enough fixed things to release a patch now), but if it's not, I'll look at it again for 0.43.
two issues i noticed. took a picture to show.
I've fixed the text key errors. But I'm not sure what the icon error is. What had you just been doing in that city?
Talquin Jun 04, 2010, 01:14 PM i seem to recall that happens when i build something steam related or the train station, I think..
I don't know if this is a bug or not but if you choose to buy a locomotive it shows up in the same area as all of the other people that are religous migrants. You have to load it into a wagon, or another locomotive, and then tansport it back to the map, unload it , and then it works.
TC01 Jun 04, 2010, 01:26 PM i seem to recall that happens when i build something steam related or the train station, I think..
Then maybe it's either the train station icon or the steamworks icon that's messed up- I'll look into it.
I don't know if this is a bug or not but if you choose to buy a locomotive it shows up in the same area as all of the other people that are religous migrants. You have to load it into a wagon, or another locomotive, and then tansport it back to the map, unload it , and then it works.
Yes, that's definitely a bug. Not sure why, but I'll look into it.
Azraile Jul 16, 2011, 08:46 PM Some things I notced:
Boats need removed
Train needs to leave the home town on there own when bought...
maybe make it so troups can leave too, and treasure can be walked back.
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