puttincomputers
Feb 28, 2012, 12:50 PM
I downloaded the new patch for v21 and now Units (workers, scouts, etc.) cannot be automated! When I click automate the turn never ends and the "enter" button does not do anything!! :sad:
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View Full Version : HEELLPP!!! No Automation puttincomputers Feb 28, 2012, 12:50 PM I downloaded the new patch for v21 and now Units (workers, scouts, etc.) cannot be automated! When I click automate the turn never ends and the "enter" button does not do anything!! :sad: Koshling Feb 28, 2012, 12:53 PM I downloaded the new patch for v21 and now Units (workers, scouts, etc.) cannot be automated! When I click automate the turn never ends and the "enter" button does not do anything!! :sad: I'm working on a fix. Until I have one, I'm afraid you'll have to micro-manage. puttincomputers Feb 28, 2012, 12:58 PM I am now eagerly awaiting the fix. Do you have any idea of when the fix will be ready? Koshling Feb 28, 2012, 01:01 PM I am now eagerly awaiting the fix. Do you have any idea of when the fix will be ready? I have to go out for a physical therapy session shortly, so unsure if it will be today. Tomorrow at latest though. puttincomputers Feb 28, 2012, 01:05 PM very cool! Hope the session goes well! BlueGenie Feb 28, 2012, 01:15 PM Seems the automated workers when deciding to wait until next turn don't allow you to normally press enter to end turn. If you are sure you're done you can always press Shift+Enter to force end of turn. Next turn your automated units might decide to do something. But, like Koshling says, you're better off for now to micromanage. It's not that much work really. Cheers Micael Feb 28, 2012, 01:23 PM I've also had this. If it helps, it seems to be city based- for example in my current game they refuse to automate themselves if they're in the Capital's Tile Radius, but if they're in (most of) my other cities they'll automate fine. Try setting them to automate in another city. puttincomputers Feb 28, 2012, 01:33 PM That is the case with my game as well. However I stopped playing when I realized the problem was not a one-game glitch so I don't know how far into the game this goes. Istanbul_Kop Jul 05, 2012, 08:53 AM Any updates on this? I have this exact problem. Latest version. Dancing Hoskuld Jul 05, 2012, 03:25 PM On the BUG options automations screen, do you have Hide Auto Spread on? O Hide Auto Explore? I think there is a bug with one of these that causes worker automations to be turned off as well. Istanbul_Kop Jul 05, 2012, 04:16 PM The buttons are not hidden, no. I will try again to enable/disable just to see if that does anything. AIAndy Jul 05, 2012, 04:54 PM The buttons are not hidden, no. I will try again to enable/disable just to see if that does anything. The automations work for me when I open your savegame. Mind that they won't do anything right away but instead move at the end of the turn. Istanbul_Kop Jul 06, 2012, 02:08 AM Weird. So I must have some kind of problem. But what? Literally just installed a fresh C2C v24....and it was the same on V23... AIAndy Jul 06, 2012, 02:45 AM Weird. So I must have some kind of problem. But what? Literally just installed a fresh C2C v24....and it was the same on V23... The most likely cause is some buggy BUG option that you have set as BUG options are not stored in the savegame. Istanbul_Kop Jul 06, 2012, 03:10 AM Any ideas? Or what to do about it? I've gone through everything in BUG now, switched on/off. Saved. Reloaded. Started new game. Same. No automation. Really annoying. :( I know people say why do you want to use automation, but it is making the mod unplayable for me. Micro managing workers is something I don't do. :( AIAndy Jul 06, 2012, 03:11 AM I know people say why do you want to use automation, but it is making the mod unplayable for me. Micro managing workers is something I don't do. :( I am sure most people use some kind of automation, at least when the game has a good amount of units instead of only the initial few. Istanbul_Kop Jul 06, 2012, 03:18 AM Exactly, at the start...ok - you can manage it. But once your empire grows...no way. So frustrating. Istanbul_Kop Jul 06, 2012, 03:30 AM This is only happening in C2C though. All other mods work fine. It must be something to do with this mod. AIAndy Jul 06, 2012, 03:40 AM This is only happening in C2C though. All other mods work fine. It must be something to do with this mod. That is not unlikely but unfortunately it is very difficult to find the issue when I can't reproduce it. As the automation is part of the AI code, Koshling knows more about it. Maybe he can guess what could cause this issue. Best add it to the idea tracker (which also serves as bug tracker), so it is not lost in the forum threads. Istanbul_Kop Jul 06, 2012, 04:06 AM Ok, I've submitted. Gutted. I've played RoM:AND to death over the last few years so was excited to discover this. Looked amazing. But gonna have to hold off playing until I can resolve this. :( Istanbul_Kop Jul 06, 2012, 06:30 AM So I started again: Everything worked perfect. Full automation for units. Scouts, gatherers etc Then I get to a certain point and bang...everything stops. No automation. Everything just stops dead. Makes me think this is something wrong with the mod specifically, and not my settings. Istanbul_Kop Jul 07, 2012, 08:13 AM Idea tracker say it has been fixed? Koshling Jul 07, 2012, 08:16 AM Idea tracker say it has been fixed? Not so far as I know, but the administrator (MrAzure??) of the tracker has marked it as fixed saying it was fixed by Hydromancerx (though he denies this!) If someone can post a save game that demonstrates it on load I'm suer I can fix it however... Istanbul_Kop Jul 07, 2012, 08:30 AM Hi, it is doing it now on my save: http://www.2shared.com/file/7j9QnHlt/Leo_Pypez_BC-7484_AUTO.html It happened earlier on in the game. But I reloaded to a few turns before, then I got further without the automation failing to work. But it eventually stopped working again at a later point. Thanks for the help and your time. Koshling Jul 07, 2012, 08:34 AM Hi, it is doing it now on my save: http://www.2shared.com/file/7j9QnHlt/Leo_Pypez_BC-7484_AUTO.html It happened earlier on in the game. But I reloaded to a few turns before, then I got further without the automation failing to work. But it eventually stopped working again at a later point. Thanks for the help and your time. Ok - I'll look at it as soon as I hav time (looking at viewport bugs right now). Could you tell me (having loaded that save which unit and which automation I should look at - any example that reproduces for you from that save will do fine) Istanbul_Kop Jul 07, 2012, 08:41 AM Thank you. Any of the workers. There are a good few workers in that save. None of them seem to 'auto improve'. Or even any of the other units - 'auto explore.' Not working at the moment either. It's really the workers that bother me the most. More info: - When starting in prehistoric era: automation works early on in the game. Then stops. It may randomly start working again. Then it stops again. There appears to be no specific point when this happens in regards to time frame or tech. -When starting in a later era (I tried industrial & modern): automation does not work at all. No explore or improve. Paprikan Jul 07, 2012, 10:38 AM ok so now i have this problem too from start of the game it worked fine but from a point when i created new workers automation doesnt work on them for some reason it seems that this problem starts only in a later stage of the game now the question is what triggers it Istanbul_Kop Jul 08, 2012, 04:01 AM ok so now i have this problem too from start of the game it worked fine but from a point when i created new workers automation doesnt work on them for some reason it seems that this problem starts only in a later stage of the game now the question is what triggers it Yeah, obviously there is 'something' that causes automation to stop when the game reaches a certain point. As I said above though, it does seem to be kind of random when starting a sandbox game from the prehistoric era. Interesting that if you start in a later era though, automation does not work from the start. EDIT: Thanks for taking a look at this Koshling. Mod is amazing, but this issue is preventing me playing at the moment. Hopefully you can fix it. Thanks again. Koshling Jul 09, 2012, 03:07 PM Yeah, obviously there is 'something' that causes automation to stop when the game reaches a certain point. As I said above though, it does seem to be kind of random when starting a sandbox game from the prehistoric era. Interesting that if you start in a later era though, automation does not work from the start. EDIT: Thanks for taking a look at this Koshling. Mod is amazing, but this issue is preventing me playing at the moment. Hopefully you can fix it. Thanks again. I can't reproduce a problem, either from your save game or from a new game started in the industrial era. HOWEVER, it does initially LOOK like automation isn't doing anything because (and this IS unique to C2C) automated units don't move until after you have moved all other units (that was changed so that if you encounter somthing when moving elective units it's not too late to change what some nearby automated units are about to do (e.g. - clear out automated workers if you just revealed enemy horsemen that might be able to reach the area). The effect is that when you press the 'automate' button nothing appears to happen apart from the selection ring moving to the next unit. Once all units that you have not automated have been moved however, the automated units then get on with it. Are you sure this isn't what you are seeing? Istanbul_Kop Jul 09, 2012, 03:28 PM Thank you for taking a look at it Koshling. I was aware that C2C handled this differently. I noticed it earlier on when automated units would move at the end of a turn rather than instantly upon being clicked. Now based upon what you've said, I think I am beginning to understand why this is happening. So...I moved everyone of my units or set them to sleep...then automated my workers. The workers then automated correctly at the end of the turn. Great! But, does this mean I have to move/sleep/activate etc all of my other units on a turn before I can automate a worker for example? If I do not do 'something' to all units first on a turn, automation does not work - that is what I have been experience, since often I just leave units standing. Is this correct? Again, thank you for the help, your time & giving me a better understanding of the issue. Sgtslick Jul 09, 2012, 04:02 PM Automation happens when you end your turn, (imagine them happening or working in the millisecond before you press enter). Its as simple as that really. So if you automate something - for example the very last unit you need to give orders to. Its 'automation' will still occur that turn (just at the end of it). It is organised this way so that if you notice something that needs to be done, such as an animal lurking around, you can cancel the automation of a unit and kill the animal since the unit still has its movement point(s) available. Istanbul_Kop Jul 09, 2012, 04:39 PM Yes, but the automation only seems to happen if all of your other units have been given an 'order'. If not, the units that are automated fail to carry out their tasks (at the end of the turn). Koshling Jul 09, 2012, 06:33 PM Yes, but the automation only seems to happen if all of your other units have been given an 'order'. If not, the units that are automated fail to carry out their tasks (at the end of the turn). That's not what I was seeing - for me they did execute their orders at the end of the turn. If they are not doing that then it's certainly a bug, bur unfortunately not one I am able to reproduce currently. I'll keep an eye out for it however. Istanbul_Kop Jul 12, 2012, 05:16 AM Hi Koshling, Just to confirm. My units do not automate unless every other unit has been given an 'order'. If orders are not given to other units, the units that I have told to automate will not start automating. Note: they will continue with their automated task ok until the task ends, but they will not move onto their next task unless other units have been given an order. Koshling Jul 12, 2012, 06:28 AM Hi Koshling, Just to confirm. My units do not automate unless every other unit has been given an 'order'. If orders are not given to other units, the units that I have told to automate will not start automating. Note: they will continue with their automated task ok until the task ends, but they will not move onto their next task unless other units have been given an order. Can you clarify what you mean by 'given an order'? You mean that if you sleep them for the turn then automations don't happen when the turn ends? Or do you mean if you explicitly hit the end-turn button without completing order-giving that they don't happen? Istanbul_Kop Jul 12, 2012, 06:32 AM By 'give an order 'I mean not leaving them idle (when icon is green on unit button). ie, no sleep, no movement, no fortify - they are just left without anything to do. If I sleep all my units or fortify for example, this counts as 'given an order' and the automations will occur when the turn ends. Koshling Jul 12, 2012, 06:37 AM By 'give an order 'I mean not leaving them idle (when icon is green on unit button). ie, no sleep, no movement, no fortify - they are just left without anything to do. If I sleep all my units or fortify for example, this counts as 'given an order' and the automations will occur when the turn ends. So to be sure of the situation, you are pressing the end-turn button with units still idle right? It's entirely possible that explicitly doing an end-turn skips the automation phase - I'll check that out. As a matter of interest why do you ever leave units idle (and how do you know if you havn't cycled right through that one of the idle units is not one you intended/needed to move?). Personally I always tend to at least senty mine so that they wake up on spotting an enemy unit, but don't bother me every turn otherwise. Istanbul_Kop Jul 12, 2012, 06:40 AM So to be sure of the situation, you are pressing the end-turn button with units still idle right? It's entirely possible that explicitly doing an end-turn skips the automation phase - I'll check that out. Yes, exactly. As a matter of interest why do you ever leave units idle (and how do you know if you havn't cycled right through that one of the idle units is not one you intended/needed to move?). Personally I always tend to at least senty mine so that they wake up on spotting an enemy unit, but don't bother me every turn otherwise. It tends to be later on in the game when I have multiple cities, where I can build units quickly in 1 turn. I just build them then use them when needed. Quick question then...is it possible to 'auto sentry'? Koshling Jul 12, 2012, 06:49 AM Quick question then...is it possible to 'auto sentry'? No. It's the kind of thing that could be added as a game option, but I don't think you'd really want it to apply globally (all newly built units auto-sentry) would you? You'd need it to be a city option for it to be useful I think?? (or even a per-build option in which case the overhead of setting it would negate the benefit of not having to immediately deal with the unit when built). Anyway, now I understand the circumstance better I'll fix the automation issue Istanbul_Kop Jul 12, 2012, 06:52 AM Yep, agree. Again, thank you for your help and time. Really appreciate it. Stormwind Jul 12, 2012, 09:55 AM There is a game option for "Start fortified" on new units. But I prefer to set a common rallying point for my unit building cities and set them Sentry/Fortified on that spot. Koshling Jul 13, 2012, 11:11 AM This should be fixed now in the latrest SVN. Please let me know if it solves your problems. Istanbul_Kop Jul 14, 2012, 04:05 AM Thanks Koshling, I'm not a SVN user so I'm going to look at getting that setup & will provide feedback when I can. Istanbul_Kop Jul 14, 2012, 06:11 AM Hi Koshling, think I've installed SVN right... ...anyway...YEP! It works now. Just done a quick check... You've fixed it. What a legend. Thank you. |
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