[Religion and Revolution]: Bugs and Todos

Not 100% sure if this is the place for non team members to report bugs but found no other place so here goes.

Playing the other day and a non pirate ship got taken to the pirate port. I assume it got sucked in as part of the ghost combined unit move. This happens frequently. The ships were paired but then I select just one ship and use the go to button to pirate cove but the other ship goes too. (this while annoying can be avoided by moving the single ship one space, to make sure they're not still paired, before using the go to button )

However, once the ship is in the pirate port it CAN"T exit. The only way to get it out is to sell it.
The non pirate ship has always just unloaded so it's empty so not sure if I could sell the contents before selling it. Which later in the game might work to your advantage with enough high priced items.
 
Playing the other day and a non pirate ship got taken to the pirate port. I assume it got sucked in as part of the ghost combined unit move. This happens frequently. The ships were paired but then I select just one ship and use the go to button to pirate cove but the other ship goes too. (this while annoying can be avoided by moving the single ship one space, to make sure they're not still paired, before using the go to button )

However, once the ship is in the pirate port it CAN"T exit. The only way to get it out is to sell it.
The non pirate ship has always just unloaded so it's empty so not sure if I could sell the contents before selling it. Which later in the game might work to your advantage with enough high priced items.
Oh yeah that bug. I reported it once. Ray said something about never experiencing it because he doesn't stack pirates with non-pirates and then I wondered if it could be fixed. After that I think everybody kind of forgot about it and nobody did anything.

When I encountered this bug, it happened to my only ship of the line and it had around 3 promotions :cry:
 
Yeah, this game I lost 2 galleons. Both promoted for speed. ;)
I don't intentionally group mixed ships, but with the crappy base UI it can happen where you don't notice.
 
Hey guys. Where's your imagination, eh? I mean, yes it's a bug, but only until you look at it differently. You don't have any CTDs, or crippled saved games, or anything. Well, you do loose ships in a quite accidental (and thus bitterly unexpected) manner, and the better the ships are the less pleasant it is. That's very understandable.

But what would you say if you were to occasionally loose ships due to some random event with a pop-up text saying that such and such ship was forced by a storm (or a stupid navigational mistake of an unexpectedly drunken skipper) to go astray and ended up in a pirate bay, and... well, you're not going to see it any more, because pirates, as you've probably heard, are not too friendly to the navy. And the "OK" button.

I bet you (ok, not you personally, but a substantial number of players) could say it was a very neat and realistic game design feature.

So, what's the difference? The only difference I see is that you can't avoid a random event by regrouping you ships, right?
 
The biggest difference is that the bug allows you to sell the ship so at least you get a little value out of it.
 
A friend and I are getting a CTD bug in multiplayer where whenever the game loads, the player who did not host the game will, upon entering, be asked to reassign professions to several units (the message text is "choose profession for colonist" etc.) and then the game will crash to desktop. We're using RaR 2.0, except with min_city_range set to 1 in GlobalDefinesAlt.xml. (Could this cause that bug?) Attached is a save file that has this problem.

Edit: It turns out the bug does not occur to the player that didn't host, but rather the player who did not originate the save file. In the example file, the French player experiences the bug.
 

Attachments

We're using RaR 2.0, except with min_city_range set to 1 in GlobalDefinesAlt.xml. (Could this cause that bug?)
Maybe the problem is two cities placed within each other's catchment area. The default min range makes that case impossible. Maybe one of the picked professions will work the plot with the other city.
 
I don't think it is though, because the citizens that have to be reassigned are not necessarily working tiles that overlap another city's workable area. They are, however, always on the map, not in the city. Also, ColoFan seems to have reported the same bug above. Sometimes it also just CTD's immediately on loading without this happening.

Edit: There are no cities with other cities inside a workable area.
 
Not 100% sure if this is the place for non team members to report bugs but found no other place so here goes.

It is the right place. :)

Playing the other day and a non pirate ship got taken to the pirate port.

That little bug is known.

It can be avoided quite easily though by not grouping normal ships with ships with hidden nationality.
And even if it happens, it is annoying at most and game is not broken or anything serious.

If I find some time, I will try to fix it. :thumbsup:

Most easiest way would probably be:
* Check the stack / grouped ships at "CanSailToPortRoyal".
* If there is a ship in the group that does not have "HiddenNationality" return false.
 
We're using RaR 2.0, except with min_city_range set to 1 in GlobalDefinesAlt.xml. (Could this cause that bug?)

Well, your change to the mod could cause the bug.
(But of course I don't know for sure.)

It is definitely the first time I heard about such a bug.

Generally I don't analyze bugs where people did modifications of their own.
(Anything that is not clean release version, I don't consider my business.)

Analyzing a bug in MP would be quite difficult anyways.

Maybe simply try playing MP with RaR without modifications of your own. :dunno:
Then see if the bug still occurs.
 
This little bug is fixed now. :)
(New revision in SVN, fix is of course contained in upcoming Release 2.1 as well.)

Groups of ships that have a ship without "Hidden Nationality" can not sail to Port Royal anymore.
Thus ships without "Hidden Nationality" will not be trapped there anymore.
 
I committed a fix for the bargaining issue. I had a bit of a testing issue meaning it's only tested in singleplayer. As far as I'm aware, there aren't any network sync issues left.

I couldn't test your fix in MP.
But I did test in Singleplayer and als took a look at the code.

Thanks again. :goodjob:
 
This little bug is fixed now. :)
(New revision in SVN, fix is of course contained in upcoming Release 2.1 as well.)

Groups of ships that have a ship without "Hidden Nationality" can not sail to Port Royal anymore.
Thus ships without "Hidden Nationality" will not be trapped there anymore.

Great Job! :goodjob:
 
Yeah good job. When you get into the later game it's harder to pay attention to every tiny detail. I was trying a rare domination game and by the end, every galleon I owned ( I had over a dozen) had been hijacked to Port Royal and had to be sold. AND THAT WAS WITH PAYING ATTENTION. But them I'm old. ;)

Any final news on 2.1? I want to time it so that I'm in between games.
 
In the city screen, on the top bar where the yields are displayed: For eg. (350+37)/900 I noticed that the increment number (i.e 37 here) takes into account yields that do not actually result in the storage calculation (for eg. timber and stone). So it can be misleading at times since during the next turn, the actual storage will be less than 37. I believe it's a fairly simple fix though.
 
This is not really a bug: but there is an event "A medicinal tea cultivated by locals has been found to be effective with treating illness. This tea grows near some city"
option a: we should establish internal trade with locals for these commodities (4 trade goods per turn)
option b: we should establish internal trade with locals for these commodities (+2 relation with some distant native leader)
Seems like option b is missing it's text, maybe it should say "Respect the native american tradition and reserve the medicine for their use"
One more small issue i found was while one unit needed some commodities for production. I found the alert saying "this town is awaiting x amount of some good" 3 times in a row for the same thing. It happened only once though, the next time was fine.
 
This is not really a bug: but there is an event "A medicinal tea cultivated by locals has been found to be effective with treating illness. This tea grows near some city"
option a: we should establish internal trade with locals for these commodities (4 trade goods per turn)
option b: we should establish internal trade with locals for these commodities (+2 relation with some distant native leader)
Seems like option b is missing it's text, maybe it should say "Respect the native american tradition and reserve the medicine for their use".

Thank you - fixed!
 
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