Bug-list: 1.07

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,601
Here are the known bugs for 1.07:

- Double clicking a colonist in Europe causes CTD. Please wait till colonist is in NW before changing profession.
 
- Double clicking a colonist in Europe causes CTD. Please wait till colonist is in NW before changing profession.

This will be fixed in 1.08. It was due to the enabling of purchasing Free Colonist. The engine wasn't expecting that in another part of the code (canHaveProfession) when checking student profession. No other unit can be a student except FC, and you can't be a student in Europe, hence CRASH!

Changing professions for all other units in Europe is perfectly safe. :)
 
I had a CTD trying to clear the profession of a colonist in my settlement, but it seemed to be random and I couldn't duplicate.

Anyway, a sorta bug with the auto-promotion of IDs/PCs ... if you group them in a party and have them move toward a distant square with pathing, they will lose their movement when they upgrade, they will un-group but everyone else in the party will stay grouped, and everyone in the party will lose their move order.
 
I have a problem with loading the mod. As I try to load it, I get this error message:

There are more siblings than memory allocated for them in
CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\Civilizations/CIV4LeaderheadInfos.xml

If I click on 'OK' long enough, the game loads, but if I try to choose Portugal or Pirates for my starting civilization, then the game just crashes. So... I'm kinda thinking that something with the Leader Heads is screwy, but I'm not sure how to go about fixing it.

Also, in the Colonopedia, the 'new' units all have a pink block instead of an icon describing them, although if you click on it, the description is there. Things were working for me with 1.06, I am now redownloading 1.07 and seeing if that will fix things.

edit: redownloading the mod worked. Dunno what the error was the first time around. :p
 
as pirate, buy a special unit and they appear on the dock as a regular colonist or a IS.

Once they are in the ship, they have the correct appearance
 
Hi,

while playing the 1.07 version :

I encountered an issue with chariots and boats after declaring war to the computer :
All the roads were lost...:eek:
Import Export were still active, but impossible to assign anymore transport to them ...

Dale => do you plan to improve the inside city graphisms, there are ugly ... ?

Any idea ?
 
Education: When I put a FC into a newly built school the pop up box came up at the start of the next turn. The only specialist I had was a Fisherman, and to learn that would cost 750, which seemed a bit steep considering it was gonna take 15 turns and I can buy one in europe for 1200. I havent got to a college yet so dont know if it would cost less there? Anyway, I clicked that and then changed my mind, went into the colony and removed him from the school. Then I moved him back into the school and got the same dialogue box again, meaning if i wanted to train him it would have now cost me 1500!! Can this be made to remember if a colonist has commenced training and how far he got, so you don't get charged double if for some reason you have to move him out of the school?

Edit: Actually this is not quite right. What actually happened is that on seeing the cost i decided not to bother, went into the city screen and moved the FC from the school. However if you then exit the screen you still have to select a profession to learn and pay the fee. Then if you put him back you pay again. Also if you remove him, exit the city screen and get the dialogue box, select examine colony (ie dont select a profession), move him back in and exit again, then select the profession, the box comes up again asking you for a profession!!
 
Having this and many other problems with 'schooling' . My game charges me every turn for each student!
 
Education: When I put a FC into a newly built school the pop up box came up at the start of the next turn. The only specialist I had was a Fisherman, and to learn that would cost 750, which seemed a bit steep considering it was gonna take 15 turns and I can buy one in europe for 1200. I havent got to a college yet so dont know if it would cost less there? Anyway, I clicked that and then changed my mind, went into the colony and removed him from the school. Then I moved him back into the school and got the same dialogue box again, meaning if i wanted to train him it would have now cost me 1500!! Can this be made to remember if a colonist has commenced training and how far he got, so you don't get charged double if for some reason you have to move him out of the school?

Edit: Actually this is not quite right. What actually happened is that on seeing the cost i decided not to bother, went into the city screen and moved the FC from the school. However if you then exit the screen you still have to select a profession to learn and pay the fee. Then if you put him back you pay again. Also if you remove him, exit the city screen and get the dialogue box, select examine colony (ie dont select a profession), move him back in and exit again, then select the profession, the box comes up again asking you for a profession!!

Yes. I had the same thing hapening to me. This could be solved by having a cancel button if you choose not to train your colonist. Besides, I'd support lowering the cost of education to half what it costs to train it in Europe since you also have to wait for it to be trained... Training any colonists into a college-requiring profession is just a waste of time because for a few extra bucks you can have them from Europe in no time.
 
Yes. I had the same thing hapening to me. This could be solved by having a cancel button if you choose not to train your colonist. Besides, I'd support lowering the cost of education to half what it costs to train it in Europe since you also have to wait for it to be trained... Training any colonists into a college-requiring profession is just a waste of time because for a few extra bucks you can have them from Europe in no time.

Yeah, especially with the new feature of colonists learning on the job. They learn so quick that the schoolhouse seems largely defunct atm, other than allowing Colleges and Unis :(
 
ergo the game is mimicking real life too closely ?

Lol, something like that!!

Actually, no offense to Dale but the whole new school system seems b0rked. It costs as much to train a carpenter or blacksmith in a school or college as it does to buy them on the docks, and thats without any of the FF that would actually make purchasing them there cheaper!! Hopefully Dale will whip out a quick fix to the education costs before 1.08 (;);)), cos atm schools are pretty much a waste of time :(
 
Hi,

I'd like to announce a few bugs - at least I think they are bugs, of course they might be nifty... features :p

First of all - indentured servants as dragoons. For some reason, the model for the indentured servant doesn't change to dragoon, but they get all the movement points and the attack value + bonuses that dragoons normally get! I might be mistaken, but I think I read somewhere that indentured servants shouldn't be possible to use as dragoons. Either way, something is bugged (model not changing or that you are able to use them as dragoons). Was fun to see my sole indentured servant kill 4 of the Kings regulars by kicking them, though - even more so when the general leading the troops surrendered to my indentured servant who was secretly a dragoon :D "The war of independence was won by Chuck Norris alone, who roundhouse kicked the entire REF into the Atlantic..."

Secondly - and this might be a worse bug than the abovementioned -for some reason, the REF landing seems bugged. The first wave comes in and makes landfall after a few turns like normally, but after that... nothing. Last game I waited for 20 - 30 turns; nothing.

This "final wave" never seems to arrive. I don't know WHERE they are... Last game, my neighbour, Portugal, declared independence a turn before I did, and for some reason, during their struggle, their REF landed halfway across the continent and then WALKED to their backdoor (sorry to say I conquered most of their towns in the time it took them to get there, in order to make sure no-one got independent before my colonies :p).

Seeing as these problems (meaning my problems with the REF and Portugal's problems with REF) are both... REFfy, I think they might be connected.

Even more so, usually the ref is like 40 - 60 regulars + cavalry + cannons, but after defeating the first wave it has gone down to like 10 regulars, 10 cavalry and 10 cannons :eek:? I have sunken some of their MoW's with my SoL's, but it seems a bit farfetched, seeing that this has happened in 2 or 3 games in a row.

Do you have any idea what might have happened?
 
So I played a lot of 1.07 in the last few days. Other than the bug that prevents the player from arming his colonists in Europe or putting them long missionary robes, the most annying one is the one about the school.

NOt only do you HAVE to pay when you put colonists in school (even if you don,t want after all), but it also costs the same thing as importing from Europe. Also, I had some free colonists fishing in one of my colonies and everytime a pirate boat would end up in that exploitable square, my colonist would be switched inside the colony (as usual) but as a student - which was very very sad cause I had to pay for one's education I didn't want. For this, a system to know if a colonist has already been in the school (that you paid for) and a cancel button would be great. Also, insuring that the thrown off colonist wouldn't end up in the school would be a solution.

And then there is the pathfinding problem with royal forces I wrote about in another thread. These are the bugs that affect case in point, the latest version of your mod.
 
Thanks for the feedback everyone. I expected a few bugs with the new school and REF transportation methods. :)
 
this save CTDs every time I end the turn.

Hey Dale,

did you by any chance have time to have a look at the CTD ? I've tested this save a bit more, and is guaranteed to CTD as soon as the turn is ended (doesn't matter what I do in between). I also went back to the 2 previous saves (I save every turn, sad I know) and got the same results, they CTD when this turn ends.
 
I do add my voice to those that say that the auto-learining of free colonists is a bit too quick - especially when coupled with the steep cost of training them in house...
 
V 1.07.

Economic Victory Condition on Marathon speed changed during the game from 360000 to 40000. I loaded a save i wonder if that's what did it.
 
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