[Religion and Revolution]: Bugs and Todos

Don't know if it is worth to find out why...but one of my British Soldier was sighted fighting with the Danish enemy as I sieged the Danish colony... interesting is, that the unit made exactly the same movements as the Danish Infantry unit. The soldier did not just only stand there...

Sorry, I don't understand what you are explaining. :confused:
 
Iam explaining that the British unit (the red one "musketman") is fighting with the Danish musketman (the white). The British unit is part of the Danish unit (like a deserter)! This is not correct, insn't it?
 
This is not correct, insn't it?

Hard to say anything about this without really seeing it ingame. :dunno:
But it does really not sound correct.

Is this "graphical misbehaviour" happening in every fight between British and Danish musketmen ?
Or does it only happen under certain circumstances ?
 
I could not reproduce this misbehaviour. It happened only this time with this unit.

Ok, then let us wait and see, if it happens again. :thumbsup:
 
Hi Folks,

maybe there is a bug in the calculation of the storage.

Picture 1: There is a lot of space in the storage

Picture 2: I get messages every round, that I loose goods due to the fact that the storage is occupied.

EDIT: Bug fixed
 
I get messages every round, that I loose goods due to the fact that the storage is occupied.

That is no bug, that is simply the Custom House selling.

The Custom House sells goods at different thresholds before the storage is actually full.
(There has already been a discussion about that in this thread.)

I programmed this behaviour on purpose. :)

Anything else would have totally destroyed Custom House functionality.
Just imagine you would have to assemble almost 2000!!! cloth, before the Custom House starts selling.
Basically with this modification, the Custom House works pretty much the same as it did before "New Storage Calculation".

Code:
<Define>
	<DefineName>CUSTOMHOUSE_STRATEGIC_RAW_SELL_THRESHOLD</DefineName>
	<iDefineIntVal>300</iDefineIntVal>
</Define>
<Define>
	<DefineName>CUSTOMHOUSE_STRATEGIC_PRODUCED_SELL_THRESHOLD</DefineName>
	<iDefineIntVal>400</iDefineIntVal>
</Define>
<Define>
	<DefineName>CUSTOMHOUSE_RAW_SELL_THRESHOLD</DefineName>
	<iDefineIntVal>200</iDefineIntVal>
</Define>
<Define>
	<DefineName>CUSTOMHOUSE_PRODUCED_SELL_THRESHOLD</DefineName>
	<iDefineIntVal>100</iDefineIntVal>
</Define>
 
The custom house does not sell cloth before I assemble 2000?

Please reread my post. :)
The Custom House does sell cloth at 100.
(It is a non-strategic produced good.)

I said "imagine if the custom house would sell at 2000 ..."
(... as negative example of what happened without my changes.)

From what I read, everything works as designed. :thumbsup:
 
Ok, I did not read your post exactly. This feature maybe works correctly.

But it is not only the custom house!

I get a message every round that I loose goods due to the fact that there is not enough space in the colony/storage ("Wegen zu geringem Lagerraum gehen in N.Y. 21... verloren"). But there is enough space...can this be correct?
 
I get a message every round that I loose goods due to the fact that there is not enough space in the colony/storage ...

I will check at the weekend. :thumbsup:
(It is probably really only a wrong message.)
 
Hi ray,

I think we have a new bug.

I started a few new "gigantic" maps (Zufallskarte) and had no problems.

Then I tried to start (all) szenario maps, but they currently don't load. The loading screen stops loading after a few seconds. YOu can only stop this if you use "strg+alt+entf".

Maybe it has to do something with the new map size "gigantic"?

Please look: All maps start with size "gigantic" if you choose a szenario map although this is not the normal/correct size for the map:

EDIT: Bug fixed.
 
Please look: All maps start with size "gigantic" if you choose a szenario map although this is not the normal/correct size for the map:

I will check. :thumbsup:

Edit:

It is fixed and uploaded to SVN. :)
 
Hi all,

I started a new test game with the English Colonies.

After a while I opened the world builder to check if the AI works well.

I found the graphic bug (see above) again:

British Soldier with the French troops and with the Portuguese:



I don't know why and I don't know since which turn. Maybe all team member could have a look when testing the game if the same happens. Maybe we can locate the problem.

There should be something wrong.
 
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