Bug Report (English)

Patch G is now online.

With the next patch I'll try to reduce the productivity of the buildings.

EDIT:

Patch H is now available too. All buildings should now just produce or transform one bonus!

So a city with a brandnew smelting works (coal available) and 3 iron will transform now just one of them. So the city will have 2 iron and one steel. Effect as usual for the complete trade network. To transform all 3 iron you need 3 smelting works in the network.

And a forge will produce only one resource of iron weapons even if the city has got 3 iron. But every forge will do so. So you will have 2 iron weapons if you have 2 forges in the network.

Better don't use patch H with savegames. You can but the new rules will only be in use if there is a resource update for the network. So a forge in tradenet A may still be producing 10 weapons while the forge in tradenet B, already under the new rules, is only producing 1. So you may have for several turns a mix of the old and the new system.
 
I've been playing around with some scenarios but nothing happend. So if you can please upload a save and give me instructions how to reproduce the error.

Hmm this was in patch E, dunno whether this still happens in F+. I'll let you know. :)

EDIT: Two Forges can still produce two Rifles with just one Iron. Or is your intend just to limit the productivity of buildings, but resources are still kind of limitless (as is the case in BTS)?

I also wasn't able to reproduce the bug mentioned above.. so its propably fixed :)

I also noticed some resources that are now produed by buildings give a bonus to production/commerce/food, Aluminium for example still gives +1 to production, while Bauxite doesn't. And as far as I now these boni only apply if the resources are placed on the map.. or did I miss something (because Explosives, Chemicals, Copper Wire, Heating Oil, Oil Products, Electronic Parts, Fuel, Gunpowder and Steel also give boni.. but those are totally new... Sulphur and Uranium don't give any bonus as well)
 
I'll let you know. :)
:goodjob:

EDIT: Two Forges can still produce two Rifles with just one Iron. Or is your intend just to limit the productivity of buildings, but resources are still kind of limitless (as is the case in BTS)?

Yes, resources are still limitless. And yes, two forges can and should produce two rifles. But they should only produce two rifles even if there are 10 iron in the cities available. With the old system they would have produced 20 rifles. Now exactly two.

This is intentional because you should be able to sell weapons (and medicine) to friends even if you only got one basic bonus but several production buildings.

I also wasn't able to reproduce the bug mentioned above.. so its propably fixed :)

:)
 
I also noticed some resources that are now produed by buildings give a bonus to production/commerce/food, Aluminium for example still gives +1 to production, while Bauxite doesn't. And as far as I now these boni only apply if the resources are placed on the map.. or did I miss something (because Explosives, Chemicals, Copper Wire, Heating Oil, Oil Products, Electronic Parts, Fuel, Gunpowder and Steel also give boni.. but those are totally new... Sulphur and Uranium don't give any bonus as well)

I thought that a city would get for example +1:hammers: if there is aluminum available for the city. No need to be found in the city radius or being worked by the city itself. I thought if I buy a food bonus that all cities that didn't have had the bonus before will now have more food or become healthier. Am I wrong?

That's the reason why bauxite, uranium and sulphur are useless for production while the manufactured bonuses give a bonus. But maybe I'm wrong.
 
I thought that a city would get for example +1:hammers: if there is aluminum available for the city. No need to be found in the city radius or being worked by the city itself. I thought if I buy a food bonus that all cities that didn't have had the bonus before will now have more food or become healthier. Am I wrong?

That's the reason why bauxite, uranium and sulphur are useless for production while the manufactured bonuses give a bonus. But maybe I'm wrong.

Hmm, you do get the Healthy and Happy bonus, but production/food/commerce are only added to tiles. I also thought that maybe you changed this, but as long as the city screen does not lie, it's not applied.
 
Hmm, you do get the Healthy and Happy bonus, but production/food/commerce are only added to tiles. I also thought that maybe you changed this, but as long as the city screen does not lie, it's not applied.

It wasn't me. And so I go searching for the reason why ...
 
It wasn't me. And so I go searching for the reason why ...

:D No, I meant, that I thought you changed the production/food/commerce bonus to not only apply to the tile the resource is on, but also to every city that gets it via tradenet.

It is BTS behavior that you get no production/food/commerce bonus via tradenet (except you have a corporation that can utilize it, but then the bonus isn't what's listed in the pedia).



I found a bug when healing units that don't need any resources (Warrior or Scout for example), it says "Shortage of spare parts", so I guess they are not healing at full speed.
 
The resource system is still a bit buggy:

In the first save (entitled Vanish1) I have 20 or so Bronze and Iron Weapons, but I only have 5 Forges. I noticed this somewhere midgame and have no idea where it came from... the number of weapons sometimes jumps from turn to turn, one turn I'll have 15 Bronze and 20 Iron Weapons and the next 20/20, 20/25, it's always a multiple of 5 though (because I have 5 Forges would be my guess). It was independent from building Roads or other improvements, but I can't say for sure whether it happend when I finished certain buildings. I'll test it a bit more tomorrow.

In the second save (Vanish2), which is exactly one turn after the first, I have only 5 of both weapons (I think because I finished a Harbor in one city). But as soon as you let the three Workers finish the Road, the weapons vanish. If you let them wait for one turn and then finish the Road... everything's fine.
 
Started it with patch I.

EDIT: Hmm it wasn't the Harbor (or any other building) after all, but the expanding borders of one city. I removed some culture via mapedit and postponed the expansion for one turn, so the reduction from ~20 to 5 weapons happend a turn later... and building a road inside my borders didn't trigger the complete vanish, but building one outside my borders did.
And placing a Road outside my borders after the vanish did not make the 5 weapons reappear, only placing one inside my borders. I could actually remove them whenever I placed a Road outside my borders and make them reappear with one inside. xD

EDIT2: Placing one Road inside my borders in the 'Vanish1' save (so before the complete vanish happened) adds 5 to each weapontype (but just once). And placing them outside before placing them inside has no effect... but after it removes the 5 previously added weapons.

EDIT3: Putting a Road on the marked tile in the first screenshot (this is also from the 'vanish1' save) resets the number of weapons to 5 each. (Can't even see Coal yet... but placing roads on other undiscovered resource nodes has no effect or placing them on tiles near rivers... or on tiles near rivers with undiscovered resource nodes)
Randomly placing more Roads near Rivers yielded another 'magic' tile (see Screenshot2) this one has no resource nodes (just if you wondered whether there is one that I can't see).
I more and more suspect the rivers to be the root of all evil (could be the same error I reported for patch E with barb cities near coast/rivers).

EDIT4 (Well more like EDIT159 but anyway): The tile right of the 'magic' tile in the first screenshot is also magic. But the one above it isn't... I really was beginning to think it would happen whenever you connect a Road to a River.... Placing a Road outside my Borders after I triggered the reset to 5 (with one of the 'magic' tiles or by letting the one city expand its borders) will remove the remaining 5.
 
So then I toyed around with an older save where I correctly had 5 weapons.

Addind a road inside my borders added 5 weapons each, then adding one outside removed them again. Adding one outside without first adding one inside had no effect.
Placing a Road on the 'magic' coal tile also removed the additional weapons, but did not cause a vanish if placed there first.
 
A few turns later, the Forge that's gonna be finished next turn brings the total number of each weapontype from 5 to 11.
 
A few turns later, the Forge that's gonna be finished next turn brings the total number of each weapontype from 5 to 11.

I've found the reason for the miscalculation. Your last save revealed the reason. :whew:

EDIT: If there is a damage it cannot be repaired in running games. You must start a new one. But could you test the attached DLL with the save were the results were still okay?
 

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