v 26, and above ALL Bugs/Crashes reporting thread

I was able to build Town Watchmen then for a short while I was able to build Guard but I am back to only being able to build Town Watchmen again. I think I lost the ability to build Guard around the time I got Gunpowder. I don't have the tech that gives Garrison yet.

Edit Figured it out - latest update have Guard require Barracks and Garrison but Garrison replaces Barracks so you can never build them. :)

Also something has happened to make "Tales of.." not do any of the study outcomes. I'll look into it tomorrow, it is late.
 
2. Only allowed 4 Trackers. Did a Recalc and still only allowed 4 Trackers. *I believe you are allowed 5, but sometime (first? or later?) after loosing one it seems to become a permanent loss.

The Count the game is maintaining is indeed out by one. I have added code to the modifier recalculation to also recalculate this number, so a modifier recalc with the version I will be pushing to SVN later today should fix the issue.

This doesn't answer the question of how it got to be like this in the first place, and I can't see the hole in the code (though obviously there must be one). Do you recall losing a tracker in any unusual way? What do you remember about how you lost trackers generally?
 
When I build an improvment and pass the mouse on the worker, the number of turn to build it is different than the nombrer of turn on the case
It says "35 turn" wor the worker, but 23 on the case...
 

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When I build an improvment and pass the mouse on the worker, the number of turn to build it is different than the nombrer of turn on the case
It says "35 turn" wor the worker, but 23 on the case...

Not sure what you mean by 'case' - can you post an image of where it says 23 to clarify please.
 
So what units were changed and/or added to the Alt-Time stuff? I had something similar happen to me where I messed up on some minor text mistake in on building and it completely ruined all the buildings. The weird part is it did not show an error either. Which is what I think happened with your units.

Like yours it stopped at specific building and then would not show anything past that. Yours stopped at Clone. After that is the Clubman, but I don't think you altered that. So I am thinking it has nothing to do with the name of the unit. Unless it was maybe the Clockwork Golem. Did you alter that at all when doing you last update with the tank stuff?

I tested this some more and the SVN logs show that I did not change any Clockpunk gametext, but using Clockpunk without Dieselpunk still gives this annoying error. The only thing I can think of for this is that my changing of the Schemas is what cause the error, but I don't see how that could happen. :confused:
 
I was just testing my new TW line changes, and for some odd reason the TWs now get Archer Bombard, which I did not add to them. :crazyeye: I'll have to look into this some more.

Does anyone have any idea what would cause this? It does not have Archer Bombard anywhere in the Unit XML, so I am confused about it.
 
Does anyone have any idea what would cause this? It does not have Archer Bombard anywhere in the Unit XML, so I am confused about it.

This was probably the strange way they hard-coded archery bombard in the dll originally. Let me know if its fixed after the combat mod is pushed in.
 
I tested this some more and the SVN logs show that I did not change any Clockpunk gametext, but using Clockpunk without Dieselpunk still gives this annoying error. The only thing I can think of for this is that my changing of the Schemas is what cause the error, but I don't see how that could happen. :confused:

Well there are a few things you might want to test ...

1. Make sure both schemas are the same version (one with the same name but different version I think cause errors).

2. Rename each schema something new. Thus having their own unique names.

Also is the new tank using its own code or from scratch code? It may have some tag we don't use if its from someone else code. I had a similar thing happen to me when I was trying to convert a building from another mod
 
Couple graphical/UI bugs from v25, not sure if they've been fixed in v26:
Nelson (English hero)'s shoulder joint is... off. His right arm apparently attaches to thin air at about the level of his head, rather than his actual shoulder. The fact that the actual Nelson lost his right arm just makes it stranger.
Joan of Arc (French hero), along with another (that I, unfortunately, forgot to record) hero, is missing animations. She appears standing with arms and legs spread, and selecting her causes the unit display to disappear and does not update the available actions. It's possible to settle her as a Great Military Instructor still by selecting another unit with that option and settling both at once, but still. I want to say the other hero was also European.
There was one other hero, a mounted one, who appeared upside down and half-buried.

Also, it's possible to construct the Dieselpunk wonder as soon as Oil becomes available (Refining), rather than needing the technology for it.
 
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