I figured out what is going on. Loading treasures (and apparently only treasures) into a ship and leave some behind of the same type allow you to control click on the loaded units to group them together in a single selection group. The issue is that they are grouped together with the ones, which aren't loaded. They stay together even when the ship moves and the group is no longer on the same plot. Since the code assumes the group to always be on the same plot, undefined behavior occurs.sending a unit to Europe tries to split the group of 5 units, but it does that over and over
Oh then the bug is most likely the error message itself. Yeah I did make a fix to prevent transports from getting stuck. The issue is that if they couldn't find somewhere to unload, they would go to a colony and wait for somewhere to start importing. My fix is that it now has a last resort to unload somewhere which isn't importing just to become empty and that way go back in service. I suppose unloading somewhere, which isn't importing is no longer a bug and the assert check shouldn't be there anymore.The grapes I had loaded on a wagon before I set it to automated, guess I didn't finish the chains of import export
Awesome.I figured out what is going on.
And it has been reported the first time now.This is a vanilla bug.
Perfectly fine, it will not run away.I will fix this eventually, ...
For whatever reason I have run into multiple unreported vanilla bugs lately. I fixed one in world builder where promotion buttons would make the code think I clicked a different promotion (assumed button ID to be the same as promotion ID). Help text in popup windows can't contain code for formatting the text. Those two issues were unknown when 2.9 was released. I bet there are more unknown vanilla bugs to be discovered in the future.And it has been reported the first time now.This is a vanilla bug.![]()
Sounds like you are trying to start the game without the dll file in place? Are you trying to start WTP 2.9 in linux? I would recommend using 3.0 as we released that one today.Is there any reason I would be getting all sorts of Python exception errors on start-up of the main game, and then after I load the mod, I get a bunch of Python exceptions followed by XML errors saying "there are more siblings than memory allocated for them inCvXMLLoadUtility:::SetVariableListTagPair" and "Tag: CONTACT_NATIVE_RAID in info class was incorrect," over and over? I've never had an issue with a single mod until this one.
I have a problem with rancher output.
I think that is part of the Usability Concept of @Fürstbischof. (But he knows best.)3.0.1 Perhaps not a bug but WAD - ...
They still do.I get a feeling that goodies no longer punish unprofessional scouts in 3.1...
Figuring out if random outcomes work as intended is always great fun for hours of testing.They still do.
(There is "randomness" in there that depends a bit on "Difficulty Level".)
The game cache tells that there are -1 scouts in an area. It then divides by (number of scouts+1) and crashes because it can't divide by zero. I did a really quick fix to make sure it can't divide by anything lower than 1, which prevents the crash. It does however not fix the real bug, but that appears to be a time consuming bug to fix. There is no reason why you should wait weeks before continuing your game.3.01
I'm getting a reproducable RTD after pressing EndOfTurn (Amerayca map).
(I think it's my first WTP crash ever)
Yes.
@Kendon
Could you please change this here:
"Strengthens relations with the Natives"
Into this here (or something similar):
"Strengthens relations and leads to peace with the Natives"
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For experienced players that is self obvious of course.
But for new players that may really be something they are not aware of.
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Thanks.![]()