[We the People] Bug reporting

Hi, New Hope, latest sources and build, the French are cheating! It's already hard to kill off AI, but having a Royal Frigate deliver support by docking in inland cities is just another level! :crazyeye:

Edit: It's not clear from the image but the pointer is hovering over Montreal.
Could you upload a save game? Ideally one before and after the Royal Frigate spawns. The code should check for a city with deep coast :(
 
the French are cheating! It's already hard to kill off AI, but having a Royal Frigate deliver support by docking in inland cities is just another level! :crazyeye:
The cheating is actually that the French managed to get a Royal Frigate and then it spawned in a colony where it is useless. It won't defend against land units and it can't move or attack naval units. As already pointed out this is a bug.
 
I'm not sure if this actually affects gameplay or not, but in Single Player, Custom Scenario, in Americas Gigantic - Random, no matter which leader I choose in which slot, their country shows as New England.
 
I confirm - when choosing any leader, it is not the country corresponding to this leader that is selected, but New England.
@PH2 while we have not determined the reason why this is happening, after choosing a leader, select the appropriate nation.
 
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Not sure if this is a bug or something different about New Hope. I trained a Seasoned Scout in a native village. Bought 100 horses and put them in my city. Scout is in my city but I cannot assign him to the scout profession so that he is on horseback. It's not an option on the profession screen. Am I doing something wrong?

EDIT to add that I cannot assign anyone, seasoned or not, to the scout profession even though I clearly have 100 horses in my city.
 
The required goods for equipping units has been adjusted in WTP. For example, a scout requires 50 horses and 20 baked goods. This was done to integrate the new goods of the game.
Please look at the professions section of the colopedia, all the information on required goods for units out of town is there.
 
Thanks. I had read through it but didn't recognize baked goods. Honestly, that's my biggest issue with this version is not being able to figure out what each picture is, and then understanding what I'm supposed to do with that particular resource.

For example, Wild Bird Feathers. The Colopedia does a great job of explaining all the multipliers from different citizens and for each type of feather, but I don't see anything that explains what they are used for. It says they are used for clothing/hats, but I don't see anything that links production of bird feathers to use by some expert to make clothing.

It's those kinds of connect-the-dots issues that are making this version very difficult to play. I just feel like I've got 100 times more resources I could collect, but very little understanding of what to do with them.
 
Honestly, that's my biggest issue with this version is not being able to figure out what each picture is
I just added a bunch of links to colopedia, which also provide mouseover help. It's incomplete as I updates the pages, which were easy to update. Improvements is untouched right now as it's written in a way, which is incompatible with links. It also scales poorly to different screen resolutions so that page needs some work.

This still aims at telling what you can produce, but not why you want to produce it as in where cargo is used. One step at a time.

Overall I agree with you. The learning curve for all the new stuff is too steep due to lack of easily accessible documentation.
 
Totally understand. I'm just glad the answer isn't "it's just you" :lol:. Definitely meant as constructive criticism from someone not intimately involved in making the mod. I'm just thrilled to have figured out how to get the game working so I can start to explore all of the new stuff.
 
Here you go, 1592 is before and 1593 is after.
Hi codiac, I was trying to load your game and have a look around why that city is selected as a valid spawn point for the royal frigate/reinforcements. Unfortunately I cannot even load the game atm due to a new crash bug that popped up in our current development version.
 
Hi, New Hope, latest sources and build, the French are cheating! It's already hard to kill off AI, but having a Royal Frigate deliver support by docking in inland cities is just another level! :crazyeye:

Edit: It's not clear from the image but the pointer is hovering over Montreal.
Fixed. The logic for royal interventions for AI was missing a check for the correct city to spawn and would just choose the first city (left). As you had conquered their coastal first city, the units now spawned inland. In the future, a royal intervention won't happen if the AI player has no city with deep water left.
 
Hi Guys
Play some test games of New Hope and just realized that map scripts do not generate any single plot of plains, wetlands nor shrubland. Also there are no resources of barley, rice or cassava so no bakery good no beer. Tried a few times with new game but effect is the same. I am using "A_New_World" and "FaireWeather" map scripts. Is it intended for whatever reason?
Cheers!
 

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Thank You very much Nightinggale, it works perfectly! Now, I can dive in this incredible mod :thumbsup:
 
Hi Jarke,

Great that you look into making new maps! :thumbsup:
I can confirm - as I created three fictional (i.e. random) maps for WTP, plains, wetlands and shrubland are included if you use FaireWeatherEx.

To give some insights on features that are not yet included:
- Large rivers are not generated
- Ocean streams are not generated
- Shallow coast is generated, but felt out of place a lot of times for me. I would expect them mostly to be where small and large rivers end into the sea/ocean.
- Some mountainous regions are too large for my taste.
- Taiga appears is generated, but not enough for my taste.

Hopefully this is helpful. Good luck and please let me know if you need would want to discuss things. :)
 
Hi ArchdukeLiet,

thanks for advise and clarification, I was not up to date with map scripts situation for New Hope. :thumbsup:
I spent a few hours generating maps with FaireWeatherEx, making like 25-30 tests and I am not too happy with results. I can live without large rivers and ocean streams (although the latter is really fun feature and the first is just gorgeous with its fords) but I did not find a map to my liking. It is obviously matter of personal taste, but for me there too many mountains and hills on every generated map. Every time there are whole regions of hills and mountain ranges. Also wetlands are very common. I miss some flatlands with occasionally hills and mountains. For me it is hard to find spots for a bunch of colonies. Making food and sustaining health is problematic.The shape of landmass is often very irregular (despite choosing "regular" shape in options) with small islands, very long and sharp penisulas and deep bays what causes long distance to Europe.. I wish one day someone would adjust "A_New_World" map script for New Hope :) But, I can imagine that making a good map script is not an easy task..
For now, I am playing one of Yours scenarios map, the enormous one - it is great, thank You for Your effort making it :goodjob:
Is it possible to modify it somehow to have one plot radius colony land size? I really like this traditional approach :cool:
Cheers!
 
let me give some comments about the generated maps.
there is a map generator that creates the Large Rivers, but it does not support the generation of new types of terrain. the person who was involved in the development of this generator, unfortunately, has not been in touch for a long time. therefore, the team cannot even answer the question of when automatically generated maps with all the innovations will be available.
 
Thanks for the compliments. :)
I agree with you on the amount of mountains. That's probably the thing that costed most of the time when adjusting the three maps that I made.
Future work of the mod is to adjust the map generator (the thing is that we currently have no experienced map script mod...). Always useful to have your feedback on that.

If I'm correct, you can change the city radius by adjusting the UserSettings file in the main folder of the mod.
Change Default Colony Catchment Radius=2 into Default Colony Catchment Radius=1.

Could you give that a try?
 
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