[We the People] Bug reporting

I'm definitely getting an increased number of freezes and shut downs, which is killing me. It's always at the end of a turn, I see everything freeze for a couple of seconds, and then it crashes out to the desktop.
 
Just had it happen again. My last 3 games have crashed out somewhere between 1580 and 1600.
 
Not sure if this is intended or not, but when using a milkman/milkmaid, it consumes X cattle but then produces [X + bonus] cattle due to the bonus that the stable itself gives to animal production.

Before I put in the milkman, the settlement is making +7 cattle per turn.
Spoiler :
no milk.png


After I put in the milkman, cattle is at +8 per turn. (The milkman consumed 3 cattle and then produced 3 + 20% bonus cattle = 3.6 cattle, rounded up to 4 cattle.)
Spoiler :
milk cow 20percent.png
 
Not sure if this is intended or not,
Yes it is intended that Milkmaids indirectly also breed Cattle.
It is maybe just not displayed perfectly.
 
Yes it is intended that Milkmaids indirectly also breed Cattle.
It is maybe just not displayed perfectly.
I realize that milkmaids consume and then breed cattle, but my question was whether it was intended for the breeding part to receive bonuses to cattle production. Thus, a milkmaid in the stable might breed more cattle than it consumes, in other words increasing net cattle production.
 
Thus, a milkmaid in the stable might breed more cattle than it consumes, ...
Yes, that is intended. :)

It is intended that Milkmaids produce additional cattle / sheep / goats.
(It is a second way of breeding animals - e.g. also in the coldest Tundra regions.)

It is in fact not just possible but common reality to breed livestock in stables.
So the Milkmaid by taking care of the stables will also breed cattle / sheep / goats.
 
This is getting away from bug reporting, but it does seem to be a bit of a disconnect that we can breed cattle in the colony itself, obviating the need for a rancher in the field, but can not do the same for the other types of livestock, especially the fowls.
 
This is getting away from bug reporting, but it does seem to be a bit of a disconnect that we can breed cattle in the colony itself, obviating the need for a rancher in the field, but can not do the same for the other types of livestock, especially the fowls.
As I said many times - we modders make compromises here and there.
Some stuff exists, some stuff simply does not. :dunno:

With the "Milk & Cheese" that was simply my idea how to implement it - and it is working as designed.
Sorry that I did not also implement something like an "egg production" as well ... but I did not consider it an important industry ...

Generally it however might possbible to add in the stables something like "Egg Collectors":
(All it needs is somebody motivated to implement it.)
  • Chicken --> Food + Chicken
  • Geese --> Food + Geese
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But PLEASE let us not have balancing or feature discussions in the thread for bugs. ;)
It is always possible to quote and post somewhere else.
 
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I have the MOD in version 4.0.2, I have had some crashes, they are more common right after finishing the load and before being able to make any movement. Something I noticed the last time it happened is that in the middle of the sound of birds singing the game cut and then there was a 1 second freeze, the sound cut followed by the crash.

when the crash happened, the sound of birds typical of forest animation was cut in half, before being finished. When I opened it again I couldn't reproduce the error.

I was with a scout unit (indentured), on a tundra tile with northern forest. nearby there were blizzards on tiles with Ice (maybe that could have something to do with it). I couldn't see the ocean on my screen so I don't think winds/storm were the cause.
 
when the crash happened, the sound of birds typical of forest animation was cut in half, before being finished. When I opened it again I couldn't reproduce the error.
I have a theory currently about it as a start for first analysis. :think:
(Currently I think it may be related to some of the new Terrain Features I had implemented.)

I even implemented already a change as possible fix to at least reduce the problem.
(I removed the EFFECT_BIRDSCATTER from all Terrain Features that are not actaully trees.)

It would even explain the randomness of these CTDs as EFFECT_BIRDSCATTER only happens under certain conditions with a 15% chance.
(i.e. the Unit needs to move into the specific Terrain Feature that may have the problem and then there is still just a 15% chance to actually trigger it.)

So in early game this is unlikely but in late game once the map is explored it may happen more often.
But again, it is a bit hard for me to actually analyze the Terrain Feature graphics / effects.

------------

Currently just do not know how to possibly confirm it without having people actually play long games ... :think:

Edit:
In WTP 4.0.3 we have implemented a new "debug feature" that may help us to find such issues.
So maybe some of our testers / supporters may help to see if we can still find something after my change.
 
I have the MOD in version 4.0.2, I have had some crashes, they are more common right after finishing the load and before being able to make any movement. Something I noticed the last time it happened is that in the middle of the sound of birds singing the game cut and then there was a 1 second freeze, the sound cut followed by the crash.

when the crash happened, the sound of birds typical of forest animation was cut in half, before being finished. When I opened it again I couldn't reproduce the error.

I was with a scout unit (indentured), on a tundra tile with northern forest. nearby there were blizzards on tiles with Ice (maybe that could have something to do with it). I couldn't see the ocean on my screen so I don't think winds/storm were the cause.

the crash happened again, and again with the sound of birds in the middle of forest without being cut in half. occurred immediately at the end of the load, before being able to move the unit.

I'm even going to send the save because the error happened to me 2 times on two different days with the same save on top of the same tile.

I was able to reproduce the same error again in the same place because since yesterday I didn't have time to advance the play. and then I was exploring the goody 2 tiles south of the scout, and going to screen europa selling the tresuries to buy a unit, and reloading doing all the different sequence combinations of movements to have the best result in terms of which unit I would win on dock in europe.

I think it might be related to that. you can use this save to see if you can find out the problem.
 

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I think it might be related to that. you can use this save to see if you can find out the problem.
Is the CTD really reliably reproducable with that savegame? :think:
If yes it would help a lot, if not we would be hunting ghosts again ...
 
I think it might be related to that. you can use this save to see if you can find out the problem.
After trying a bunch of times I finally managed to get a crash. Sadly all I learned from that crash is that it is likely audio related. I'm not sure we really learned anything from that. Well I did learn that we aren't chasing ghosts because this is the first time it crashed for me with any savegame. Still no clue on how to fix it through.
 
After trying a bunch of times I finally managed to get a crash. Sadly all I learned from that crash is that it is likely audio related. I'm not sure we really learned anything from that. Well I did learn that we aren't chasing ghosts because this is the first time it crashed for me with any savegame. Still no clue on how to fix it through.
When a part from Civ4 has been implemented in the mod it is likely that this part refers to some audio files Civ Col does not have. Maybe this has something to do with it. :think:
 
After trying a bunch of times I finally managed to get a crash. Sadly all I learned from that crash is that it is likely audio related. I'm not sure we really learned anything from that. Well I did learn that we aren't chasing ghosts because this is the first time it crashed for me with any savegame. Still no clue on how to fix it through.
did you manage to cause the crash to occur using the save I sent? that's great, at least now we have a point to try to hunt down the problem. I will continue to play on this save and if new errors occur I will let you know here. i hope this helped a little

something that I think can be related is that another time I had the crash it occurred in a place on the map close to the area of the land of fire, close to antartica. on the screen there were also forest tiles, and they were cold tiles like tundra and ice, with their cold forests. I think maybe that could have something to do with it.
 
Well, I also raport some crashes, I thought that was, becouse I've change machine from desktop to laptop but maybe is more related to game develop during turns.
I've got crashes frequently after another turn starts and usually everything freezes and later on game crashes and app is closed. Sometimes it's happening without freezing, just crash and close game app.
 
Same with frequent crashes for me as well now. Even when starting a fresh game just as map has been generated app closes or freezes.
Was doing fine after fresh install of game and 4.0.2, but suddenly frequent crashes again. Not reproducable it seems, totally random.

Any way for us with frequent crashes to have some app in background that may log the crash for more info to give to the team?
 
Good feedback from internal testing:
As it seems there are no more random crashes anymore in WTP 4.0.3 :)

Seems like the changes / fixes have helped.
(There were some corrections e.g. in graphics and sound files.)
 
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