[We the People] Bug reporting

Long time fan, infrequent poster. Love 2.9! I've been playing for a few hours and a few different starts, and I've noticed a save-game issue. If I do a save and then try to load it from the game (for instance, save-scumming before a battle [don't judge me!]), I will often get a CTD. But not always. Once I restart the game, that same save loads fine, no issues.
This has happened on both scenarios and FaireWeather maps. (Although I have always used the World Editor to add a Large River, resources, etc.; not sure if that would impact a save dozens of turns later...)

Thanks so much for all your work; 2.9 has been really fun!
 
Long time fan, infrequent poster. Love 2.9!
Thanks. :)

... and I've noticed a save-game issue. I will often get a CTD. But not always.
Once I restart the game, that same save loads fine, no issues.
We currently believe that there is actually a probelm with the cash. - But we are not sure. :dunno:
Since the saves can be loaded after you restart the game, the saves themselves should be fine.

Some of our other players reported as well but we modders could never reproduce. :(
It may also depend on the machine you play on.
 
Last edited:
If I do a save and then try to load it from the game (for instance, save-scumming before a battle [don't judge me!]), I will often get a CTD. But not always. Once I restart the game, that same save loads fine, no issues.
It's a mysterious issue and sadly might not be fixable. The savegame loading code contains no randomness meaning if it crashes, it should crash every single time or never crash. The fact that it crashes seemingly randomly indicates that there is something else going on.

There is an issue where the game crashes if the savegame contains too much data. Weirdly enough if I use the debugger to freeze the game during loading just prior to the crashing point, wait a few seconds and then start, it won't crash. That crash happens in the exe when requesting another byte from the savegame. No known remedy yet, but it only happened to me when I added extra data to the savegame for testing purposes, like really bloating it and making it 20 times as big or something like that.
 
Found a small bug.
It is fixed 90%. :)

Only 90% because we still have this case below that could fail:
Lake (still Terrain Coast / Ocean) being connected (to the real Ocean) by a Large River.
(But with Terrain Lake it will not fail anymore. The design of the bugfix takes care of that.)
  • But the case you reported is "just a huge Lake" and that is fixed now.
  • Also "just a Large River" is fixed now.
Once we have "Lake as Terrain":
  • "Just Lake " would already be fixed now.
  • Also "Lake" connected by "Large River" (to the real Ocean) would already be fixed now.

The most common cases (just Large River, just Lake) are already not causing the bug anymore.
Once we have Terrain Lakes we automatically have no more issue.

The design of this is now correct to properly work with "Terrain Lake". :thumbsup:

-----

@Raubwürger:
If you get the newest DLL the bug you reported will be fixed. :thumbsup:
(Because you played on a random map that does not have Large Rivers - thus combination Large River + Lake is not possible.)

-----

Summary:

Issue 100% closed once we have Terrain Lake.
Until then it is only 90% closed ...
(But since "Terrain Lake" will be implemented I consider it closed.)
 
2.9
Not a bug but rather a game / event question
Spoiler :

upload_2021-5-21_19-42-31.png


The event about wild animal near the city has options
1) use available guns to form settler militia - 150 guns
2) hire hunters to take care of them - 1500 gold
3) just an animal, ignore +600 gold and some unrest

Does option 1 really only remove the guns or does it take the guns and one of the existing colonists in the colony? (e.g. is there a risk that I lose my Master Farmer?).
Does option 2 make sense as a "Hunter" does only hunt on the city screen and is limited to shooting bisons and deer - but has no way to hurt any animal on the mapscreen? Or should a hunter actually be able to attack animals so that the option makes sense?
 
Does option 1 really only remove the guns or does it take the guns and one of the existing colonists in the colony?
It just removes the guns. It will not touch your colonists. That is too risky considering bugs.

Does option 2 make sense as a "Hunter" does only hunt on the city screen and is limited to shooting bisons and deer - but has no way to hurt any animal on the mapscreen?
This is just an immersive "story". Hunters usually kill Animals. This is not really about a "Wild Animal" on the map or a gameplay mechanic.
 
2.9
The King usually uses 3rd person Pluralis Majestatis in his adresses. us --> Us
Spoiler :

upload_2021-5-21_23-4-18.png



The offer to ship the treasure strangely first appeared when I started my 2nd colony at another place. I had already gathered 3 treasures in Ft. Cristina, combined them and shipped them to Europe on a Galleon I bought and got no royal offer for transport at that time.
 
2.9
A political refugee was promoted to Elder Statesman by Learning by doing.
However instead of staying where he was, he was thrown out of the colony. Is that an unintended result of the hotfix to prevent colonists vanishing from the colonyscreen?
Spoiler :

upload_2021-5-21_23-32-38.png

 
However instead of staying where he was, he was thrown out of the colony.
I think that's how learning by doing has always worked. It kills the old unit and then it creates a new one. However it doesn't move the new one leaving it outside the colony.

Now that you mention it, I suppose it is something I could look into. When I noticed I was an inexperienced modder and didn't investigate. I'm no longer inexperienced. Also writing this, it just occurred to me that it might be using the same code as when a student finishes at school. Those are kicked out of the school and it wouldn't make sense for them to return.

EDIT: actually there is a problem. All units are looped and they do their turn. The old unit produce yields, new unit is created and the old is marked to for deletion and then the loop continues to the next unit. If the new unit is added to the colony, it's added to the end meaning it will get a turn too.
In short adding it instantly means old unit and then new unit both produce yields the same turn.

While this makes it complicated, it might not be impossible to get the new unit to move into the colony. It just has to be done later.
 
Last edited:
2.9
The King usually uses 3rd person Pluralis Majestatis in his adresses. us --> Us
Yes, @Kendon did that purposely in his recent changes. :)

The offer to ship the treasure strangely first appeared when I started my 2nd colony at another place.
You need to have a Pier in that City like it was since TAC. ;)
(There is no offer without that.)

2.9
A political refugee was promoted to Elder Statesman by Learning by doing.
However instead of staying where he was, he was thrown out of the colony.
However it doesn't move the new one leaving it outside the colony.
That is the way it works since TAC as well. :)

And yes I implemented that on purpose so you actually really figure out that the Unit was promoted and in which City.
(It is actually really helpful in a gigantic empire where you get lots of such messages.)

It has nothing to do with anything we did in 2.9.
(This is still my original design of "Learning by Doing" from 13 years ago.)

While this makes it complicated, it might not be impossible to get the new unit to move into the colony. It just has to be done later.
Guys, please no.
We do not have to invent a bug where there is none.

----

No bugs. :thumbsup:
Everything seems to be working as designed.
(The last 2 are working like that since TAC.)
 
Last edited:
2.9 Event question
Spoiler :

upload_2021-5-22_21-53-44.png



A trader that I sent to go to the village in the northwest receives an event to create a "trading post" just outside my cultural border. Only that what is called trading post in the event is no trading post at all (as those are established in native villages) but a fort (that does not trade but extend culture and block enemies but only if a military unit is stationed in it) that has nothing to do with trading?
 
A trader that I sent to go to the village in the northwest receives an event to create a "trading post" just outside my cultural border. Only that what is called trading post in the event is no trading post at all (as those are established in native villages) but a fort (that does not trade but extend culture and block enemies but only if a military unit is stationed in it) that has nothing to do with trading?
Agreed, the story does not fully match. :)
(Also in your screenshot it seems like some of the explanation text is too long and cut off.)

Thanks for reporting. :thumbsup:

@Kendon:
Could you check the text of the Event and rewrite it so it will be about a "Fort"? :hug:
Thanks, I would like to invest my efforts the next days for implementing "Terrain Lakes" or fixing programming issues.
 
WTP 2.9
Is this a bug?
I have build cocoa plantation (cocoa trees present at tile) and that tile produces only one cocoa.

cocoa plantation bug.jpg
 
IIRC Cocoa needs jungle to grow - did you (or an event) destroy the jungle feature on that tile?
 
IIRC Cocoa needs jungle to grow - did you (or an event) destroy the jungle feature on that tile?
Exactly. :thumbsup:
(Seems as if the Terrain Feature Jungle below the Bonus Ressource Cocoa Trees was somehow destroyed.)

So no, probalby not a bug.
At least not if that was caused by an event of purposely.

But do not worry:

There is a Pioneer Action for Re-Forrestation with Jungle.
Finally that old Re-Forrestation feature I implemented gets used again. :woohoo:
(Almost felt already that it was hardly ever used.)
 
The 2.9 release zip includes two different assets directories, one "Assets" (note the uppercase A) with all the game data, one "assets" (lowercase) with the CvGameCoreDLL.dll. If unpacking on a case sensitive file system (like on my btrfs linux system ...), the mod won't work without manually moving CvGameCoreDLL.dll to the correct "Assets" directory and deleting the other.

Just thought I'd mention it for the other linux gamers out there, and maybe you could take care about this in the next release ... :)
 
The 2.9 release zip includes two different assets directories, one "Assets" (note the uppercase A) with all the game data, one "assets" (lowercase) with the CvGameCoreDLL.dll. If unpacking on a case sensitive file system (like on my btrfs linux system ...), the mod won't work without manually moving CvGameCoreDLL.dll to the correct "Assets" directory and deleting the other.

Just thought I'd mention it for the other linux gamers out there, and maybe you could take care about this in the next release ... :)
Fixed. I did test the script I wrote for creating that zip file, but admittedly I didn't think to test for case sensitivity. To be clear: I'm not replacing the existing 2.9.0 zip file. I only updated the script to have this issue fixed in the next release.
 
2.9 Event question

A trader that I sent to go to the village in the northwest receives an event to create a "trading post" just outside my cultural border. Only that what is called trading post in the event is no trading post at all (as those are established in native villages) but a fort (that does not trade but extend culture and block enemies but only if a military unit is stationed in it) that has nothing to do with trading?

Thank you. The screenshot was especially helpful. A couple of days ago I shortened this exact event description because it was too long for the box. None of us at that point made the logical connection, as you did, that trading posts have to be in Native villages; thus we can't build them in places that will annoy the neighbours.

Forts to protect trade routes still make sense. Here cities started as whiskey forts. I've changed the English text to a fort and used "trading fort" in some subsequent dialogue.
 
On the updated map RAR Americas Gigantic there are some coast tiles where there should actually be large river tiles: The lower Rio Grande, Mexican/Texas border near the native village Coahuiltec.
This allows ships to sail up the river while the river ford there does not allow land units to pass.
 
Back
Top Bottom