[We the People] Bug reporting

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.

Thanks I will correct it. :thumbsup:

Edit:
It is corrected now. :)
 
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I get "negative cargo in colony" error. Attached save and autosave files.
 

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I get "negative cargo in colony" error. Attached save and autosave files.
Is the error reproducable?
Or is it gone once you load the savegame again?
 
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It is definitely reproducible in September 1524 if I load May autosave, or January autosave.
Ok thanks. :thumbsup:

So if it is reproducable it should be possible to debug.
Should then help a lot to analyze it.

With older January 1523 autosave, the error does not occur.
Ok, strange ... :confused:
 
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I get "negative cargo in colony" error. Attached save and autosave files.
Great. Finally I can reproduce this bug. Turns out that the natives are raiding and steals 37 horses when only 30 are available. How that turns into extreme numbers is yet unknown, but it did in one test run so far. Even without extreme numbers, having -7 horses shouldn't happen.

More investigation is needed, but now I finally have something to investigate. I really appreciate this savegame. I have spent quite a while trying to recreate this bug myself without any luck.
 
Hi,

I tried the new 2.9 it is great. Found a small thing: there is a newline indication in text for the import option under trade routes
upload_2021-5-24_15-8-16.png
 
RaR Americas Gigantic

Sailing from Europe to either of this colonies takes 6 turns instead of 12. Sailing from Sloop location to Europe also takes 6 turns instead of 12.

6-turn-city-1.png
 
2.9
I got the negative goods warning the first time myself.
Spoiler :

upload_2021-5-24_16-57-37.png



Attached is a savegame right after this message (1554) and at the start of this turn (wrongly still labelled 1492 as I overwrote it several times).
 

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Sailing from Europe to either of this colonies takes 6 turns instead of 12. Sailing from Sloop location to Europe also takes 6 turns instead of 12.

Yes, because the original map creator did not care about "Europe West" and "Europe East". :dunno:
So the map is simply a bit bugged - if somebody wants to repair it, that would be great. :thumbsup:

I am personally not going to touch it anymore because I am fed up with it, sorry. :nope:
This map has wasted too much of my time aready ... and I do not even play it.

But again, if anybody is going to repair and share it, that would be highly appreciated. :thumbsup:
 
I tried the new 2.9 it is great. Found a small thing: there is a newline indication in text for the import option under trade routes

Thanks a lot for reporting. :)

Edit:
It is fixed. :thumbsup:
 
Turns out that the natives are raiding and steals 37 horses when only 30 are available.
What ? :confused:

My old "Native Raids" feature is bugged like that? :(
I was really sure I implemented it in a way that stealing more goods than available should be impossible ...

Edit:

@Nightinggale
has already found and fixed the bug in "Native Raids". :thumbsup:
Damn, I had forgotten to properly consider GameSpeeds (for the amount of goods that could be stolen) ... :blush:

And on top of that my comments in code had even been written in German ... :mischief:
But well it was one of my very first RaR features ...
 
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I get "negative cargo in colony" error. Attached save and autosave files.
Fixed.

Damn, I had forgotten to properly consider GameSpeeds (for the amount of goods that could be stolen) ... :blush:
The problem was:
  1. testing if colony has enough stored: used xml value directly
  2. changing profession with stolen horses: costs adjusted for game speed, difficulty level and traits
In the savegame costs are increased by 50%. This meant it could change profession because 25 < 30, but then it removed 37.

This is one of those bugs, which can be hard to find. Not only will you need a raid with just the right amount stored to fall between those two numbers, you also need the actual cost to increase. Only the easiest difficulty level (+10%) and slower game speeds increase the cost. Ray likely tested this with modifiers where the actual cost is lower than the xml value, in which case the bug would be that the natives fail to change profession even if they could. That is next to impossible to discover through gameplay testing.

2.9
I got the negative goods warning the first time myself.
Ok, I'm going to test if the issue is the one I just fixed or if there is more than one way to break storage.
I tried the new 2.9 it is great. Found a small thing: there is a newline indication in text for the import option under trade routes
Looks like did a typo and missed the trailing ]. I see that it's already fixed. Thanks for reporting.
 
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Yes, because the original map creator did not care about "Europe West" and "Europe East".
I noticed this issue long ago, but always thought it was an attempt to make settling particular territories easier. However, overall this incostincency forcing player to place colonies in specific plots, and manually lead their ships to other specific plots, all to shave off 6 turns of Europe travel - is very annoying, so I genuinely believe it should be addressed.
But again, if anybody is going to repair and share it, that would be highly appreciated.
Done.
 

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I noticed this issue long ago, but always thought it was an attempt to make settling particular territories easier.
No, the Map creator simply did not understand the differences between "Europe West" and "Europe East". :dunno:

Thanks. :hug:
 
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Yes, because the original map creator did not care about "Europe West" and "Europe East". :dunno:
So the map is simply a bit bugged - if somebody wants to repair it, that would be great. :thumbsup:..
strange, I didn't have such a problem on this map before ..
in the map settings (comparing with others) I did not find where the number of turns for swimming to Europe is configured.

update: saw the commit from @raystuttgart - understood where the errors were.
 
When I assign free colonist as colonial militia, it just dissapears and is not seen neither on colonial screen, nor on map. Military advisor shows him just well. Reproduced bug 3 time, savegame included
Looks like an issue with unrest
Screenshot 2021-05-25 204446.png
Screenshot 2021-05-25 204534.png
 

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When I assign free colonist as colonial militia, it just dissapears and is not seen neither on colonial screen, nor on map.
@Elirector:
Thanks for reporting and the save. :thumbsup:

@Nightinggale:
This is now the second time I hear about it today. :undecide:
(It was reported already on Steam.)

----

Did we not already have something like that in the past? :think:
I think the fix was to just have it be popped outside the City the next turn ...
 
@Elirector:
Which release do you play?
Is it Release 2.9 ?
(Just asking to be sure.)

Edit:

Looks like an issue with unrest
Yes, but that is normal. :)

You can not change Professions during Unrest.
After the Unrest the Unit will pop-up again. :thumbsup:

Do not worry, that is not really a bug.
Pretty normal Unrest behaviour. (Since Vanilla)

@Nightinggale:

Maybe we might think about how to prevent that misunderstanding in the future ...
(Simply not allow Profession Changes during Unrest.)

Inexperienced players often simply do not know such things.
(Thus if we do not prevent it, we might get more bug reports like that.)

-----

@Elirector:
Man, you already got me worried. :lol:
 
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