[We the People] Bug reporting

Hi, I have saved game that keeps crashing when continued. Is here the right way to report it? Sorry if not.

I tried to stop all units from what they are doing but it doesn't seem to help.

Will start a new game now.

Cheers from a real hessian ;)
 

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Is here the right way to report it?
Yes, that is the right way to report. :thumbsup:

Which release do you play?
Do you play the last public release WTP 3.0.1?

Because if yes, the CTD is most likely already fixed in upcoming WTP 4.0.
(There are almost 2 years of development between 3.0.1 and 4.0)
 
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Yes, that is the right way to report. :thumbsup:

Which release do you play?
Do you play the last public release WTP 3.0.1?

Because if yes, the CTD is most likely already fixed in upcoming WTP 4.0.
(There are more almost 2 years of development between 3.0.1 and 4.0)
Allright and thanks for the answer. Yes, I am playing 3.0.1. I gonna get real excited about 4.0 I believe :scan:
 
Hi, New Hope I have somef issues to report.

1: My capital is surrounded by shallow coast, so galleons etc can't go there. When my King asked me to go to war and I chose to get a ship and troops, the Royal Man O War was delivered to a different port. All good! However, when he got bored and offered a Royal Frigate to speed things up, that was delivered to my capital and can't get out.

The same thing happened with the founding father that gives 2 frigates and a corvette. They are in my capital and the Frigates can't get out.

The Royal man O War you get for having 6 Frigate sized ships also went to another port; by that time my capital was full though so not sure if that is related.

FWIW it wouldn't bother me if these were delivered to the dock in Europe.

2: Unsure if this is considered a bug, but it annoys me ;) It appears that the skill a native village can train is unrelated to the environment they are in. I have native villages that only have access to tundra and ocean training sugar and coffee planters. I'm using random maps with random native placement and the 2 I am looking at are Cherokee. They are at the very bottom of the map, so it's all Tundra and half frozen ocean.

3: There seems to be a bug where scouts with Explorer II promotion lose the abilty to see the extra distance. Not quite sure when or how it happens. It might affect other units but I only noticed this with scouts ... I don't tend to give it to other ground units.
 
1: My capital is surrounded by shallow coast, so galleons etc can't go there. When my King asked me to go to war and I chose to get a ship and troops, the Royal Man O War was delivered to a different port. All good! However, when he got bored and offered a Royal Frigate to speed things up, that was delivered to my capital and can't get out.
Your version is either outdated or you are playing an old savegame.
That bug is already fixed in the latest version. (It was fixed like 3 weeks ago)
 
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3: There seems to be a bug where scouts with Explorer II promotion lose the abilty to see the extra distance.
That is very unlikely honestly and probably just a misunderstanding with some other game rules (like e.g. limited sight through obstacles like Vegetation or Mountains).
It is pretty hard to decide though without having been given a screenshot or a save.

Edit:
I also just checked and it was working fine.
 
2: It appears that the skill a native village can train is unrelated to the environment they are in.
No it is not "unrelated", but the environment is just one factor of the algorithm.
It is not a bug. The algorithm is just more complicated than just environment.
 
Hi, I have issue with turn end, when the computer turn is coming to end and game is focusing on a city game is crashing. I tried to change production and all units near the city, nothing helped, are you still analysing WTP 3.0.1 or all are waiting for 4.0?
 
Your version is either outdated or you are playing an old savegame.
That bug is already fixed in the latest version. (It was fixed like 3 weeks ago)
Hi, been a bit busy, but I rebuilt the DLL, updated all files, started a new game, and this definitely happened when I got the ships from
John Paul Jones. After this I got that event where the Navy wants a frigate, I said OK, when I got it back it went to another port. So I got 2 out as the corvette can sail out ... I wonder if that is a clue, one of the ships could sail out?
1675507969575.png
 
That is very unlikely honestly and probably just a misunderstanding with some other game rules (like e.g. limited sight through obstacles like Vegetation or Mountains).
It is pretty hard to decide though without having been given a screenshot or a save.

Edit:
I also just checked and it was working fine.
I will try for a save and screen shot, it definately worked when they got promoted and stopped working. I have a hunch it might be related to lieutenants, but I haven't got any yet >_<
 
when I got the ships from
John Paul Jones
Ah ok Founding Fathers is a different story - we had not thought about them. :)
We had only fixed it for Python Events and DLL-Diplo Events.

Generally it should be easy to fix though. :thumbsup:
(Also wrote a bit about it on discord bug channel.)

Edit:
It is fixed now. :)
See this commit.
 
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are you still analysing WTP 3.0.1
Not really. WTP 3.0.1 is outdated by 2 years compared to upcoming Release 4.0.
Almost all the old single player bugs that were reported for 3.0.1 were fixed many months ago.

or all are waiting for 4.0?
Yes, that is actually what is happening right now. :thumbsup:
All available resources are bound to finish and publish the new release.
 
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I don't know if it is known, but already in WTP and currently in New_Hope goods are sold through the customs house that exceed the storage capacity of the customs house (and not the settlement).
In the expansion stages before that, I have not yet noticed this.

A constructed savegame I would have, but is also made quickly

(In WTP, I simply did not build the customs house anymore, since this effectively reduces the capacity)
 
I don't know if it is known, but already in WTP
There are custom house settings to start selling e.g. at about 300.
So no it is not intended to just sell when it is full. It is intended to sell according to the "sell setting".

Summary:
It is not a bug, I think you just have not understood the feature (and missed the settings).
Just change the custom house settings to whatever values you want. :)
(e.g. Tell it to sell at much higher numbers or tell it to sell some goods not at all.)
 
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OK, thanks!
Then I deal with it once and adjust the descriptions...
In the German description it only says that the stock surplus is sold.
 
@AemonAlCaar

We had really put a lot of effort into implementing the Custom House feature in those days for RaR. It is one of the best features of the mod.
It is really an extremely versatile and powerful feature - that even comes with its own UI -sadly it seems some players simply never learned how to use it ... :undecide:

I believe that most of the "advanced features" we have are not known even to most of the experienced players.
People somehow just think that this game is still "just a mod of Vanilla" and thus do not even assume we implemented stuff like this ...

As I said, just use the settings properly. :thumbsup:
see here:
Civ4ScreenShot0001.JPG
 
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Thanks :)
After I searched, I had found it. But since there was no hint in the building texts in German, I somehow never looked for it....

Texts in the German I have updated.

A hint under Characteristics would be awesome.
If it's not that complicated, I might look into it to get into Python (At least I suspect it would be a python change).
OK... maybe also C++

1678108926897.png


Implemented! :)
 
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Hey there
thank you for all the work.

I didn't want to wait for the beta release, so I did a shallow clone of New Hope, compiled and played it a bit.

Here's a few bugs that I've stumbled across:

Most annoying, I've got a problem with founding fathers. I've been able to take and reject Exploration FFs. But even though I have the points to also get FFs in trade/religion... I am not offered those. I've attached a savegame where, if you go to the next turn, you will be offered the next ExplFF. If you reject him, you will not be offered other founding fathers that should be available in the other categories (you can even see that I haven't gotten or rejected any of them in the FF-F6 view).

I got a Galleon from an event (from the King for 2000 gold, to take treasures home) ... but that Galleon is bugged. It can transport treasures and cargo ... but I cannot put any unit on it, even when it's empty. An ordinarily bought Galleon works fine, it's only the event Galleon that is troubled.

Sail To Europe pathfinding seems bonked. I can manually send a ship from my port to Europe in one turn, but if I click the button a different path is chosen and the ship is stuck not going to Europe for another turn (it ends the tile on the travel zone, but doesn't actually vanish from the map that turn).

Minor issues/bugs:

The three rows of goods in the colony view. Neither the tooltips nor the dragging the cargo is well aligned with the positions. It seems like a bit offset, and it's annoying to have to adjust mouse positioning to actually grab the goods.

Some promotions can stack so many tooltip lines that it breaks the overall tooltip. The most interesting stats (strength,xp) get pushed out of the top left corner, so they can no longer be read. Ranger 1/2 especially with some other promotions (mountaineer 1/2) does it, because it lists so many different forest-like features.


I've also got a lot of other comments and thoughts on balanceing, where do you want me to contribute those?
 
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