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Bug Reports Sticky

A topic by Commodore Shawn created Jun 15, 2017 Views: 13,643 Replies: 337
Viewing posts 101 to 113 of 113 · Previous page · First page
(2 edits)

Bug report 1: The AI thinks building a trade yard is a high priority, even over removing ruins. Furthermore, building trade yards seems to be a higher priority in 3.1.0 than in 3.0.0. As a result, the AI can wind up being ruins collectors:

Bug report 2: The AI is poor at waging war. In the above screenshot's game, even as a ghoul unit was creating ruins, the white-outline force sent a single levy unit to try and defeat their northernmost province's lion nest. They're also more than willing to send  a clearly insufficient force to attack a ghoul unit (levy only, equal or inferior numbers).

EDIT: Just after that image I took the empty land northeast of white-outline (carpe diem!) and exchanged maps with the blue-purple just northwest of white outline... who has four more ghoul units causing problems. Therefore...

Bug report 3: As of 3.1.0, the AI cannot handle ghouls.

LATE EDIT: I've seen that the AI obsessions vary. Sometimes they really want trade posts, sometimes they really want farms, but on multiple occasions I've seen an AI build the same building over and over in the same territory.

I'm getting some really rocky performance on the latest version. It's so bad that I'm having difficulty pausing. Save

Minor bug report: I tend to give every city a small guard (blame the Civilization series), so my army count quickly gets bigger than expected. Unfortunately, the general list flows out of the box.


Fortunately, simply expanding the box will fix that.

Developer

I'll take care of it, thanks 

(1 edit)

Bad news: Optimized Tile Drawing isn't fully bugfree.

EDIT: Also, if you have a large info panel (in my case it's very obvious on the nobles' Manor House, although it's barely visible on the above image), the map appears over the info panel's background but beneath everything on the info panel.

Developer

If I close my eyes does that mean the problem goes away?

Thanks, I'll look into it.. again.

thank you for finding this

It oftens seems impossible to get tools to resource camps.

Sometimes the tools arrive after a while, sometimes they don't. It seems to happen more when the tools have to come in by trade (I'm pretty sure they do come in by trade). What makes it really bad (and which is IMHO quite unnecessary) is that a resource camp seems to just shut down while it waits for the new tools, rather than at least work at the level of the best tools available (e.g. stone tools which are available by default). Can we please just have such camps at least running at stone tool levels while it waits for tools?

The combination of these facts make this one a real economy-wrecker. I had a case where I finally get hold of a single tin mine. Okay, I start creating bronze tools in the very same province, which luckily is a city... I set the tin mine to bronze tools. However, turns out my serfs just sort of aren't feeling it that year, or any year, and the mine just sits there waiting for its bronze tools whenever I set it to bronze tools. So whenever I even try, it shuts down the entire production chain leading up to my bronze tools! I mean, really...

This persists when I disable any other demands for bronze tools, and make sure there's available workers, so it isn't even a priority issue, I'd imagine.

Developer

Yeah, I've seen that too. I'll take a look.

By the way, how exactly does attrition work? It seems attrition persists even if the units end up in a region where I have the surplus resources that ought to cover their supply. I think - not entirely sure - I get scenarios where some supply resource ended up negative because of city growth, but the army just keeps starving when that is fixed, leading to stuff like an army of nobles just starving to death on my capital tile that's pouring over with resources.

Developer

There are issues with delivering items from within a city to armies camped outside. I believe it's related to haulers needing to physically move items to the edge of the city map.
Do you use warehouses?

Well, as I mentioned in the other thread, I am unsure how warehouses actually work. I can see how they offer extra room for storage, but I'm not sure how they directly or indirectly are supposed to influence how things are run. Like, is it for some reason more plausible that resources will be distributed to demands if there's a warehouse? How does it work?
Also, I guess it's interesting that some worker actually has to move the goods physically to the map edge.
About that (I guess it's a different topic altogether): to what extent are good moved around physically in settlements like you see the wheelbarrow guys if you actually check in a city screen? Is this actually done that way in all settlements including computer ones? I also seem to run into performance issues (basically FPS death on quite a new computer) when I get to a later game with bigger cities and computer factions being very busy. Including when on overworld view. Is it actually actively rendering all the particular good transports moving over the settlement maps of all the settlements in the world or something? I can see how that would cause fps death.

Developer

Warehouses do two things: they store items, and they increase delivery range. Most structures can only deliver items to 10 tiles away or so. Warehouses have a practically unlimited delivery range.

The wheelbarrow people technically exist for each city (not villages) in the world. Their overhead is incredibly small, though, as it's essentially moving along a number line. I believe that the current performance drag is down to logic running on individual structures, but I'll look into that more after tactical combat.

Developer

Units consume a certain amount of supplies, and require deliveries of items to restore supplies. When they've run out of supplies, they start suffering damage.

The root problem, I believe, is that for some reason the items aren't getting delivered.

So the guy you least want to hear from finally got out to testing out 3.2 and, well, the graphics are still not 100%; when fully zoomed out, the visible part is shifted up by four pixels. Sorry. :(

I fear I'm running out of graphics-issue-related flavor text (but hopefully we'll finally squash that last graphical issue!).

Developer

Interesting, that part seems more easily fixable, at least. I've been pretty burned out lately, but I'll see if I can take a look next week.

Thanks for playing and reporting issues. Better an issue reported than one not reported.

(1 edit)

If you need to take a break, take a break; we don't want a talented developer to burn out, especially when they're 100% of the staff!

I've actually thought of modding Bronze Age, but I'd have to juggle it with the other projects I work on.

Speaking of bug reports, I found a rare one.


See the eight-province red-yellow maskling tribe? The correct answer is "no", as that's actually two tribes with the same culture, same primary color, and same secondary color. They even have similar names (three-province Bloodcrusher Clan in the east, five-province Bloodcutter Folk in the west).

Yes, the odds of a match like this are very low, but obviously it can happen! ;)

(3 edits)

Since today is the day for bug reporting:

  • In the zoomed-out view, the brown coast is also four pixels too high; it's less apparent, but you can see it in the fog mismatch pic above.
  • The subwindows List Armies and List Settlements (of the upper-left window) both have overlap issues, both with the upper-left and lower-left window. This is more apparent while hovering over the button that opens them.
  • The subwindow Economy (of the upper-left window) lets you scroll to the right until all the provinces are scrolled off. Fortunately, all it does is look odd (and suggest there are more provinces when there aren't).

Also, I noticed some AI issues. This is not an outright bug, but while observing the AI play itself (Preview map) the AI made four errors: two minor, one major, and one catastrophic.

  • It assumed a two unit army should attack a unit enemy army.... even if the one unit is 100% health and the two units are 5% and 15% HP.
  • It kept moving an army that was starving and low HP, causing a couple units to die. This was post-battle, mind you, so the army was simply moving back to its capital (and therefore lost a couple units for nothing).
  • It failed to deal with cults, so three out of four cults managed to overthrow the province (I think the fourth was actually prevented..... by bandits overthrowing the province, seeing as it was a new force but the ghul cult vanished, aside form a ghul unit wandering around).
  • It failed to deal with whatever splits apart forces (running out of heirs, maybe?). The strongest force (~15 territories) spectacularly imploded into five different forces.

EDIT: There's one more graphical bug (which is probably easily fixable): when scrolling downwards, it takes too long for the next row of tiles to be drawn; as a result, there's a black bar on the bottom before they show up, whether zoomed in, zoomed out, or city view. The only exception is buildings in city view (including roads and under-construction buildings); they show up fine.

EDIT 2: I found another bug; after viewing the AI play itself, if you try loading a previous game, the cult viewing mode will not show any cult data. Oddly enough, the other viewing modes (standard, diplomacy, and happiness) are fine.

I'm having a lot of problems with lag and fps drop, which is very strange because in the first 7-10 minutes of game everything is normal so suddenly the game becomes unplayable due to the fps, I even tried to run the game on the grapichs card video but it doesn't seem to matter??

Developer

The game is primarily CPU bound, instead of GPU bound. Try playing on one of the smaller maps, like middle land or river valleys.

it work, but i get another bug, the sinal from whem an enemy is atackin/enemy spoted/combat is started, wont stop playing, it looks like a nuclear alarm and is preaty cool i guess, but how do i stop? 

Developer

If memory serves there's an option to change the sensitivity of those warnings.

well i try but it wont stop, but i lost the word anyway, also i said before it worked on smaller word but after 1-4h on game the lag came back, its something to do with the CPU bound again? with its it will be changed in the future??

Developer

Unfortunately I've stopped work on Bronze Age, see this dev log for details

Deleted 27 days ago

another bug that boders me, i can create any word without starting A FUCKING WAR i set the hostility to low and still it feels like the USA join the same time i started attackin me, how im supouse to stop a sieg whem i dont have 1 man to build an army? im doing somethin wrong?? 

Developer

Huh, I remember people complaining about the AI not being aggressive enough. I wonder if I did something silly and flipped the effect of hostility. Try with maximum hostility, see if the experience is different.

Viewing posts 101 to 113 of 113 · Previous page · First page