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Bug Reports Sticky

A topic by Commodore Shawn created Jun 15, 2017 Views: 13,600 Replies: 337
Viewing posts 81 to 113 of 113 · Previous page · First page

when I tried to establish a trade route between two of my cities, my caravans beelined for the opposite corner of the map. In a different game, I recalled some of my millitary units and the same thing happened. The direct movement commands work fine. If it helps, in both cases my cities were fully surrounded by walls w/ accessable gatehouses.

Developer

That's bizarre. Does the problem persist after saving and reloading?

Ah ok, that seemed to work. Thanks!

(1 edit)

I do not know if is just me, I just download the latest update (not the classic) (I am new downloading) and it does not load, it just give me black screen for hours. PERHAPS I should download the classic first and then the second link.. Am I right?

The classic is a different game, try to redownload the game

yup, already saw it, however only the classic runs, the other stuck in a black screen for long time...

Developer

Strange, sounds like something isn't loading right. Look for a file called "crash_log" in the bronze age folder.

Okay found it, and, hehe I will translate it, since it is write in spanish, It starts with:

========== 10/07/2018 07:17:14 p. m. ==========
Exception No se puede cargar el archivo o ensamblado 'System.IO.FileSystem, Version=4.0.1.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' ni una de sus dependencias. La definición del manifiesto del ensamblado no coincide con la referencia al ensamblado. (Excepción de HRESULT: 0x80131040)    
en Bronze.Common.Services.AiAnalyticsService.Initialize()    
en Bronze.Monogame.BronzeAgeGameBase.Initialize()

"(Unable to load the file or assembly 'System.IO.FileSystem, Version=4.0.1.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' not one of its dependencies. The assembly manifest definition does not match the reference to the assembly. (Exception de HRESULT: 0x80131040)  
 in Bronze.Common.Services.AiAnalyticsService.Initialize()    
in Bronze.Monogame.BronzeAgeGameBase.Initialize() )"

and then there is like 12974 lines repeating the same:
========== 10/07/2018 07:18:09 p. m. ==========

Exception Referencia a objeto no establecida como instancia de un objeto.    en Bronze.Monogame.BronzeAgeGameBase.Update(GameTime gameTime)

"(Object reference not set to an instance of an object.)" 

Developer

Ah, could be an old .net framework issue. Try updating to the latest version of .net

oh, too bad.

Then I will wait till I can buy a new computer to install Windows 10 and then can use the newest .net, since by some reason my PC cannot be updated to 8.1 or 10. so my latest is 4.6 :P anyways the Classic is very entretainment.

ssoooo....traders, battleboats, chariots ( so far thats all i found ) dont ''recruit'' new units after the first ones die...and even if you rebuild the buildings the buildings just say ''not operational'' and it says the same thing when you build it in another city/village therefore making it impossible to continue traiding after an trader ambush...and theres no way to destroy towers...or order them to attack it making it impossible to destroy your enemy and continuing to endlessly kill eachothers traders ( well after he destroys my trader then it goes one way but before that ) and units...

Developer

If the buildings are "not operational", you're probably missing input items. Are any of your item stockpiles 0 or negative? From the sounds of it, you might not have enough wood.

Unlike a typical RTS, in Bronze Age units don't just have an upfront cost. They are a constant drain on resources.

You should be able to attack towers if you declare war on the enemy tribe. By default Masklings are just "hostile", which allows you to kill units, but not structures.

(1 edit)

OOOOOOOOOOOOHHHHHHhhhh...ok let me have a look....yeah somehow im low in wood :D... and how exactly do lumbermills work? do you place them directly on a tree tile or next to? i know it says to place it on a tree tile but does another one have to be next to it for it to work? do they run out eventually?

(1 edit)

The lumberyard can be placed only on 'trees' hexes, and not require any other additional structure to work.

ok thanks...i thought they stoped working for a sec...

(1 edit)

I found a 'problem' and i'm not sure if it's a bug.

AI does not trad back, i mean the AI is set trades but the caravans or rafts not travel to take the resources.

Can also happen when the trade building is get abandoned or deconstructed. 

Developer

The AI should be sending traders. Could be related to a trade pathing bug I'm looking into.

Thanks for the heads up.

(1 edit) (+1)


I saw this a few times lately, as well the game is LAGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGY. i can't play it, only 1/2 FPS, but i'm sure you going to improve the performance on the game.

The crashes happen mostly (as i remember) when deconstructing/upgrading a building(s) with negative amount of idlers.

OK!!! I think this time i have a bug!...so after a while of playing my trade/transport ships started to have a ghost unit taking up space ( after a normaly functional first naval invasion it started to do this ) and later they stoped even unloading units they float up to land but dont unload units ( after a reload it worked again but left a ghost unit behind...usually a skirmisher) after like 20 mins of this happening my save game crashed...now i cant reload the world...

also i think it might be because of the skirmishers because my previous world i didnt build skirmisher barracks and the game didnt crash or bug with the boats

Developer

Curious. I'll take a look at it. Thanks, and sorry about the broken world. If you send me a link to it, it would help with debugging. And I could likely fix whatever is broken in it.

heh...ok...the next day ( today ) i wanted to send you a screenshot of the error and the game is working again (dont know for how long)...the error was very similar to the one that eyalonsky had...maybe even the same one. I will send a screenshot if it does the error again but for now it works

Game won't load D: Just a black screen when I launch it

Try reload/reinstall/reboot the game/computer

Still nothing. Rebooted several times, reinstalled it about 4 and nothing happens when you reload it

So In that case: I'm really sorry I can't help you. only Shawn can.

Developer

Did you update to the latest .Net framework? There's a link in the installation instructions.

Also, anything in crash_log.txt? It can be found in the bronze age folder.

It's always the simple things that work. I reinstalled .Net and it worked! Thanks a bunch!

The game opens but only as an eternal black screen. Can someone tell me how to fix it?

/\

 |                               

Look up

i think i know what cause lag.
When you have more then 11 'known' tribes.
known means that you have a diplomacy with them.

uhh this tribe non stop spams me with this notification. They constantly keeps coming at a rate its hard to even save and quit the game. I have no idea what triggered this. This is my best world so far because i have bad problems with happiness and administration. So I don't want to lose it if it comes down to that.

Developer

I think it could be failing to clear trade routes when ending trade relations.

Try removing any trade routes to that tribe.

I never had any trade routes with the any tribe. I was making and trying to make a trade route with a different tribe. But I got this glitch before i could do anything. 

You think I could edit the game save to fix it possibly?

 

(1 edit)

Well you can completely delete the tribe/delete the tribe knowledge
i assume this will fix it

Developer

If you can host the save file somewhere, I can try and figure out exactly what's going on and put out a patch.

alright I uploaded here: https://mega.nz/#!QGRFDSzY!xKed8eDun4kYsz_gseuZEkY7uCuSmSrqhzZsse_EIy8  

Oh yeah I accidentally clicked on your profile and you have a space age version of this game? I gotta check this out!

Developer

Excellent, found the problem and I'll have a fix out shortly.

Thanks!

Nice glad to help! Once the new update/patch comes out is my world going to be playable again?

Developer

if you update to the latest version it should be playable now

(5 edits)

I don't know whether these where mentioned before as I didn't read the whole topic, but I found some inconveniances (just started playing today).

1. When building a tower, it has range of view before being built, so I can order it to be built, then stop and it is ultra-quick scouting.

2. The game is auto-saving even if paused for a long time, so it basically saves even though nothing could change in the game.

3. Everytime I receive infomation about productivity boosts, it boosts 0%.

4. When unit is set to explore, it will stop when all land tiles of region are visible. But there might be some blackened squares around which a priori are not known whether they are land or water, so theoretically they should check them too.

5. I have a feeling that bakeries produce food even if there is a slight shortage of wheat, e.g. having 1 farm producing 5 wheat and 1 bakery seems to constantly supply population of 9 (4 initial + 5). I am not too sure about this one though.

I like the idea for the game, but I think it requires too much micromanagement - I need to click each building several times to upgrade or to build (for bigger towns it is really boring), building roads between settlements take a lot of actions etc.

Developer
  1. Yeah, that behavior isn't ideal. I'll likely change it at some point, but I don't see it as that high a priority.
  2. Is that a problem? Things can change when the game is paused, you can change trade routes and order new construction.
  3. I think that's a rounding error, I'm looking into it.
  4. I think this is due to a limitation of the pathfinding system, but I'll look into it.
  5. I'll look into it.

Thanks for playing, and thanks for the feedback.

(1 edit)

Thanks for developing this interesting game!
2. You are right, sorry for this one. To be honest I don't like the autosave system as it is, because it interrupts the play, but I don't see any workaround here - I guess it is not possible to make it in the background?

6. I was wondering about one of the annoying things mentioned - to order a construction I need free population. Maybe it would be possible to change this mechanics so that player could construct a queue of buildings to build when there is workforce present (e.g. for building longer roads or wall sections)? What do you think about it?

but you can disable auto saving in the settings

Developer

2. Right now saving has to pause the game, so that world state doesn't change mid saving. I don't really see that changing in the future.

6. Yes, I'd love a system like that. It's in the plans, but will likely be awhile.

After playing the newest version for a bit, i've noticed these random slow-downs mid-way through my playtime.  It isn't even near the autosave time, it just randomly happens for 15-30 seconds then the game resumes as normal.  Has anybody else noticed this?

(1 edit)

Yes this is probably because too many of ai units in the map

But I'm just guessing

Hellohello,

Wanted to say I recently found this game and have been enjoying it quite a bit. However I have not been able to progress anymore because trading is not working for me. The trade carts seem to completely refuse to trade half of the time. I have tried to figure out why this is happening for multiple hours on end but I just can't get it to work.

First issue I ran into was my trade carts refusing to import more than once from my allied AI's settlement. I tried increasing the trade limit trough diplomatics, rebuilding the tradedepot, using waypoints, deleting and reissueing the trade route and clearing the road, but nothing seems to work.

After that I just tried to make due with what I had and finding the resources myself, but then I ran into another, even more confusing problem. My trade carts had been exchanging recources between my own settlements for a long time, but all of a sudden all of the trade carts from ALL of my settlements suddenly all stopped what they were doing and started just going west on the map. They were still 'trading for x settlement' and whenever I called them back and reissued the trading again, they just went west again. Again I tried everything from rebuilding the tradedepots + carts and reissueing the routes but nothing worked. 

As a result of this my settlements all started to starve and rebel because they were lacking recources(I had seperate settlements for seperate things).

I hope this is information is of any use, I love the concept of the game and I'd like to see it keep progressing.

Game won't start... At all, not a black screen or anything, it just won't start.

Try reinstalling the game

Developer

Also try installing the latest .net framework.

I did both, Still nothing... Unless you have to do some special process for the .NET Framework or something.

Developer

There is a file created in the folder with the bronze age executable, crash_log, when an error occurs. Anything in that file?


Where did you put the game? Is it somewhere with special permissions requirements? Like Program Files?

I can't find crash_log, is it in the starting folder when you click on the extracted file? Also it is in downloads, so no there should be no problem with permissions. Maybe it has something to do with my graphics card? I bought a refurbished dell optiplex 755 which has decent specs but an abismal graphics card and I am unable to play some games due to it, I have obtained a new graphics card that should work for my computer and will tell you if anything changes.

Okay... The problem turned out to be my graphics card.

Deleted 4 years ago

i was previously being raided, and i have about 4 settlements if that helps.

not in a war though

you can be raided if you are hostile towards an ai
its allow limited hostile actions

(2 edits)

So I'm playing the latest version of Bronze Age and I essentially wiped out as Shontu tribe -- which gave me three Shontu regions. Now, they don't supply the Humitte armies that make up most of my land, so the only reasonable way was to abandon them and immediately resettle them with Humittes.

Unfortunately, abandoning them caused my units to just sit there and not do anything until I saved and reloaded -- and the same problem occurred when I abandoned-and-resettled a second region (the first had a settlement, the second had a walled village).

On a side note, if you take all of a Shontu force's land but don't wipe out all their units, the game thinks they're still active, despite them having no land and 0 population (it doesn't even recognize the people wandering with their oxen!)


EDIT: Speaking of bugs, there's no way to promote citizens or nobles into leadership. As a result,  my dynasty has nine adults, four children/babies, and eighteen regions... which means half the nation has to go without a governor.

Developer

Not having enough governors to go around is by design. I'm working on a provinces feature in 3.1, which will allow you can group several regions together under a governor.

I'll look into those bugs, thanks.

(1 edit)

Sometimes the RNG puts settlements (and other starting constructions) in rather..... sub-optimal locations. I just conquered their neighbor, and now two-province Ashisor is about to lose the shortest war in the history of Bronze Age (EDIT: it took 17 seconds). In addition, one of their provinces has exactly two non-mountain tiles, so it's about as useful as a submarine screen door.

Bonus fact: five-province Bonechopper Tribe (just west of Ashisor) is completely split in two by mountains (quite possibly from another wonky start), so if when I attack the two eastern provinces, the three western provinces are completely unable to assist.

(2 edits)

Speaking of bug reports, if the window is too small (in  my case, windowed on a 1920x1080 monitor) the settlement list and army list can overlap the lower-left panel. More seriously, on 50x50 maps, zoomed-out tiles can glitch. Yes, I have a mod here (which simply adds a new map), but I've seen both of these in entirely vanilla gameplay .

EDIT: I should also add that a town view of a town in a desert still uses the same exact tileset as a grasslands settlement, even if there's no sign of grass being anywhere nearby.


Developer (1 edit)

Do you see those black artifacts on the city map as well? If so, try disabling Optimized Tile Drawing in the settings menu.


The desert issue is known, as that biome ( and swamps) haven't been fully fleshed out yet.

(1 edit)

I've only seen them on the world map -- and only on 50x50 maps.

LATE EDIT: I should add that unchecking Optimize Tile Drawing works, but also really slows down large cities (to the point where hovering over a business in my capital causes 2-7 seconds of lag, depending on building);  I'm sure some of this is from drawing in a city with 356 people and 32 nobles, but it also means that I will not be expanding my capital any further!

And speaking of minor bugs, the game resets all settlements to 100% satisfaction on load.

Unfortunately, we have a big bug to deal with: of my four savegames, two of them are corrupt and unloadable. IIRC both of them are on 50x50 maps (one on basemod's Valley map, one either on Valley map or a shrunken version of basemod's Cradle map), which may  be related to the problem; after all, they're the same maps which had graphical issues if optimized tile drawing was off.

I recommend allowing multiple saves for a game. Sure, losing three years of gameplay may suck, but permanently losing a save is worse.

Developer

I wonder if that is related to a bug in save loading that I just fixed in the beta branch.


I'll push it to production tomorrow, and you just might get your worlds back. Backup saves is a good idea to implement, too.

Developer

Please try loading those saves in the latest version, 3.0.0.128

Unfortunately neither of the broken saves load in the new version. Should I upload copies of them so you can look at them? I can also upload a copy of my custom map (even though it's just Cradle set to 50x50) if you want.

Developer

Sure, thanks

The saves: https://download1072.mediafire.com/ytaok8pchqkg/lm4bohrrlh0ruc8/saves.zip

The map: https://download1072.mediafire.com/thew06r98umg/jr7ln87sdhwivyf/atma_maps.zip

Yes, there's only one map despite the filename; ideally I'll make and add more maps, but I'll have to study what we have now to make maps that work. 

(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 18 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.

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