Did something break? Please tell me about it.
I can confirm the same thing happens to the coastline, removing the road turns it to grass
Roads need a little rework, currently placing a road erases whatever was beneath it, hence why everything turns to grass.
Not building roads on mountains makes sense, maybe with a different type of work designation that could flatten the mountain (to make a pass, or allow for building a mine)
I saw a crash in 1.2.4 around fighting masklings, still trying to chase it down.
Migrants idle when they reach the settlement's influence range (the distance at which you can construct buildings). That influence range is based on population, and can get pretty big. Those idle migrants will stop idling as soon as they're assigned a task.
the migrant groups were outside the settlement range, they were idling in the masklings camp where they spawn (unless they overlapped)
Also sometimes migrants will get stuck travelling to a structure that is just on the other side of something ex: carry bricks to a wall but they walk up to the tower just in front of it instead of going around through the gate
Does that make sense? I often have to delete the structure, and retry but it can happen again, it's almost like I'm guessing if this can be built or not in this place E. Happens almost always with walls in corners that sorta thing
It's possible that a settlement's influence range expanded to a maskling camp, there's no cap on it currently.
As a performance optimization citizens will "give up" if they can't reach a destination or get closer to a destination after a thousand calculations or so. What's happening there is the citizens are getting "stuck" in a spot too far from a door.
Huh, I've never heard of that before. What would be an improvement? Lighter? Darker?
I also saw that when the game is minimized and I right click in another program, that the game turns into inspection mode
I'll see what I can do with that.
Edit: though the game is still running when minimized, muting the game would remove audio cues that you're under attack.
They could be trying to travel to a different farm, but are unable to reach it. Citizens cannot walk over farms at present.
The Trade wagon displays as a 3x3 tiles, but in actuallity it only occuplies a 1 tile space. What you're seeing is probably the wagon overlapping onto the water.
There's an issue in 1.2.5 where pathing can ignore structures in some edge cases. I have a fix in 1.3, but I could release it early if it really bugs you.
Edit: Masklings shouldn't ignore the walls, so don't worry about your defenses being useless.
That's unfortunate, are you on the latest version? There have been several world load fixes since 1.2.0
Yes I'm on the latest Version.
I don't think the problem is necessarily the world load since it crashed before that. Would providing you with the save help you with fixing this bug?
Thanks to that save file I've got a fix. An odd little edge case around training warriors and me being sloppy when cleaning up after training is complete.
Fix will be in1.2.6, which will be out within the hour.
There's a known issue around pathing calculations sometimes missing structures. It's fixed for 1.3. I can put out the fix early if it's epecially bothersome. Importantly, it wont affect Masklings, they'll still stop to attack instead of walking through walls.
Oh don't worry about it, it's not bothersome at all, just wanted to let you know in case no one reported it before.
Also, I've seen a group of migrants getting stuck for some reason since my last post, but I haven't been able to replicate it yet
Savefile fix is in 1.2.7 Looks like world generation was running during the saving process, resulting in a corrupted world. A preventative measure will be in 1.3. The would should load correctly, now though. On a side note, that world will be great for my performance profiling work. Thanks!
That graphics glitch is already fixed in 1.3
I'm not seeing any problems loading in 1.2.7 (brand new this morning). Could be that this world had the same problem asTwonky's world. If it doesn't load for you in 1.2.7 please let me know.
Immigrants are attracted to the settlement with the highest Wealth Per Capita value.
My first settlement has the least welth per captia value of 5 compared to my other 2 which are 7 and 11
What version are you on? Prior to 1.2.5 I think there was a bug where the priority was backwards.
I had that problem too with a wealth of 32 and a wealth of 11 and they choose the 11 wealth settlement although those settlements were founded at a later date and the 32 wealth one was the second.
Curious, I'll take another look at the logic.
Edit: Do all of the settlements have 0% homelessness? Immigrants will only travel to settlements with sufficient housing. Or sufficient housing under construction.
Yes it did. It had enough for around 70-100 people I built the whole settlement with the starting 17 people.
I even send in a second migrant wave from the capital after a few Years and started importing food from other settlements because the 17/34 people couldn't support all the houses I had built. It took 3-4 Years for the first real migrants to show up.
You should actually still have the save with that settlement it was the last I uploaded the settlement between the 2 mountain areas. Btw. you said you wanted to use it for performance test. Were you able to fix some of the crashes happening every few minutes?
I've made a note of them, thanks.
Are the masklings just sitting outside your settlement in shallow water (light blue)? Sounds like they're waiting for buddies to show up.
Yes they are! But its like directly beside my settlement, literally a couple pixels out of tower range.
I did settle directly next to fetile soil near the shallow water though so it may be coincidence
I was just not sure if the interaction was on purpose, since i lose a few villargers to continually alert mode.
Manned walls was something I was going to suggest!
It's a side effect of the way citizens interact with buildings. I'd like to change how repairs are done generally, which would avoid the issue.
Why can't you download a newer version?
I download it I start the game and when it starts is the version 1.2.0 but until then I did not see problem that version was cool the problem is that When I started to get better more houses large population I click to see the information and gets fatal error, i already tried download again but of the same says that it will be corrected in the next update but I can, every time that I download is the 1.2.0 help
1.2.0 has some bug and some performance problems. The current version is 1.3.2.
If you click the "Download Now" button, you should see a popup with payment options, right above the payment amount box there is a link: "No thanks, just take me to the downloads". Click that, download "bronze-age-windows.zip", and find where it was saved. Unzip and play.
Alternatively you can use the itch.io app which makes installing really easy.
ok my fault, I need to order copper throught the settlement info window, got it ^^
I'll take a look
I loaded the save and played for several minutes without crashes. It could be that whatever the problem was it has been fixed by the patch I'm working on. If the problem persists in 1.3.3 (due out today or tomorrow) let me known and I'll take another look.
Edit: The pigs mostly got re-gathered eventually, but one dude got stuck on a peninsula while gathering pigs (again), which seemingly stopped all pig-gathering business altogether, despite half a dozen empty pastures.
1.3 has an overallocation bug around pigs and tradehouses. When a group of pigs reaches the tradehouse, another batch of pigs is sent out. That's been fixed in 1.4.
There is currently a limit of 1 shepherd per settlement as well, which is why the stuck guy is preventing any other pig gathering. Could you send me the world so I could see how he's getting stuck?
Made a note of it, thanks!
The crash happens when the image export is running?
Is Bronze Age "installed" in a directory that needs special permissions (such as Program Files)?
Yes, I click "export image", it sometimes run for a second or two, and then it gives me the regular "fatal error, bronze age has crashed menu/quit" message. It is in a subfolder of Documents, not Program Files. I'll try running it with admin, see if it changes anything.
PS: Nope, admin doesn't change anything. It creates a folder for it in the export folder ("Eror the plane of chopping turn 76858", number varies a bit), but it's empty.
Same problem here.
In the map preview is everything blue, but there i can see some black hexagons ...
Yeah same for me
I use a laptop with Intel HD graphics 520 btw, 2.80 GHz Intel i7 processor, 8 Gb RAM, with Windows 7 64-bit
It outright crashes on me.
So Twonky made a temporary fix for those of us eager to try stuff out! Check the comments here: https://commodoreshawn.itch.io/bronze-age/devlog/14251/20-new-era-update
a) It's awesome that someone was able to put out a fix for the game while I was sleeping.
b) I think the bug is due to different cultures when loading the mod data. Do you use commas for decimal places where you live? That might explain why "0.75" is being interpreted as 75.
Here we use commas for decimal places, but that's only an issue with some microsoft software
Okay, found a better fix than using Twonky's mod. This is for people who live in regions where commas are used for decimal place. Instructions are for Windows 7 but probably apply to different Windows.
Go to Control Panel -> Region and Language.
Change the Format to some type of English, or else it probably also works if you go to Additional Settings and change the Decimal symbol to "."
Same over here, and I have Windows 7 Home Premium (32-bit OS)
UPDATE: I tried moving the files around and I managed to find out that I made the most progress with the Komma's fix beacuse with the normal file in the game the fatal error occured but with the Komma's fix I could get trough the loading without any fatal errors but once I was in the starting point choosing menu I couldnt press the [Start] button, it just didnt allowed me to.
Look for grey speckled ground. It will be in some of the biomes that have scattered mountains and trees.
I see it, but there is no way to interact with it to create limestone mines. Possibly a bug?
It looks like that the limestone may be in a different region. Try creating a settler and founding a new settlement next to the limestone.
That's strange. I've taken a look through the reported errors and don't see anything that looks like what you describe. If you could send me the save file I'll take a look and see what's going on.
Thanks, I think I found the problem. Looks like a weird corner case around saving right as a unit died. I'll have a fix in 2.0.3, as a temporary workaround try changing (or disabling) the autosave interval from Settings in the main menu.
Settlers are spawned at the Administration Center (those tents near the left side), there's no empty space for them to spawn. If you remove one of the structures (like that brickworks) then you should be able to create settlers.
Capturing Maskling settlements is coming in the Conquest Update.
Happens to me too. first time the Auto save actually saved before world crash. next few times, not so much. Doesn't happen on old worlds that I migrate into 2.1 though. Strange.
Found the problem, it looks like it's due to the "Not enough housing for migrants" notification being present when saving the world. I'll have a fix in the next patch, in the mean-time you should be able to avoid the problem by adjusting the autosave interval, dismissing any notifications, and/or building more housing.
Well, ain't that just annoyingly weird. I'll take a look, thanks
Found the problem, will have 2.2.4 out with a fix tonight
I've had the same problem. It would be nice if we could disable structures and then reenable them later.
The ability to abandon and reclaim structures is already done for the next update. Abandoned structures won't drain or produce resources or infrastructure, and will slowly decay.
In the Bronze Age directory there should be a file called "crash_log.txt". That will have details on what happened.
where is the directory?
Where ever you downloaded Bronze Age, if you installed it through the itch.io App there is a button in the bottom right (when looking at the Bronze Age page) called "Show local files" that will open the install directory.
I'm seeing some reported errors around trying to load a save file "Inhe The Island Of Hammering". They could be your errors, in that case you may be trying to load an old (pre-2.0) save file. You can check for it in the "saves" folder in the Bronze Age directory. If the file doesn't have an XML extension then it's an old format save file that sadly can't be opened in Bronze Age 2.0.
You could download Bronze Age Classic to play that save file, though.
Try updating to the latest .Net version (4.7.1) That worked for one person with a similar problem. I'm also working on a fix on my end, but I don't know when it'll be done.
had the same problem to but it works so do it
OK, installed latest .NET Framework 4.7.1 as somebody recommended, and it worked.
i had that problem but realized not all the files where in that folder after extracting it to the desktop so i had to extract it to a folder then it worked. also make sure your PC will allow the game to play i get a notification every time i start the game and i have to allow it to play
Well that's unfortunate. I'll look into it, but that ship and unit may be stuck. If you sail the ship near some Masklings they might do you a favor and kill it for you.
Are they going around in circles near borders between regions? (the white lines). That may be a bug in pathing optimization.
you need to download and install net. 4 7.1
There should be a text file in the Bronze Age folder named "crash_log.txt". Is there anything in that file?
you can build a monument too boost morale
There's a couple suggestions threads, and feel free to make your own as well. I've thought about making a discord group, but I'm not sure I have the time to manage that as well as the game.
As znuffy said you can build monuments. When fully upgraded they're a very efficient source of morale. If you have patches of fertile soil you can also build gardens.
Resources show up on the zoomed out map, but I like the idea of a "find a resource" window. Stellaris has an "expansion planner", and that sort of thing could work well in Bronze Age.
Towers are a good candidate for keeping vision throughout your territory. They can also slow down attackers that pass through.
I'll see what I can do. Probably cancelable upgrades, but also have the structure keep operating while being upgraded. That way the whole settlement doesn't shut down.
Bridges are supposed to block boats
ok thanks for the heads up i will remove bridges also i need to reset all the trade routes as the boats are all suck now going back and forth in an area my next question is once a bridge is built does that permanently cut off that water way as even with the bridge gone ships wont travel over the shallows any more?
The boats should be able to pass over the shallows once the bridges are gone. The route the boats need to take might be too difficult of a problem for the pathfinder to solve. It does a bit of guessing to save on performance.
Perhaps try relocating the trade ports so they have a clearer path.
That looks like a change I'll have to make on my end. Doesn't seem to be a problem, though. I'll test it out and push out a patch shortly.
EDIT: Version 2.3.5 is out, which should address the issue.
Still doesn't work.
Now at the same place it says "Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: Adapter 'NVIDIA GeForce GT 540M ' does not support the Reach profile."
The full text output of the error file is here:
It seems that indiegames like this have issues with my graphics card quite often, is there some setting I can change on my side, either with my system or with game configs, that will make it easier? For this game, specifically? Am I supposed to conclude that my graphics card is too outdated to run specifically games with pixellated 2D graphics? I mean idk
Honestly I have no idea.
The problem was on my end.
Sorry about that.
For some complicated reason a program was masking my graphics card, using a bit of software that acts like a driver, which would confuse my system for some programs trying to use the graphics card. I uninstalled the program and I can now run the game.
I'm now having a lot of fun playing your game.
I'm glad you got it working.
ok sorry for kind of butting in but do you know what software it is that you disabled? im trying to use what sounds like the same engine as this dev and im getting the same problem that my graphics card "does not support the reach profile" and this is the first lead ive found as to how to solve this
Yeah, I noticed that this morning when starting on diplomacy. They should be generating again in 2.4.2
Yes. In 2.3 it felt like once you had one Tin source that's all you ever needed. I could bring the cost back down a bit, though.
I had trouble distributing tin before, though I had many cities and they all had armies.
I think a decrease in tin needed in smelters back to 1 and a decrease in tin production in the mines would be good.
This way you can still distribute bronze in your kingdom by shipping tin and smelting it at the settlement where it arrives while at the same time tin is still more valuable than copper.
That's actually deliberate. TestMod is designed to demonstrate some things you can do in mods.
Downloading Bronze Age with the itch app will avoid any problems with permissions, and keep the game up to date as well.
Note: Sea trade works fine. The bug appears in land trade.
It looks like it's failing to generate a trade route, and crashing every frame. I'll look into it, thanks.
Edit: yep, it appears to be failing to calculate an impossible trade route. I'll have a fix to more gracefully handle it out tonight. Thanks again for reporting the issue.
happened twice again with smallest worlds possible.
Did you try removing some waypoints? I have a hunch that the waypoint right next to the dock was confusing the pather. I'll take a look.
Masklings like a little more territory around them than villages. Could be that there just wasn't room in the world, especially on a contents map.
Yep that was the problem! was on a mediteranean map, i've just try on mesopotamia and everything was fine^^ thank for the help.
Realy like the happiness mod btw, i t give me more liberty for desining my city wich i realy like. What are you going to do with the happiness building if you implement it in the base game btw?
That's quite a lot of people selected...
I'm planning on exploring a new UI framework which should be more responsive for situations like this, in the mean time you can still order movement through hotkeys. They're the yellow letters on the buttons.
Did you declare war on the maskling tribe? Do they have a full set of walls?
The performance are not the best in the game "Commodore Shawn" says that performance improvements need to be done with the game.
And map types are not, as much as i know, to change the size of the map. They only change the generation features. For example: Mesopotamia worlds generate with deserts and lakes instead of large oceans, Mediterranean generate ocean in the middle, a ring of land attach to the borders of the maps, and more rivers.
A continents map will have fewer things on it, due to all the open water. That will be your best bet for keeping performance from degrading.
Just to throw in some more info, Windows 7 is completely up to date. Most recent versions of DirectX, .NET, etc. etc.
All drivers are up to date.
This is likely caused by Bronze Age not having write permissions to the save folder (such as Bronze Age being placed in Program Files). You can either put bronze age somewhere else, or change folder permissions
That's a known issue at low resolutions. If you edit the trade route from the zoomed out map the settlement information won't be there, and you should have room for all of the items.
That's bizarre. Does the problem persist after saving and reloading?
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...
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=22.214.171.124, 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)
"(Unable to load the file or assembly 'System.IO.FileSystem, Version=126.96.36.199, 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.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.)"
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.
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.
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?
The AI should be sending traders. Could be related to a trade pathing bug I'm looking into.
Thanks for the heads up.
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.
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
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
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.
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.
I think it could be failing to clear trade routes when ending trade relations.
Try removing any trade routes to that tribe.
Well you can completely delete the tribe/delete the tribe knowledge
i assume this will fix it
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!
Thanks for playing, and thanks for the feedback.
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?
Try reinstalling the game
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.
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.
i was previously being raided, and i have about 4 settlements if that helps.
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.
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.
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.
Please try loading those saves in the latest version, 188.8.131.52
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.
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.
If I close my eyes does that mean the problem goes away?
Thanks, I'll look into it.. again.
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.
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.
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.
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.
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.
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?
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??
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.