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Bug Reports Sticky

A topic by Commodore Shawn created Jun 15, 2017 Views: 13,217 Replies: 338
Viewing posts 21 to 40 of 113 · Next page · Previous page · First page · Last page

Hi,
I have some issues with my copper mines. Somehow nobody is working in them. I placed them close and directly on copper ore areas.
But both ways are not working as planned. They have also free access from all sides.
Did I miss some requirements for the mine or have I encountered a bug?

ok my fault, I need to order copper throught the settlement info window, got it ^^

Developer

Citizens will also mine copper as it is needed. Currently copper is used to make Copper Statues, for several structure upgrades, and for spearmen and archers.

I can't play more than 5~10 minutes because it crashes without a specific reason.

Here is my save: https://nofile.io/f/o9f2jyiBl1S/Isall+The+Lands+Of+Hammering.xbt

Developer

I'll take a look

Developer (1 edit) (+1)

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.

Several of my civs have gotten stuck on the edge of rivers and oceans. It looks like they think the ocean is accessible terrain and is trying to cross it. I have also noticed it is always in areas where there is a small sea between two rivers.

Not necessarily a bug per se, but unbuilt structures (just placed by the player) seem to have just as much HP as a fully-built one. I abused this to instantly create a triple-layer of walls to defend against masklings. Pretty effective. Should probably be fixed. Most games have just-placed structures at 1hp for this kind of reason.

Developer

Made a note of it, thanks.

(1 edit)

Another one: the pigs have escaped their pasture and I have no idea how. Nobody seems intent on putting them back either.

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.

Developer

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?

After reloading the game it seems that he got unstuck somehow. He was at the tip of that peninsula while he was stuck. I don't recall having tradehouses when the pig escape happened but maybe I'm wrong.

On a 1440p monitor, the world doesn't fill the game window, I get black bars on the sides like mario 3. 

When I go to place roads, I'll click and hold with the mouse and then move the window with the arrow keys. I'd like them to be straight the whole way. But the game won't render anything new so I just scroll into oblivion.

Developer

Made a note of it, thanks!

If I place a road that is too long, workers only build the final stretch. So much better than before, though.

Something I noticed, you can see enemies through the FOW by simply inspecting the area they are at.

You can also use the "move to" cursor to detect coastline beneath the fog of war.

Pathing for trade carts gets pretty wonky. They'll follow the road one way and then take a detour across a mountain on the way back. I'll have them walk next to the road sometimes too, following it just not on it. It would be nice if trade carts (and other agents) had a stronger preference for roads, especially outside the city limits where it may be dangerous to wander.

(2 edits)

Trying the new export feature, it crashes my game consistently. I have a lot of people in four settlements, so that may be why. Graphical mods don't seem to influence the crashes. Panning through all the settlements seemed to help, as the game took longer to crash, so I suspect it's a matter of the world being too big. My settlements have overlapping  influence radii, I don't know if it changes anything.

Edit: I highly doubt it has an influence, but my world is called Eror the Plane of Chopping, not the most encouraging of names...

Developer

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.

Developer

Could you send me the world file so I can investigate further?

Here you go, savefile on dropbox.

Developer

Thanks. Got a fix for it.

Hey man, i cannot play this game on 1366x768 monitor. Things like work are missing.

Developer

As in parts of the screen are cut off? Would you mind posting a screenshot?

2.0 bug report time!

Everything is black when I preview or generate a map, it only shows the name of the region, can't play yet :(

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

Developer

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

Developer

Bronze Age is written in C#, which is developed by microsoft.

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 "."

Developer

I'm not sure I'd call changing windows settings a better fix that Twonky's mod. Are there other issues the mod doesn't address?

I downloaded the new version but I cannot create a new world, everytime the progress bar completes ,,Picking region centers", the fatal error occurs. In the main menu there is a notification that some data files were not loaded. It happens all the time, restarting the game does not help. I have Windows 10.

Same over here, and I have Windows 7 Home Premium (32-bit OS)

(1 edit)

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.

Cannot see anything, the whole map is black after loading or creating a new one.

Developer

That sounds like part of the "number conversion" bug, which should be fixed in 2.0.1

Can't create limestone mines for upgrading bakeries apparently.

Developer

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?

Developer

Possibly. Is your settlement in the same region, with another structure adjacent to it? If the hex isn't highlighted it could be in a neighboring region, which you can settle to build the mines.

I dunno, I settled pretty close to it.

(1 edit)

Cannot build over limestone deposits or near certain moutains

Developer

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.

It wont let me create settelers, I am having the same issue with deposits nearer me

I am constantly getting the fatal error screen on my world. I was invading a maskling base and when a was nearly done I was brought to the fatal error screen. Tried reloading the game multiple times with no luck. 

Developer (1 edit)

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.

https://drive.google.com/open?id=1ytKezYYdqHS9SEOMggdw7iaFcLZn5kHM

Developer

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.

(1 edit)

Ok tyvm! As I was waiting for the response I made a bigger and better world. atleast you fixed a bug!

My city cannot create settlers, and are you supposed to be able to capture maskling capitals because i cannot do that either.

Developer

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.

Ok, I feel kind of dumb because I have been dealing with things like that anyways, but thank you.

(+1)

when place road and auto-save starting,  world crashes

FATAL Exception
   в Bronze.Common.GameState.Modals.AbstractProgressModal.HandleException(Exception exception)
   в Bronze.Common.GameState.Modals.AbstractProgressModal.Update(Single elapsedSeconds, InputState inputState, IAudioService audioService)
   в Bronze.Monogame.BronzeAgeGameBase.Update(GameTime gameTime)
Inner Exception Follows
Значение не может быть неопределенным.
Имя параметра: value
   в System.Xml.Linq.XAttribute..ctor(XName name, Object value)
   в Bronze.Common.Services.WorldSerializer.WriteNotifications(ReportStepProgress reportStepProgress)
   в Bronze.Common.Services.WorldSerializer.SaveWorld(ReportProgress report)
   в Bronze.Common.GameState.Modals.SaveProgressModal.<createworkaction>b__9_0(ReportProgress report)
   в Bronze.Common.GameState.Modals.AbstractProgressModal.<onload>b__16_4()</onload></createworkaction>

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.

Developer

Weird, I'll take a look.

Developer

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.

i just crashed from that

Developer (1 edit)

Curious, I'll take another look. Thanks for the update!

Edit: Got it! Same problem but in a slightly different area. I'll push a patch out tonight.

when i dismiss it, a hundred more need more housing notifications are thrown at me

managed to clear out 2 maskling vilages in quick succession, and i have 2 issues; first is what you see in pic1 i was going for a racial purity match and so once i got the first tribe under my belt i starting demolishing their roads (first).  This lead to whatever mess we see on top of some of these buildings.  The second is that since the whole tribe became commanded by me the second i destroyed their home base, i sent their 15-20 units into the adjacent village with my troops while doing that i decided to demilitarize them and destroyed their war huts.  After the war was over they came back to the ruins of their hut and just stood there.  Sadly i was spawned on an island so i can't send them on a suicide mission (not even into the ocean), so i think it would be great if there was a disband button on them, or maybe you could speed up the HP degeneration time on the base-less units (idk if that's been implemented yet, i've only heard about it). 

As a side thing, i was managing my second town when my troops took it and i had no idea until i saw all the masklings wearing my colors; so i thought it might be nice if once a totem is taken we get a menu screen like in civ where it gives us the option to raze, colonize, or maybe make the citizens into migrant slaves to be moved to another city.  You can kinda raze them by destroying the camp, thus killing all maskling slaves and turning the humans into migrants that you can use to resettle the area, but i'd like a simpler option. (PS - if ya need my save file, just ask)




When in speed 3 the gui becomes a bit unresponsive and buttons don't really work unless you click 100 times.

when it autosaves i get fatal error

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