Did something break? Please tell me about it.
A City Builder / RTS · By
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.
The migrants get attacked bugg and game crashes is fixed but there are some new.
1: if a pig is on top of a construcktion site they will stay there, no villager can reach them and the only way to get them away is to destroy and rebuild the building.
2: Maskling camps. Maskling camps have a large bugg, In a old post I read that you could deconstruct maskling camps in the inspect menu, I tried and it actually works, the masklings decontruckted thier tent wich then became construcktion grounds, they attempted to rebuild the tents, which they couldn`t and since then I never got an attack from that camp (I also don`t know if it got rebuild, but the hammering noise stopped.)
3: in the Settlemend info menu you can tell them to store, for example 600 food...... doesn`t work, same with mudbrick and wheat. Why doesn`t it work, that`s because if you tell them "store mudbrick, food or wheat" they start farming mudbrick or wheat, but not the needed amount but way more, with mudbrick for example I told them to store 600, they went to produce mudbrick, alot of mudbrick and when the brickworks was full they finially started moving the brick to the storhouses, not ending up with 600 stored but with 2200+. Another wierd think is is that storehouses have 40 spaces but I have storehouses with not 40 stored items but almost 250 items per storehouse.
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.
Units sometimes go through buildings (tested with warbands and migrants). I started this game yesterday and they didn't do this, they only began doing it after the game had been saved and loaded.
gif of this happening: https://ovnize.s-ul.eu/vDWmADn... (I don't think it is related to the gate being close to where they did it, I've seen it happen with a lot of other buildings)
I broke another save. Thanks for "fixing" the first one btw.
https://www.dropbox.com/s/xbt4...
This one was created in 1.2.5 but I copied it to 1.2.6 originally it worked and I could close and reload it without a problem but now at the end I closed the entire application and then tried to reload and it just shows fatal error. Got up to over a thousand people this time.
Edit:.
When someone is hurt you can see the "!" in the grey area around the screen.
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
Hi Commodore,
now I broke my save, after the lags occurred and so on it somehow broke through saving or something.
Can you take a look, what went wrong in this save?
https://www.dropbox.com/s/2ivm...
Hope it helps you for bugfixing :)
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?
In 1.3.1 World spawning can occur immeadiately beside a maskling camp - things do not go well for the migrants.
Edit:
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.
Found some new bugs.
https://www.dropbox.com/s/1vi9... Maskling camps can spawn on rivers which is kinda weird.
https://www.dropbox.com/s/nmq1... If you have a bunch of migrants and send them through a bunch of streets the may become stuck and completly unable to move. I had that situation happen twice in that settlement. Just make a new migrant group and send them north (You can just send them to join the city again and then form a new migrant group).
Another thing I noticed was that masklings camps can be built/spawn on top of each other.
Also the performance stat window in region map mode.
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.
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
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.
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.
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.
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.
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...
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.
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
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 "."
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.
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.
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>
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.
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)
So i lost my capital sometime in the middle of my game, i eventually brought up a secondary city, amassed a whole army, and reinvaded my capital. The only problem is now, because that city was so far along, once i recaptured it, i started back at a level 1 palace and all my citizens were busy doing their own jobs.
In the next update could you add some feature to make captured cities, well, able to grow? Maybe just something simple like a check-box when you bring up the building management screen; checked indicates it can be worked by a citizen, unchecked means it can't. That way i can redistribute my population to focus on building the city back up rather then having to destroy literally every building in the city just to free up enough citizens to be used.