rasnell
Major
Posts: 247
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Bug? Valid to place; invalid in msg

Thu Jun 16, 2011 8:38 pm

This has got to be a bug. Repeatedly I am taking colonial and military actions where the map lights up green and allows me to place.

Then I get messages that such actions are invalid. I assume this cost me money and assets and was never feasible.

I understand that some colonial actions have a chance of failure, but this appears to be a different issue over what is valid and what is not.

Bug? I'm using the new beta.
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Sepiche
Conscript
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Joined: Mon Jun 13, 2011 5:11 pm

Thu Jun 16, 2011 8:43 pm

I believe the devs are still looking into the possibility of a bug, but I think most problems with colonial action failing are a result of:

- Spending too many resources on other items in a turn so your colonial actions don't have the resources they need (and I think I read that Pocus is looking at making sure the cost of colonial actions comes out of your totals correctly)

- Development, penetration, or some other value in the province changing so the action is no longer valid

- Moving your troops away in the same turn as giving them a military action

- Enemy troops being present and blocking the action

rasnell
Major
Posts: 247
Joined: Fri Apr 07, 2006 9:16 pm

Thu Jun 16, 2011 8:49 pm

But the map should not show the action as green and valid when, in fact, it is not.

Sepiche
Conscript
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Joined: Mon Jun 13, 2011 5:11 pm

Thu Jun 16, 2011 8:56 pm

rasnell wrote:But the map should not show the action as green and valid when, in fact, it is not.

I don't disagree completely, but it depends.

In the first case for now you just need to keep in mind how many resources you are devoting to colonization and keep some in reserve for that. Once those costs are correctly taken out of your stocks this will be much easier.

In the second and third case the mission was technically valid when you placed the action, it's just not by the time the next turn comes around.

In the 4th case, I agree, it should probably show actions as invalid if there are foreign troops in the territory you are placing them in, but this is also pretty easy to avoid by looking around.

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Flop
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Location: Copenhagen, Denmark

Thu Jun 16, 2011 9:15 pm

Sepiche wrote:In the 4th case, I agree, it should probably show actions as invalid if there are foreign troops in the territory you are placing them in


I'm not sure I agree, since it would give players a way of cheating the fog of war, at least in colonies, even though I guess whatever troops might be there are likely to be inferior.

Still, I actually like the way the current system encourages you to have a military presence in the territories you want to colonize. The feedback needs some work, though.

Sepiche
Conscript
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Joined: Mon Jun 13, 2011 5:11 pm

Thu Jun 16, 2011 9:18 pm

Flop wrote:I'm not sure I agree, since it would give players a way of cheating the fog of war, at least in colonies, even though I guess whatever troops might be there are likely to be inferior.

Still, I actually like the way the current system encourages you to have a military presence in the territories you want to colonize. The feedback needs some work, though.

Ah, good point. I hadn't considered the fog of war.

Edit: And it looks like the new bata patch fixes the issue with colonial decisions not coming out of your resource totals.

rasnell
Major
Posts: 247
Joined: Fri Apr 07, 2006 9:16 pm

Fri Jun 17, 2011 2:29 am

Notice the jpg that I posted. The message says that I did not have enough development. That has nothing to do with fog of war. What good is the green map and screen if it says you have enough when you don't. Surely I didn't lose development during the turn to make it invalid.

I also don't understand the other message that it was not valid because I didn't have enough elements. Again, how did I lose "elements" that were valid and green on the map, but not valid by the end of turn message?

allan_boa
Colonel
Posts: 336
Joined: Wed Nov 22, 2006 1:54 pm
Location: France

Fri Jun 17, 2011 5:09 am

rasnell wrote:Notice the jpg that I posted. The message says that I did not have enough development. That has nothing to do with fog of war. What good is the green map and screen if it says you have enough when you don't. Surely I didn't lose development during the turn to make it invalid.

I also don't understand the other message that it was not valid because I didn't have enough elements. Again, how did I lose "elements" that were valid and green on the map, but not valid by the end of turn message?


I have exactly the same problem.. Hope this will be fixed/improved soon...

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Pocus
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Location: Lyon (France)

Fri Jun 17, 2011 3:07 pm

This is in 1.01f? If yes, we can use your saved game (and backup1 folder) to double check.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

montgomeryjlion
Captain
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Joined: Sat Mar 06, 2010 4:18 am

Fri Jun 17, 2011 4:10 pm

Speaking only for myself I find it very historical that things fail without knowing why. I'd actually prefer more things to fail, with no explanation (As long as there is a code logic behind it).

rasnell
Major
Posts: 247
Joined: Fri Apr 07, 2006 9:16 pm

Fri Jun 17, 2011 5:52 pm

The problems were in 1.01e. I have downloaded 101f, but have not tried. Are you saying that you have fixed this in f?

allan_boa
Colonel
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Location: France

Fri Jun 17, 2011 6:26 pm

rasnell wrote:Are you saying that you have fixed this in f?


Well, this is what I also understood. Can you confirm ? If it's corrected then it's GREAT news !

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