Respenus
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The Demo - Bug Reports

Sat May 28, 2011 12:06 am

Since we have a thread to report problems, I've started one to report what may be considered as bugs.

I've played through the 12 turn limit with France and there were two things I noticed. First one were the disappearing factories and other buildings. For example, Paris lost over half its buildings and I had to activate them using the Trade and Commerce screen. I'll play again later today to see if I can get a repeat, or was it just my bad luck.

The second thing isn't really a bug, but it needs to be reported anyhow. Many on the Paradox forum complain of lag, that is, difficulty scrolling. It's the same with WW1, it just isn't smooth. All the previous AgeOD games never had this, at least I didn't experience it and I'm certain my computer can handle the stress, since I've been monitoring resource usage and it was far from maximum. Before anyone strikes at me for being unreasonable, it must be said that one gets used to it and it's not a gamebreaker and not as severe as with WW1, but it is still very much felt.

I also have a general question that might or might not be a bug. My factories were constantly shuting down. At first it was the lack of resources, yet for the most part I felt it was almost random. A textile factory that worked a turn before, shut itself down, with no other outside change and with no drop in the materials required to function, I was sure of that. I realise that manufactured good are a pain at the very start, yet even with enough supply, things just shut down from time to time. Again, probably my fault and I'll play again tomorrow to see what's really going on.

Other than that, great game and I can't wait one more week. Now if only there was a way to ever actually finish the grand campaign.

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Queeg
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Sat May 28, 2011 12:38 am

I think it should be the Bay of Bengal, not "Bengale."

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Generalisimo
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Sat May 28, 2011 12:46 am

Respenus wrote:I've played through the 12 turn limit with France and there were two things I noticed. First one were the disappearing factories and other buildings. For example, Paris lost over half its buildings and I had to activate them using the Trade and Commerce screen. I'll play again later today to see if I can get a repeat, or was it just my bad luck.

I do not understand what you mean... you say they dissapear but then you say you reactivate them.
They get closed?... if that's the case, then that's not a bug...

Respenus wrote:The second thing isn't really a bug, but it needs to be reported anyhow. Many on the Paradox forum complain of lag, that is, difficulty scrolling. It's the same with WW1, it just isn't smooth. All the previous AgeOD games never had this, at least I didn't experience it and I'm certain my computer can handle the stress, since I've been monitoring resource usage and it was far from maximum. Before anyone strikes at me for being unreasonable, it must be said that one gets used to it and it's not a gamebreaker and not as severe as with WW1, but it is still very much felt.

The problem is the new map... it is way too big... :(

Respenus wrote:I also have a general question that might or might not be a bug. My factories were constantly shuting down. At first it was the lack of resources, yet for the most part I felt it was almost random. A textile factory that worked a turn before, shut itself down, with no other outside change and with no drop in the materials required to function, I was sure of that. I realise that manufactured good are a pain at the very start, yet even with enough supply, things just shut down from time to time. Again, probably my fault and I'll play again tomorrow to see what's really going on.

You have to check the F4 screen to see what you are lacking ... get familiar with the consumption of each factory.
For example, if a Small Arms factory gets closed, look at the inputs, and check those resources in the F4 screen. For example, you may be lacking some Iron... this doesn't mean that you have zero Iron, the problem is that you must have in stock what your structures consume, BEFORE the turn is processed, not after. ;)
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Franciscus
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Sat May 28, 2011 12:47 am

First impressions:

Game looks very, very good; the interface is topnotch, the way of changing between the various game modes seems very good, the music is arousing, but...

Oh Noooo, not the "NCP map errors" again ! :bonk: :grr:

I understand that no one cares much about Portugal, now or back then, but please, such absurd mistakes ? (see pic)

- You lumped together the Alentejo and Algarve regions and named the whole southern part of Portugal as "Algarve".
- The above is minor, but then you invented a City named "Beira" in "Algarve", with a size of 5 when the capital, Lisbon is size 4. What is the error ? - There NEVER existed a city named Beira ANYWHERE in Portugal (it was/is a region to the north of Tejo); the largest city south of the Tejo was probably Evora, that was and is much smaller than Lisboa (size 2 maybe, even abstracting that it represents all the towns and cities south of the Tejo).
- And then more "minor" things - gramatical errors ("Vibho" instead of "Vinho", that means wine), and names in spanish ("Lana del Alentejo" - the correct is "Lã do Alentejo"). If you do not know the correct terms, a much better option would be to keep it all in english (as you did in some (not all ?) the names in Italy ??)

I understand that all this looks minor to a non Portuguese player, I admit it... BUT the map and the game are supposed to be historically correct. What garanties do I have that other countries / regions / languages that I do not know so well as my own country are not so badly treated as my own ? :(

Please, if possible, try to correct this. If you want help, you know who to ask...

What saddens me most is that when NCP was released, similar errors were noted and never were corrected. :( :cursing:

Sorry for a bit of ranting, but as the saying goes, "the devil is in the details"
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Generalisimo
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Sat May 28, 2011 12:54 am

Franciscus wrote:- You lumped together the Alentejo and Algarve regions and named the whole southern part of Portugal as "Algarve".
- The above is minor, but then you invented a City named "Beira" in "Algarve", with a size of 5 when the capital, Lisbon is size 4. What is the error ?
- There NEVER existed a city named Beira ANYWHERE in Portugal (it was/is a region to the north of Tejo); the largest city south of the Tejo was probably Evora, that was and is much smaller than Lisboa (size 2 maybe, even abstracting that it represents all the towns and cities south of the Tejo).

There are two important things...
1) We can change the name of the city if that's what you want, no problema.
2) The city represents the ENTIRE urban population of the region... NOT the city ALONE. THis is an abstraction, there are not many cities on one region, only ONE city... so, the city accumulates all the urban population of the region. ;)

Franciscus wrote:- And then more "minor" things - gramatical errors ("Vibho" instead of "Vinho", that means wine), and names in spanish ("Lana del Alentejo" - the correct is "Lã do Alentejo"). If you do not know the correct terms, a much better option would be to keep it all in english (as you did in some (not all ?) the names in Italy ??)

Well, there wasn't a portuguese beta... bad for you... :D
Really, I can send you the Structures file to your email if you want, and you suggest new names... ;)
Just send me your email address to my PM. ;)

Franciscus wrote:I understand that all this looks minor to a non Portuguese player, I admit it... BUT the map and the game are supposed to be historically correct. What garanties do I have that other countries / regions / languages that I do not know so well as my own country are not so badly treated as my own ? :(

Please, if possible, try to correct this. If you want help, you know who to ask...

What saddens me most is that when NCP was released, similar errors were noted and never were corrected. :( :cursing:

Sorry for a bit of ranting, but as the saying goes, "the devil is in the details"

Really, this is a minor change, we can do it in 2 minutes... you can be sure this will be changed... ;)
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Franciscus
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Sat May 28, 2011 1:08 am

Generalisimo wrote:There are two important things...
1) We can change the name of the city if that's what you want, no problema.
2) The city represents the ENTIRE urban population of the region... NOT the city ALONE. THis is an abstraction, there are not many cities on one region, only ONE city... so, the city accumulates all the urban population of the region. ;)


I understand that it is an abstraction. But even so, in 1850 like today, the whole of the population that lives south of the Tejo is a fraction of Lisbon's population (that also represent the central part of the country). So, a city size of 2 (for Beira or Evora ;) ) if Lisbon is 4 is probaly even too much.

I will send you my email. In the next couple of days I will be able to make the necessary corrections if I can understand that Structures file you mention.

Regards

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Franciscus
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Sat May 28, 2011 1:13 am

A couple more:

- After the first tutorial the text implies that the next one is the Military one, when in fact the 2ns Tutorial is about economic mode

- Text for what I presume are General's bios is missing (see pic)

Regards
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Generalisimo
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Sat May 28, 2011 1:14 am

Franciscus wrote:I understand that it is an abstraction. But even so, in 1850 like today, the whole of the population that lives south of the Tejo is a fraction of Lisbon's population (that also represent the central part of the country). So, a city size of 2 (for Beira or Evora ;) ) if Lisbon is 4 is probaly even too much.

Oki doki... I can cut down the size of the city without a problem...

Franciscus wrote:I will send you my email. In the next couple of days I will be able to make the necessary corrections if I can understand that Structures file you mention.

Regards

Will send you the file with the explanation... thanks! :thumbsup:
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Baris
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Sat May 28, 2011 1:33 am

Im especially impressed by the Russian beta, see my post in General discussion forum under "8 player beta aar".

As for colonial penetration: Im a little confused about areas in color-coded map and the category of Ottomans. In the ledger it shows that (as playing Sardania) the relative power ratio to Ottomans,but on the other hand whole Ottomans apart from regions in the balkans in the colonial penetration zone.But GB can take over customs ex:in Bosnia and constantinople no color code zone.

AFAIK historically the islands on the agegean sea(smryna, "west") and south part(around white sea,gulf of antalya in map) of Turkey were the target of western powers. Russian aim was to advance to warm waters by conquering constantinople and the straits. In the east erzurum was the target, but central anatolia and the north coast(near black sea) were not very popular and there were not any wars there historically(Sinop, ankara and Kayseri are the regions in game map). Those areas were seldomly under direct influence of Great powers, so those regions can be taken out from colonial mode. Sinop were only bombed By Russian navy in crimean war. But there were indeed missonary schools built in Taurus,Constantinople.In the South and west part.
Constantinople should be also in the colonial penetration zone in color code. Most missionaries activities were in Constantinople, Erzurum and maybe jerusalem. Protestant missonaries were even powerfull enough to convert Orthodox armenians very small percentage to Protestant. But That would complicate the engine rebellion inside Rebellion.


As for Sardinia(Italy) I think libya(Tripolitinia) should be in the objective list, There were wars with the ottomans in 1911, It was one of the first steps for Italy become a power after taking north africa.

Cyprus written as "Kypros". Cyprus loyalty shown as "Cypriots 50%, Turks 25% and rebels 25%. I wonder who are "Cypriots"(LOL) and the rebels other then turks and Greeks. I think they should be Greeks. Excellent map by the way.

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OneArmedMexican
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Sat May 28, 2011 2:33 am

If you want a good laugh, start the first tutorial, scroll over Wales and Scotland, look at the tooltip and read up who lives in these exotic lands. ;)

Baris
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Sat May 28, 2011 2:58 am

OneArmedMexican wrote:If you want a good laugh, start the first tutorial, scroll over Wales and Scotland, look at the tooltip and read up who lives in these exotic lands. ;)


Yes "Cpriots" should call themselves lucky :D that they have a name.

von Sachsen
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Sat May 28, 2011 6:14 am

RGO_SHORTNAM_DRAIN_WETLANDS is missing localization.

Weird thing, hovering over Nagasaki says it has Nagasaki Linen (textiles factory), but on selecting the city, nothing appears.

Lascar
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Population Ethnicity

Sat May 28, 2011 7:01 am

The population ethnicity is pretty messed up to say the least. There are no Romanians in Romania but there are Romanians to be found in the Baltic countries and throughout Russia and east of the Urals. Siamese are also found in Kugan and Ichim. Tuaregs are in Bulgaria and Switzerland is 100% Swedish. No Spanish to be found in Spain but plenty of South African Sothos live there. And what the heck are the Wolof found throughout the USA?

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Generalisimo
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Sat May 28, 2011 7:12 am

Lascar wrote:The population ethnicity is pretty messed up to say the least. There are no Romanians in Romania but there are Romanians to be found in the Baltic countries and throughout Russia and east of the Urals. Siamese are also found in Kugan and Ichim. Tuaregs are in Bulgaria and Switzerland is 100% Swedish. No Spanish to be found in Spain but plenty of South African Sothos live there. And what the heck are the Wolof found throughout the USA? :confused:

I REALLY think your installation is completelly messed up :blink: ... have you edited any file?... if not, please, try reinstalling the game...
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Lascar
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Sat May 28, 2011 7:26 am

Generalisimo wrote:I REALLY think your installation is completelly messed up :blink: ... have you edited any file?... if not, please, try reinstalling the game...


I haven't modified any file. But others are also finding these population anomalies. If the installation is messed up the source of the error must be in the installation package and not restricted to my local install.

It seems that a table of data was shifted up by a row or something. The Romanians should be Russians. The Tauregs should be Turks. The Tibetans should be the Tauregs and the Spanish should be the Sothos and so on... The pattern only seems to emerge in the upper end of the alphabet say around R. The ethnic groups at the lower to middle range of the alphabet seems fine.
If that is the case it should be an easy fix.

Respenus
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Sat May 28, 2011 8:08 am

Generalisimo wrote:I do not understand what you mean... you say they dissapear but then you say you reactivate them.
They get closed?... if that's the case, then that's not a bug...


As I said, I managed to reactivate them using the Trade and Commerce screen, so they aren't gone in the sense that they are destroyed. They just aren't present in the economic view. It happened in several cities, most importantly Paris, meaning that I could not reactivate St. Cyr. The game recognised that those factories were there, it just wouldn't show them. I'll try again today to see if it happens again.

Generalisimo wrote:You have to check the F4 screen to see what you are lacking ... get familiar with the consumption of each factory.
For example, if a Small Arms factory gets closed, look at the inputs, and check those resources in the F4 screen. For example, you may be lacking some Iron... this doesn't mean that you have zero Iron, the problem is that you must have in stock what your structures consume, BEFORE the turn is processed, not after. ;)


I figured as much. I'll be more vigilant in the future. I guess that's the point of the demo. To try things out.

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Generalisimo
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Sat May 28, 2011 8:20 am

Lascar wrote:I haven't modified any file. But others are also finding these population anomalies. If the installation is messed up the source of the error must be in the installation package and not restricted to my local install.

It seems that a table of data was shifted up by a row or something. The Romanians should be Russians. The Tauregs should be Turks. The Tibetans should be the Tauregs and the Spanish should be the Sothos and so on... The pattern only seems to emerge in the upper end of the alphabet say around R. The ethnic groups at the lower to middle range of the alphabet seems fine.
If that is the case it should be an easy fix.

I think it is a problem related to the tutorials... we will prepare a fix for that soon... ;)
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Gray_Lensman
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Sat May 28, 2011 9:13 am

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Martok
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Sat May 28, 2011 9:45 am

Minor geographical nitpick:


The region labelled "Shakopee" (in the American state/province of Minnesota) should not be labelled as such, as the actual town of Shakopee -- including the original Dakota village -- are located in the region labelled "Southeast Minnesota". In addition, the Shakopee portion of the Dakota tribe for the most part did not reside in the region currently labelled Shakopee.

If anything, the region currently labelled as Southeast Minnesota should be re-labelled as Shakopee, while the region currently labelled as Shakopee should be renamed to something else -- "Wahpekute" would be fairly appropriate, although "Western Minnesota" would also work, if you wanted to go with a more generic name.

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ERISS
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Sat May 28, 2011 10:12 am

Always DPI font problem. I adapted the fonts for 144 dpi (+50% than usual ones), but text still go out from tutorial window. So, text in tutorial window should be stick all to the left border of window (there's a wide space between text and left border).

To help, you should note in the font file what each #font is about (what texts are changed with the font).

coturnix
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Sat May 28, 2011 12:21 pm

Winter textures look really bad, all muddled up (even on territories not in fog of war). Started a campaign and had to quit after a turn due to the map being very difficult to read, it was all plain white with some grey traces (where rivers crossed).

Maybe winter textures are not ready for the demo (the winter textures option goes to disabled everytime i restart the demo), but just in case....

Baris
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Sat May 28, 2011 12:47 pm

Playing further I realise that Colonial concept is brilliantly done. Excellent job :thumbsup: this game is really innovative. It will be joy to play Ottomans with the chains of influence of west in the most realistic way.

Baris wrote:Yes "Cpriots" should call themselves lucky :D that they have a name.


Gray_Lensman wrote:
?





My point was that in 1850 start Diyarbakir to Kirkuk should have Kurdish loyalty. Kars and Erzurum should have armenian loyalty(they lived there 2500 years) IF Helenic island of Kpiros have Cypriots loyalty specified. In the database both Kurds and armenians have faction file?. It is understandable that ethnicity map is generalized as whole middle east and north Africa is 100 percent Turks. But maybe that will change throught the game Im not sure.

Edit: I can see the garrison and armies of Ottomans in Antolia(Colonial penetration zone) but not in balkans as playing GB. They are in fog of war. Maybe there is no definition of colonial status in Balkans. Most of the army is there.

Respenus
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Sat May 28, 2011 12:59 pm

There is one more thing I forgot to mention in my first post. It probably isn't a bug, but it can be very annoying, if someone else also has this problem. The thing is, sometimes it is very difficult to press a button. In order to make sure the button gets pushed, I need to press my mouse button for a couple of seconds. This can quickly become problematic when small adjustements needs to be done as in the trading screen, or even in the asset balance, when you aren't really sure if you ordered a trade (well, you do have your graph and the numbers change, plus there is a sound notification, but the basic issue remains).

In the end, it is probably one of the things my computer likes doing, yet I though of reporting it just in case someone else might have the same problem, or a suggestion. Still a great game though :thumbsup:

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Pocus
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Sat May 28, 2011 1:13 pm

coturnix wrote:Winter textures look really bad, all muddled up (even on territories not in fog of war). Started a campaign and had to quit after a turn due to the map being very difficult to read, it was all plain white with some grey traces (where rivers crossed).

Maybe winter textures are not ready for the demo (the winter textures option goes to disabled everytime i restart the demo), but just in case....


There is no winter texture provided by the demo, please stay without winter texture on or they will be blurry as you experience.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Sat May 28, 2011 1:14 pm

Ethnics problem: We are aware of that in the demo, it is already fixed for release.

Disappearing structures: They are not really gone, but don't show up. This is when you use a filter in military construction mode and then you go back to checking your structures. The bug is also fixed since some days in the release version, but the demo was shipped before.
Image


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cato12
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Sat May 28, 2011 1:38 pm

Pocus wrote:There is no winter texture provided by the demo, please stay without winter texture on or they will be blurry as you experience.


good to know that those textures are missin for the demo, i was beginnin to think thats what the full game was gonna be like.

von Sachsen
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Sun May 29, 2011 12:56 am

Pocus wrote:
Disappearing structures: They are not really gone, but don't show up. This is when you use a filter in military construction mode and then you go back to checking your structures. The bug is also fixed since some days in the release version, but the demo was shipped before.

Wonderful, great to read. :)

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