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James D Burns
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Location: Salida, CA

Colonial woes

Sun Jun 12, 2011 8:34 pm

I cannot figure out why in my current game many/most of my attempts to build trade posts or missions are failing. As an example here is Samoa, why did these attempted colonial builds fail?

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According to the pop-ups for the two options I meet the requirements for these buildings to be placed. In fact it allowed me to place them during the turn, it just failed to place them during turn resolution and I lost my investment.

I would say this has happened for at least 80% of my attempted colonial placements for trade posts and missions. It’s possible none at all have been placed, but I hadn’t paid close enough attention early on in the game until it became apparent they weren’t being placed, so I can’t be 100% sure none at all have been successfully placed in my game.

Jim

Oxonian
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Sun Jun 12, 2011 11:09 pm

I am able to build missionaries and trade posts in the continental US, but I was able to reproduce your error in Samoa (I double-checked to be sure there wasn't *already* a structure in Samoa; there is not). Possibly you need to have military control? Missionaries and tradeposts are supposed to have 100% success rate in valid regions (barring revolt), so either you should be forbidden from placing one in Samoa or it should be successful.

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Pocus
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Location: Lyon (France)

Mon Jun 13, 2011 7:17 am

In practice, the engine is right...A % that was valid (control, penetration, loyalty, dev level) is now invalid because it has been slightly altered since the start of the mission... problem is that it is damn irritating :)

We will see what we can do, perhaps a tolerance level after a mission is dropped.
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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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James D Burns
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Location: Salida, CA

Tue Jun 14, 2011 12:56 am

Pocus wrote:A % that was valid (control, penetration, loyalty, dev level) is now invalid because it has been slightly altered since the start of the mission...


But these missions were just placed and during the turn execution of the same turn they were placed, they failed. I can now place the missions again this very same turn even with the failure messages displayed, but of course they'll again fail during turn execution.

So I don't think it's a % change that changed over several turns as your statement leads me to think that’s what you think is going on. Rather something is preventing the buildings from being placed period, no matter what the CP % is. I’ve had them fail in low % CP regions and high % ones as well. I can see no rhyme or reason to the failures.

The only constant is that it’s only the missions and trade posts that are failing. Other colonial missions are working as far as I can tell, as I’ve only had these two types fail.

Jim

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James D Burns
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Location: Salida, CA

Tue Jun 14, 2011 2:37 am

If it helps, here's a .rar file with the last two turns of my game in it. Go ahead and place a bunch of trade posts and missions in the US Indian territories and watch them all fail. At least they’ve failed on my PC, as I placed a bunch out west recently and none of them took hold.

I guess it’s possible my save is corrupted, as my first attempt at playing ended in a corrupted save that forced me to restart the game. Since then I’ve logged out of the game every three turns or so when playing long sessions to try and keep this game from suffering due to the memory leak issue like my last game did.

Jim
Attachments
US.rar
(1.9 MiB) Downloaded 255 times

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willgamer
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Location: Mount Juliet, TN

Tue Jun 14, 2011 2:46 am

James D Burns wrote:If it helps, here's a .rar file with the last two turns of my game in it. Go ahead and place a bunch of trade posts and missions in the US Indian territories and watch them all fail. At least they’ve failed on my PC, as I placed a bunch out west recently and none of them took hold.

I guess it’s possible my save is corrupted, as my first attempt at playing ended in a corrupted save that forced me to restart the game. Since then I’ve logged out of the game every three turns or so when playing long sessions to try and keep this game from suffering due to the memory leak issue like my last game did.

Jim


I've gotten a lot of these playing USA as well. My first guess was that the player side of the placement routine was missing some of the tests.

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Pocus
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Location: Lyon (France)

Tue Jun 14, 2011 10:20 am

James D Burns wrote:If it helps, here's a .rar file with the last two turns of my game in it. Go ahead and place a bunch of trade posts and missions in the US Indian territories and watch them all fail. At least they’ve failed on my PC, as I placed a bunch out west recently and none of them took hold.

I guess it’s possible my save is corrupted, as my first attempt at playing ended in a corrupted save that forced me to restart the game. Since then I’ve logged out of the game every three turns or so when playing long sessions to try and keep this game from suffering due to the memory leak issue like my last game did.

Jim


I tried with your save and I only had 2 aborted, in Samoa, because of enemy units... None of the ones I added in the US had a problem.
I'm not saying there is no bug or problem but right now I tend to think that the cause of cancels are:

a) you are lacking funds or mfg goods, as the decisions don't seem to update your expenses right now... this is a lack we will have to correct

b) a % fell under the minimum level

c) there is an hidden enemy

So more feedback and streamlining will be welcome in the future about these operations.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

StephenT
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Tue Jun 14, 2011 11:11 am

One thing I've noticed is that the development level of provinces seems to drop randomly. I had a province that was on 10% development, started building a road there - then a couple of turns later got a message that the Improve Roads mission couldn't be completed. It turned out the province now had development of 9%. No explanation for why it had fallen.

montgomeryjlion
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Tue Jun 14, 2011 1:13 pm

It must be the hidden military units, because I get this consistently in my France game. The tool tip says nothing about military units being present making this action unavailable. Is this any unit from any country? Or is it just rebels? It gets very frustrating trying this turn after turn.
Thanks again,
MJL

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James D Burns
Posts: 561
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Location: Salida, CA

Tue Jun 14, 2011 10:31 pm

montgomeryjlion wrote:It must be the hidden military units, because I get this consistently in my France game. The tool tip says nothing about military units being present making this action unavailable. Is this any unit from any country? Or is it just rebels? It gets very frustrating trying this turn after turn.
Thanks again,
MJL


I guess this could be the cause. If so the game should not let you place the missions because you lose the investment when it fails.

Jim

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willgamer
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Location: Mount Juliet, TN

Tue Jun 14, 2011 11:11 pm

I just email'd Pocus a repeatable instance of this with 1.02.

I've got a school that fails on the next turn after initiation and yet is immediately available to build again! :bonk:

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Pocus
Posts: 25673
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Location: Lyon (France)

Wed Jun 15, 2011 5:59 pm

fixed, if I got my code right this time ;)
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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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Flop
Major
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Location: Copenhagen, Denmark

Wed Jun 15, 2011 6:20 pm

I'm having a problem with exploration missions. Specifically, I'm playing as Prussia, and I'm trying to use exploration on the two unknown territories bordering Dar el Salaam. I have an explorer unit in Dar el Salaam, so I should be able to play the missions, which I am, but they fail every single turn. Is the chance of the exploration mission succeeding just very, very low, or is this an error?

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PhilThib
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Location: Meylan (France)

Thu Jun 16, 2011 8:22 am

Chance is normally around 33%, so it should succeed once in a while ;) How often did you try ?
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allan_boa
Colonel
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Location: France

Thu Jun 16, 2011 8:48 am

If the chance is 33% then the message [yjr one underlined in red in the screenshot above] makes no sense. Instead we should read domething like: "your attempt was not successful, try again later"

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caranorn
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Location: Luxembourg

Thu Jun 16, 2011 9:11 am

PhilThib wrote:Chance is normally around 33%, so it should succeed once in a while ;) How often did you try ?


33% could fit my experience with exploring the Congo. Sometimes it took 5 or so attempts to explore a region (bad rolls), other times on first or second try...
Marc aka Caran...

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Flop
Major
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Location: Copenhagen, Denmark

Thu Jun 16, 2011 10:54 am

PhilThib wrote:Chance is normally around 33%, so it should succeed once in a while ;) How often did you try ?


Maybe 10 times. It did succeed in the end, though. Maybe the problem was due to trying to explore two regions at once, when I only had one explorer unit?

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ERISS
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Thu Jun 16, 2011 10:59 am

Flop wrote:Maybe 10 times. It did succeed in the end, trying to explore two regions at once, when I only had one explorer unit

Maybe: 33%^2 = 11%

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Pocus
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Location: Lyon (France)

Fri Jun 17, 2011 2:42 pm

Flop wrote:Maybe 10 times. It did succeed in the end, though. Maybe the problem was due to trying to explore two regions at once, when I only had one explorer unit?


no... just bad luck
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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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Flop
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Fri Jun 17, 2011 6:23 pm

Pocus wrote:no... just bad luck


Alright, thanks. That's good to know.

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