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yellow ribbon
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Sun Oct 16, 2011 10:43 pm

just run into another "old" bug....

suddenly in the late 1860s i can build sewers EVERYWHERE.

thought it was solved for early game, but happens again.

its coming from some glitch i cant figure out myself. i´ll keep a zipped save of it.
Attachments
construction.jpg

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PhilThib
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Mon Oct 17, 2011 7:20 am

What do you mean by everywhere....sewers are buildable in any region where you own a city, are there cities in the region in green on your map?
Image

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yellow ribbon
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Mon Oct 17, 2011 9:07 am

morning PhilThib,

i did mean it as i said it.

I DO know the code and what is required for the sewer card:

this problem was solved by Pocus for the patch Oscar originally. thus its a old bug.

In the beginning of the GC 1850 i can only (as normal) play the card in cities now,

BUT THEN, SEE SCREENSHOT (west minnesota, mexican border, south texas, Rockies east of San francisco), ITS AGAIN IN EVERY DEVELOPED NATIONAL REGION...

worked fine for 15 years and then suddenly it was back.

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PhilThib
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Mon Oct 17, 2011 9:19 am

This is very weird because I checked the event, there are no "conditions" on 15 years or whatever...it is supposed to work permanently if you have the right tech and the funding available, that's the only thing in the event....

****

Conditions
MinDate = 1850/01/01
ActorDisabled = $gmaOptionInd;USA_PW_Sewers
EvalResource = $merMoney;>=;500
EvalTechKnown = $RI_Urban_sewer_systems;=;100
TurnIndex = 14
Probability = 33

Actions
ChangeActorPool = $gmaOptionInd;MaxUse;1;ResetFreq;0;ImageID;Sewers_ON.png;Title;opt_title_CMN_PW_Sewers;MsgString;opt_desc_CMN_PW_Sewers;ToolString;opt_hint_CMN_PW_Sewers;SubType;USA_PW_Sewers;SParam1;USA

EndEvent

****

so bug is back ??
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Mon Oct 17, 2011 9:47 am

PhilThib,

1.: after four months I CAN READ your files and do know the prerequisites

2.: as i said is was already a bug before

http://www.ageod-forum.com/showpost.php?p=217031&postcount=12

3.: its was solved for OSCAR but after some time (after 1864) its a problem again. the very same problem

if i cannot even build a fruit orchard in central valley in the rockies for instance, but can build sewers in NON-URBAN areas

most people would call it a bug, others just exploit it calmly ;)

the problem is for me:

WHY THE HELL ITS COMES BACK AFTER MANY YEARS of gameplay.

thats what i cant find while digging into your code

if you want the file, you will get it...

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Pocus
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Mon Oct 17, 2011 10:03 am

yes please post the files so we can check.
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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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yellow ribbon
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Mon Oct 17, 2011 10:08 am

hello Pocus,

you will get it to your email in few minutes...

theone1
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Mon Oct 17, 2011 4:38 pm

is this patch save game compatible?

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yellow ribbon
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Mon Oct 17, 2011 8:27 pm

hello theone1,

i had old saves from patch MIKE running without problem. however a couple of things like the reforms changed quite a bit. so maybe you dont even want to carry on, for its a new and stable environment but not solving your old problems.


*******************************************

[color="Red"]SCRIPTED COASTAL GUNS DO NOT UPGRADE EITHER[/color]

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Tue Oct 18, 2011 11:50 am

ok, thats not a bug but a minor problem for players:

to save resources and avoid inflation i dont use the F11 but work with the F4 ledger nad the B-trade menu.
especially with the shut down all structures button.

i observed now that if structures (foreign direct investment) are on strike and shut down automatically, and you use the shut down all structures order and restart all structures for a single resource manually, the structures which were on strike and work again ARE NOT REACTIVATED.

step by step:

1. there is a labor strike with the nilled production

2. i shut down all structures and activate them step by step for certain resources in the second row of the F4 panel

3. few turn later i do it again and have to acknowledge, that the stiked structure did not reopen

it means that despite the strike is over, it might happen that just 22 units of rum etc just are not produced....
given the bottlenecks i described in the other thread, it quite harms the economy

i could not figure out whether this is a glitch coming from the event of labor strike itself, or from the way i use the F4 ledger.

anyone who just saw comparable situations?


********
PS:

B-trade window still does not work properly. for instance, there are offers of 41 units and equally how often i click, the amount will not go higher than 20.
in other occasion it operates in 5 units (5 from A, 5 from B, but 10 from C, 5 from D...) steps or ignores from countries the offers of 3 or 7 units totally...

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Tue Oct 18, 2011 7:23 pm

i thought after 4 months i would have seen everything.

its nothing new to me, that bad relations with UK and good with the tribes means the tribes claim back the british protectorate in northern canada...

as i wrote before, UK and Russia never ended their (crimean war) war. UK, triggered one partial mobilization after the next each turn for about 8 years, does not defend Canada and Russia does not walk over the border from the protectorate in the west to the dominion in east Canada...

it comes even better:

NOW THE TRIBES TAKE OVER UNITS ??!

see the pic, Nez Perce do have a FIELD HOSPITAL :mdr:
Attachments
tribal unit.jpg

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yellow ribbon
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Wed Oct 19, 2011 11:52 am

what about THE USA WEST COAST...

devs, in prior games i had guessed that the provinces like

coastal range

central valley

central coast

would be scripted not to accept buildings before a certain time.

now, 1868, the city of Monterey was created in Central Coast and I even cannot build a factory in the city.
its either a ´lil buggy or needs to be reworked....

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yellow ribbon
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Thu Oct 20, 2011 12:43 pm

ok, ok... lets differ between open point, issue and risk.

i know this is only an open point, has no priority and could be done by volunteers or mods, however...

pictures and texts for units HAVE to be reorganized.

when a pictured napoleonic 12pounder is announced to be a six pounder,

a modern field gun just brings it to a 12pounder smoothbore

and at the end of 1869 the most modern fieldgun has a picture of a (i believe) "Matériel de 75mm Mle 1897" with recoil system and gets a text to be a NATIVE GUN...

truly, lets add it to the open points list.

*********************

BTW:

have any native speakers interest in writing some short sentences for the reforms
i cant stand the "opt...-numberX"-messages and replaced it for my GC USA ;)

theone1
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Thu Oct 20, 2011 1:11 pm

I'm not able to claim Alsace and Loraine in my peace offer in the Franco-Prussian war! When i give a peace offer (white peace apparently) i only get paris (lol)... If i check Alsace in the claimed regions tab, the OK button disappears. I cant even ask for reparations? Is this a bug or..?

i played 500 rounds with the game patched to "i" and then updated to "o".

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Pocus
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Thu Oct 20, 2011 1:25 pm

You must watch out for the warscore you have currently against France. To get more WS, defeat their army, occupy their objectives regions.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Cohnman5
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Playing as France--new bug with Patch O-Oscar

Thu Oct 20, 2011 10:41 pm

Just had the event in French Guyana, discovery of GOLD! Was I excited to finally believe that my money problems would be au revoir (over) and then a BUG--no gold, no where, no how, to quote the Wizard of OZ. Please help and while you're at it, how about a money cheat? Great game, nonetheless and a great development team! :coeurs:

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PhilThib
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Fri Oct 21, 2011 7:53 am

The gold is in the region immediately south of Cayenne (the coastal region of French guyana)
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Fri Oct 21, 2011 10:34 am

in 1870 there are two events still without text

its the:

[color="Red"]PRU SpanishHohenzollern 1870

RUS ParisConference1856[/color]

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Fri Oct 21, 2011 11:11 am

Finally in 1870 UK and Russia make peace (maybe enough warscore now)

Alaska is mine by event, western Canada a protectorate of UK again.

unfortunately a russian cav. unit tracked a Nez Perce unit and followed it into the Washington territory.
the russians have now 100% MC in my last colonial province what is under tribal control.
i cant get rid of them and they dont starve. Russia has supply right from me.

no war between Nez Perce and Russians exists, but despite it Russia has MC and hang around in my borders...

EDIT:

Nez Perce get MC over a Canadian province, Nez perce are going back to Washington territory while Russians attack them in Canada, despite it Russians now have MC over the Canadian and the US American provinces!

deoved
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Fri Oct 21, 2011 11:38 am

Two times i have seen that Russia gain full control over half of Korea not being at war with her and despite Korea is Chinese protectorate. Same with Britain taking control over Dutch East Indies protectorates. Well, i think AI uses different rules than player.

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Fri Oct 21, 2011 11:51 am

yeah, for AI against AI thats true, otherwise my good old Sioux would not invade Canada....

however, within my colony...Canada/UK never invaded the tribes
national region shall exist only by event in about 30 years.

its just a bit annoying that a major power stays in my country... this mixture of green of them and blue of me... nasty, really nasty.

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Fri Oct 21, 2011 5:31 pm

another minor one...

(GC US 1850)

in June 1870 the event of german unification triggers already, simultaneously with the DOW of France.

the both provinces at the border, Alsace et al. are shown as under Prussian MC, but keep on to be under french flag.
cant be a siege, mines and farms also stay french despite 85% Prussian MC one turn later

in fact, the declaration of war happened in this month, the unification should not happen before the war is won, or by event in January 1871, shouldnt it!?

PS: may i assume, that referendum and pleb. is substituted by "blacks may vote" in the reform folder?
otherwise i would not make sense if i have the decision again and i should be shifted to F6


EDIT:


WHY THE HECK Siam is in Asia,while Burma is in Oceania ???

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Sat Oct 22, 2011 3:20 pm

its mid 1871 (GC USA 1850)

Prussia won the 1870/71 war single handed and got both border provinces...

[color="Red"]unfortunately also PARIS[/color] :confused:

EDIT: 1871

another empty text for an event

[color="Red"]PRU EmsDispatch1870[/color]

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Sat Oct 22, 2011 5:43 pm

i know there is a discussion about it in different forums. i just run into the same trouble in my game in 1871:

[color="Red"]"[Critical ] TScriptEngine.Parse Exception caught: Indice de liste hors limites (2) while parsing line 66576 : Demobilize" [/color]

no other program was open

no event is immediately related to this problem

it does not happen every turn, but systematically and gives a complete breakdown.

Edit:

i just saw at PARADOX that it appeared there in a mentioned game at the same time, mid 1871.

Generalissimo/Devs, do you still need a saved game?

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Generalisimo
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Sat Oct 22, 2011 11:59 pm

yellow ribbon wrote:Edit:

i just saw at PARADOX that it appeared there in a mentioned game at the same time, mid 1871.

Generalissimo/Devs, do you still need a saved game?

The problem is that it is not easy reproducible... sometimes it will crash... sometimes not. :(

If you have one that crashes 100% of the time, send it over... if not, it is more of the same we had until now. :(
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deoved
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Sun Oct 23, 2011 6:48 am

yellow ribbon wrote:i know there is a discussion about it in different forums. i just run into the same trouble in my game in 1871:

[color="Red"]"[Critical ] TScriptEngine.Parse Exception caught: Indice de liste hors limites (2) while parsing line 66576 : Demobilize" [/color]

no other program was open

no event is immediately related to this problem

it does not happen every turn, but systematically and gives a complete breakdown.

Edit:

i just saw at PARADOX that it appeared there in a mentioned game at the same time, mid 1871.

Generalissimo/Devs, do you still need a saved game?


I have the same problem. From my observations it happens every 2 turns. On first turn GER activates decision, on second, when effects must be implemented, game crashes.

But i "cure" it by seting GER_PartialMobilizationTracker in save file to occurences = 0. I think now GER will never demobilize, but crashes gone.

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Sun Oct 23, 2011 10:43 am

"If you have one that crashes 100% of the time, send it over..."

children here you see:

DONT work on the weekends or you start talking gibberish ;)

Sorry for the joke on your cost...


***************************************

[color="Red"]there will never be a save that crashes 100% of the time! as player you can already exclude that option![/color]

on my side:

it started in late February 1881, thus first save is march 1871
now its September 1881 and it happened 6 times

it happens AFTER the 15 days are processed

game is giving you a saved game FOR THE NEXT turn

reloading and rerun does not trigger the problem.

i rerun it with manipulated reforms file, did not do it for my game.

i rerun the first 17 turns of 1871 and get it again exactly 6 times (maybe its merely randomly)

not related to events, not linearly correlated to reform messages



normally the AI use partially mobilization only in case of war, cant be that. after the war the reserve units shall be discharged. if this truly triggers the problem, its only a matter of time to get rid of it...

so, for my part,it is systematically but not regular.

its roughly about every second turn but not always...

i am in a good mood, so i will just play along and test it for the rest of the year 1871 and 1872 :cool:

EDIT:

the definition "parsing line 66576" does also change its numeric value

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Hohenlohe
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Sun Oct 23, 2011 12:54 pm

Cohnman5 wrote:Just had the event in French Guyana, discovery of GOLD! Was I excited to finally believe that my money problems would be au revoir (over) and then a BUG--no gold, no where, no how, to quote the Wizard of OZ. Please help and while you're at it, how about a money cheat? Great game, nonetheless and a great development team! :coeurs:


Hello Cohnman,

you can gt more money if look for the appropriate file in your save or in the GC scen Datei .just remember the current money terms for your faction in the GC then load the gc scen into wordpad or editor and then you find the figures for capital and state money and now change it to your wish in the related country file part at top of your leader but be careful make a save or backup before changing anything...I had made the failure not doing like that...
Now Imust live with a changed scen data file...*sigh*

greetings

Hohenlohe :bonk: :wacko:
R.I.P. Henry D.

In Remembrance of my Granduncle Hans Weber, a Hungaro-German Soldier,served in Austro-Hungarian Forces during WWI,war prisoner, missed in Sibiria 1918...

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Sun Oct 23, 2011 1:26 pm

CHEATERS.... baaaaaaaaaah........... :indien:

back to the topic:


first, AI is still testing the minor German countries for replacements and leaders.
whenever i got a critical crash,there were WARNINGS in the AI-log
maybe a correlation.

however gets even worse, got a a couple of them:


[color="Red"]
"[Critical ] TScriptEngine.Parse Exception caught: Indice de liste hors limites (1) while parsing line 84519 : Demobilize
[Critical ] TFactions.GetFactionByUID The faction of UID 1000001 was not found
[Error ] THost.CheckResearch Exception caught: Violation d'accès à l'adresse 006FBB33 dans le module 'PON.exe'. Lecture de l'adresse 0002CCF4 Browsing Research Definitions 11 ActiveBoost
[Error ] THost.AbortProcess Hosting aborted while performing PostHostProcess: CheckResearch
[Error ] THost.AbortProcess Hosting aborted while performing MakeStep:PostHostProcess 15"[/color]

EDIT:

quotE:

"But i "cure" it by seting GER_PartialMobilizationTracker in save file to occurences = 0. "

tried it with different saves, cant do it, all are already labeled ZERO

2nd EDIT:

Problems were over after 1871

even if deoved´s advise did not solve my problem, it does appear to have the same root.
its coming from scripted contents of Germany after the Franco-Prussian war!

deoved
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Sun Oct 23, 2011 3:49 pm

tried it with different saves, cant do it, all are already labeled ZERO


Well, by GER i mean Germany. In my game Germany's demobilization produces crash. You must find which countrys demobilization produces crash in your game. For example France will be "FRA_PartialMobilizationTracker". Or simply search and set all "_PartialMobilizationTracker" occurences to 0. Only 8-10 instances.

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