Quote Originally Posted by QWE_asd View Post
colony build option bug

After several hours in my bosporan campaign I'm afraid the 2.02b colony system is not working properly.
I can't spend any colony points I have despite owning metropolis. Instead, I found the building options disappearing after I refresh the building panel by adding a building to the queue or reopening the panel.

In the script it says:
if I_EventCounter ecBosporanColonistsOn <= 1
set_event_counter ecBosporanColonistsOn 1
wait 1
set_event_counter ecBosporanColonistsOn 0
end_if
same for all 9 greek factions at every endturn, and m2tw ultimate document 2.0 says "wait"'s unit is in seconds.
It didn't take 9 seconds for every AI's turn to finish which means "wait" does not pause AI's turns. This monitor's scope is actually across multiple factions' turn and overlapping with itself. I can't spend any colony points after several seconds passed in my turn because the option is turned off by this monitor which started in previous AI's endturn and ended during my turn.

Maybe all "wait 1" should be changed to "wait 0.1" (or don't use wait at all because it's too dangerous).
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Ok, I'm pretty sure the bug is there.

Start a pergamon campaign and destroy the colony, you should see the colony build option. Go to next turn and immediately open the build panel the build option might be still there, wait several seconds and refresh the panel the option is gone. You can repeat it by going to the next turn.
Strange, I started a game as Makedonia when testing it. They start with colony points, I can build a military colony in Demetrias, which builds. The message stops appearing after that and the building builds.

I'm starting to wonder if we need a simpler method of handling colonies, it's been troublesome in every iteration since it first appeared.