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  1. #1

    Default Re: The Bug Fixes Thread!

    Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
    Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
    Known issue?

    And merry Christmas, guys

  2. #2
    Masticator of Oreos Member Foz's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Schugger
    Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
    Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
    Known issue?

    And merry Christmas, guys
    I agree, it feels slightly strange, but I think it's done to maintain game balance (especially in traits), since the passage of time actually IS a setting we can control. IIRC the default is the 2 years per turn that you described, but we can also set it for 1 year per turn and some other one I can't remember. Since buildings go up in a given number of turns, and the trait system is based primarily on per-turn calculations, characters always have to age at 1 year per turn, or else different timescales would mean your characters had a disproportionately short or long length of time to develop, which would make those time scales far easier or harder, correspondingly, from a character usability standpoint. For instance if your characters aged as fast as the years in 2-year-per-turn mode, they'd live about 30 turns, see far less buildings built under them, develop less traits and to a lesser degree of development, and have difficulty earning anything near the max number of command (or any other stat) stars. Similarly, Agents in 6-month-per-turn mode would live insanely long 120-turn-ish lives, and would be uber in no time. So I think it is that way to keep the characters developing at the rate CA intended, but still allow us to make time pass more slowly or quickly, which affects when inventions and events come about, as well as how long we have to accomplish the objective.


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  3. #3
    The Dominican Member Wizzie's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Schugger
    Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
    Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
    Known issue?

    And merry Christmas, guys
    This is not a bug. It's a feature, or perhaps better described as simply the way the game is supposed to work. Since there is such a massive time scale covered in this game, for it to progress at a reasonable rate while still activating all events like Gunpowder, the Americas, etc. in a reasonable timestamp, a turn rate of two years per turn was implemented. However, if characters aged at this rate they would die off in 1/4 of the time they did in Rome. Since character stats and progression mechanics etc. are presumably hardcoded in the game engine, it made more sense to maintain the Rome aging rate of 1 year for every 2 turns - in order for good generals to develop before dying of old age. This has resulted in an abstract aging model which CA left easily moddable.
    Current Campaign

  4. #4

    Default Re: The Bug Fixes Thread!

    Description of Bug and how to replicate it: Can't build watchtowers or forts / limited movement. Don't know how to replicate, just happens on some regions.
    Probable Cause: Disaster event got stuck or something so the game thinks its still active many turns later.
    Suggested Fix: Wait or cause another disaster in the region that clears up correctly.

    Working Fix (workaround): Edit the disasters file to force a disaster event to occur, run the saved game for a turn or two so the event happens, save, and revert the disaster file back to the original.

    The file is: data\world\maps\base\descr_disasters.txt

    Make a copy of the file first, then edit the original and make a copy of the first entry, for earthquake, and delete the "climate" line. Replace that line with "Position" specifying the affected region. You need to lookup the position of the city with the affected region using "show_cursorstat" in the game console with the mouse cursor over the city.

    Change min/max scale to 1 to reduce the effects of the disaster, and the year/frequency from 20 to either 1 or 2. I'm playing with 2 turns/year (0.50 time scale), so if you are using the default 2 years per turn, I would try 2 instead of the 1 that I used. These numbers appear to be in years, so with a 0.50 timescale, or 2 turns per year, it takes 2 game turns for it to occur.

    Save the file (its read-only so you have to undo that property). Load your game, and run a turn or two. Hopefully an earthquake will properly hit and undo the watchtower/fort bug. Save post-earthquake and then go back and restore the original descr_disasters file.

    --------
    Lastly, I noticed that this oddly didn't work in the odd game turns using 0.50 timescale. That is if the saved game was during a particular season or 1/2 of a year, the disaster event will never trigger for some reason. Simply go back to a saved game 1 turn earlier seems to fix it. Guessing it only counts properly either every even or odd turn number... or if the game starts at a half year, it never triggers (i.e. year 1110.5).

  5. #5

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Bobalude
    Description of Bug and how to replicate it: Can't build watchtowers or forts / limited movement. Don't know how to replicate, just happens on some regions.
    Probable Cause: Disaster event got stuck or something so the game thinks its still active many turns later.
    Suggested Fix: Wait or cause another disaster in the region that clears up correctly.

    Working Fix (workaround): Edit the disasters file to force a disaster event to occur, run the saved game for a turn or two so the event happens, save, and revert the disaster file back to the original.

    The file is: data\world\maps\base\descr_disasters.txt

    Make a copy of the file first, then edit the original and make a copy of the first entry, for earthquake, and delete the "climate" line. Replace that line with "Position" specifying the affected region. You need to lookup the position of the city with the affected region using "show_cursorstat" in the game console with the mouse cursor over the city.

    Change min/max scale to 1 to reduce the effects of the disaster, and the year/frequency from 20 to either 1 or 2. I'm playing with 2 turns/year (0.50 time scale), so if you are using the default 2 years per turn, I would try 2 instead of the 1 that I used. These numbers appear to be in years, so with a 0.50 timescale, or 2 turns per year, it takes 2 game turns for it to occur.

    Save the file (its read-only so you have to undo that property). Load your game, and run a turn or two. Hopefully an earthquake will properly hit and undo the watchtower/fort bug. Save post-earthquake and then go back and restore the original descr_disasters file.

    --------
    Lastly, I noticed that this oddly didn't work in the odd game turns using 0.50 timescale. That is if the saved game was during a particular season or 1/2 of a year, the disaster event will never trigger for some reason. Simply go back to a saved game 1 turn earlier seems to fix it. Guessing it only counts properly either every even or odd turn number... or if the game starts at a half year, it never triggers (i.e. year 1110.5).

    I followed those orders some time ago and had the promised success.

    But now, I did exactly what I am told to do and no disaster happens.

    Does this "bugfix" still work with 1.2?!?

  6. #6
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Thurak
    I followed those orders some time ago and had the promised success.

    But now, I did exactly what I am told to do and no disaster happens.

    Does this "bugfix" still work with 1.2?!?
    I don't know about his comment in for the 0.50 timescale, but it appears that the events are hard-saved into the savegames when you start a new game. I also run at the 0.50 timescale, and have found where the events are stored in the savegame. Changing descr_disasters or whatever it is and then loading up the save game does not change it in any way.

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  7. #7
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Bug Fixes Thread!

    So you can't get around it ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  8. #8

    Default Re: The Bug Fixes Thread!

    Great. I found another way to get the bug: change the ownership of the province where a disaster strikes and you have this nice low movement/no watchtowers bug.

    It very much looks like it... my armies advanced towards Vienna at normal speed and everything was fine. I took the city the next turn and when I started to move around to build some watchtowers the next turn, I noticed the reduced movement. Must have missed it the round before because my army laid siege and did not move. And I got no disaster message as it was not my province at that time.

    When I finally noticed the bug my autosave was one turn too new *sigh*


    So how can I get rid of those s***id, f***ing, bugged disasters? There must be some way. I´ll test nearly anything, so let´s hear your brilliant ideas



    @whacker: As I understand it the idea to change the descr_disasters is to cause another event in the province where the disaster bug occured. With that disaster working and especially ending normally the old, bugged disaster should be neglected. No change at the savegame needed.

  9. #9

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Thurak
    I followed those orders some time ago and had the promised success.

    But now, I did exactly what I am told to do and no disaster happens.

    Does this "bugfix" still work with 1.2?!?
    I think the workaround for that disaster bug no longer works in 1.2.

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