This is currently WAD but I'm not a fan of it either. It won't be changing for 1.1 but it is on the post 1.1 list.
DerekPaxton
[quote who="Fistalis" reply="2" id="2844059"]Sure thing. Just to note though.. I haven't seen another crash since this one in 1.09V. Where as in 1.09u after the first crash it was like clock work.[/quote] Good to hear!
Thanks for doing this, checking it out now (meanwhile the smart people will check it out in the morning). You look like you are using a custom faction. Could you do me a huge favor and start a new game with a standard sovereign, faction, no custom unit designs, no mods and see if you have the same issue (just because it have been so reproducable for you).
[quote who="Sethai" reply="13" id="2843706"]i get this too; monsters attacking in the early game that it would have been completely impossible to defeat. i like how the monsters work and behave, but this SHOULD NOT HAPPEN. what if that had been someone's first game?[/quote] This was behavior in the beta for a little while. It won't happen with the current beta (now the starting monsters ramp up over the first 25 turns).
Thanks for the crash dumps, they are greatly appreciated. We will take a look at these. Please check out patch "v" if you get a few minutes and let me know if the issues continue.
I reproduced this with one of my saves. It may just be coming from pulling from cached values, but we are investigating. Thanks for pointing it out.
Cari's keeping all the good fixes for herself (though sharing her apple crisp so I'm not complaining).
[quote who="jecjackal" reply="10" id="2843548"] 7. Merchant bonus raised from +10% to +25%. Just curious skipper, is this referring to the "Merchant" unit ability or the "Merchant" building?[/quote] Merchant improvement.
[quote who="Trojasmic" reply="7" id="2843522"]Hi Derek, I didn't see any "Crash fixes" in Patch T and I don't see any listed here in Patch U despite a number of us still reporting them. Are you guys having a tough time recreating or finding the issues in our debug info?[/quote] No, i just forgot to keep putting "crash fixes" at the top of every changelog. It is 90% of what we are working on in every patch for the past week.
I loaded your save with patch "u" and I was able to play through without a crash. Incidently we played a 5000 turn game yesterday with no crashes, and Brad had a 2700 turn game going without a crash. So people have been way beyond winter 244.
I'm not able to reproduce this. Is anyone else seeing it? http://screencast.com/t/G6t8mYNUX
*** Beta patch 1.09v is scheduled for release on 12/12/2010 *** Changes: 1. Fixed crashes. 2. Fixed an issue with the Great Mill materials cost. 3. Fixed the Greater Evasion spell so it shows up correctly in the spellbook. 4. Empire tech Refined Weaponry requires Dread Weapons now (instead of Offense). 5. Empire tech Refined Armor requires Master Armor now (instead of General Armor). 6. Tower of Civilizati
[quote who="Redwind85" reply="33" id="2843277"]please say you fixed the slowing down of tactical battles - something about you had added debugging to it ? making end turn / tacticals etc becoming sluggish ? this is the really big kill joy for me when playing right now - the game is simply tedious when in a huge battle other than that - AWESOME - keep up the bug hunting - and stay frosty - and check those corners! GAME ON MAN!! GAME ON!!![/quote] <p
[quote who="Werewindlefr" reply="26" id="2843139"]Derek: CoreSpellBooks.xml: GreaterEvasion 1 CoreSpells_AIR_Tactical.xml: (etc.) Which ma
Thanks, please let me know if you find any more of them.
[quote who="Nenjin" reply="18" id="2843015"]If you guys addressed unit card info not being saved when the game is saved in this patch, I'd be mighty happy.[/quote] This won't be fixed for 1.1. But it is on my post 1.1 list. Unfortunately it isn't a simple change. When you use a infocard picture the game saves it for 3 turns and then drops it (we don't want to waste the memory holding onto all these images, we will just rebuild again if required). But the rebu
Such a good idea about telling how many of each building is in the city. I'll add it to the post 1.1 list. I'll check on what it will take to clean up the capital/village string.
Works fine for me in your save. Your selected city doesn't have a war Council, so you cant build any there. But your capital (Tooratol) has a war council and can train groups. Keep in mind that you cant train groups of pioneers so if you have the pioneer selected you cant select group options (which can be a little confusing).
Thanks for doing this! Issues resolved in current patches: BUG - 11 - Random guardian units still spawn with the ability to cast spells -> Fixed. BUG - ? - As an after though , I have just checked, Death worship still dose not appear to be giving its bonus. -> Fixed. Issues we are investigating: BUG - 24 - Icons disappea
*** Beta patch 1.09u was released on 12/11/2010 *** Changes: 1. Fixed a bunch of monsters that had essence (and therefor the ability to cast) that the player might get by picking a guardian unit. 2. Death Worship faction bonus now correctly gives +10% to hit points, previously it didn't do anything. 3. Fixed Empire city bonuses (previously they were giving way to much of a % boost), set equal to the kingdom cities of the same lev
[quote who="AlLanMandragoran" reply="16" id="2842039"]I have gas.[/quote] Toby, you're going to have to fix this one.
[quote who="sjwt" reply="22" id="2842033"]As for 1.1, their are still 100's of un actioned bugs out their that need to be hit before a real 1.1 realise. [/quote] If you could make a post with a save of the issue happening on the latest version I will check them out.
I hear you. It would be easy to allow the public to submit bug reports. We would get tons of bug reports. Some good, some bad, most somewhere between. Sorting through all that info takes time, to much time. Most companies deal with this by having a small private beta team. And even then its uncommon to get responses to individual posts (though a high percentage are read). We have public betas, which means the s
[quote who="Trojasmic" reply="4" id="2841961"]I wish I had more time to play and experience all these crashes. Way to take one for the team FatNonFree![/quote] I agree 100%
[quote who="marlowwe" reply="31" id="2841809"]Yeah I don't think I've played a single strategy game where the AI could play effectively on island maps.[/quote] Rise of Nations. In that game moving units onto water turned them into boats automatically. All naval AI issues solved.