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Messages - aule100

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AtG - General Discussion / Re: Congrats on Launch and Fixes Thread
« on: January 23, 2019, 10:36:19 PM »
Congrats, Jon & Conifer on the launch!

I let Steam update AtG, started the game.  Clicked start new game, had clicked The Goths.  A few seconds later, ctd.

EDIT: Started the game again, started a new game, and game loaded successfully.

After winning the game, opting to return to the game, and clicking end turn, causes the victory screen to redisplay.

AtG - Bug Reports / 0.9.3 Leave button overlaps Train Clan button
« on: January 13, 2019, 08:34:12 AM »
Can't click the Leave button under Clan Adelland; the click invokes the Train Clain in Discipline button, which the leave button overlaps.
EDIT: Was able to click the Leave button by moving the mouse up from the Leave button image, until only the Leave button had the red mouse-over hover coloring.

AtG - Bug Reports / Re: 0.9.3 End Turn crash - index out of bounds
« on: January 13, 2019, 01:02:32 AM »
Just hit end turn and game crashes. Perilously close to the end of the game and winning. Possibly too many resources?

Hit "settlement is idle" button to reproduce

Hunter may be on to something.  I went back several saves, sold off most of my stockpiles, and game played past the turn # where it originally crashed.

AtG - Bug Reports / Re: 0.9.3 End Turn crash - index out of bounds
« on: January 13, 2019, 12:20:36 AM »
Just had same error, also when clicking end turn button
EDIT: Had it again, this time when clicking the Clan button in the upper-left.  Exception around CreateClansTiersPanel

Can confirm, see Clan Ingel, a Man-at-Arms that previously was a Spearman.

AtG - Bug Reports / Re: 0.9.3 Level 10 permits multiple free upgrades
« on: January 12, 2019, 10:39:17 PM »
Looks like lvl 10 makes all future upgrades free:
Used Clan Waller to test this.
Initial state:
Clan Waller, a lvl 10 ale brewer that I never upgraded.
Initial Tools: 918, +12/turn
I took the one upgrade available to it as an ale brewer, normally cost 10 tools
Final Tools: 918, +12/turn

Then, I researched the second upgrade for ale makers (took 1 turn), normally cost 5 Boards.
On the next turn, I clicked the upgrade button:
Initial Board balance: 392 +4.7/turn
Final Board balance: 392 +4.7/turn

EDIT: Some time later, flipped Clan Waller to the Wine Vintner profession, and both upgrades for this profession were also free

Top upgrade takes 10 Tools, bottom upgrade takes 5 Boards.

Initial Tool balance = 870, with income of 11.6
Initial Board balance = 389 with income of 4.6

After applying both upgrades:
Tool balance = 870
Board balance = 389

Ditto, Dtolman:
Ordered settlement to skip until disturbed by pressing the 'z' button.  Would expect it to behave like manual Skip, where the settlement produces gold, but currently settlement does not produce gold when set to skip until disturbed.

AtG - Bug Reports / Re: 0.9.1 Automatic Food Conversion (NEED MORE INFO)
« on: January 12, 2019, 06:21:17 PM »
Agree commpletely, UsF.
Playing 0.9.3:
Maybe all edibles should default to NOT be substituted for food, and require the player to opt in to the conversion.

My clan's food stockpile and production are high enough to incur spoilage malus, but edible goods (grapes in this case) purchased from the caravan are insta-converted to food, as if the clan is starving.
The math does look right; I bought 20 grapes and ended up with +20 food.

I can confirm that for edibles that have previously been disabled from food substitution, purchasing from the caravan does NOT convert the goods to food.

Similar error also occurs after multiple loads of saved games.  I just kept reloading saved games, and after several (I lost count, but was more than four, less than twenty) the game crashed.
Not a normal user story, but was curious to see if it would happen.

Clan Ewout was assigned Lorekeeper profession early in the game.  Switched to Bard profession several turns ago (didn't pay any attention to the upgrade button at that time, so I do not know if it was present then).  Noticed that (at least) the upgrade button and tooltip for the Lorekeeper profession are presented on the clan card.

Not sure if this is intended behavior (i.e. so long as a clan stays in the same discipline and has previously had a profession, then that profession's upgrades remain available to the clan, even if it is in another profession), or a bug.

For kicks, I clicked the upgrade button, then switched the clan back to Lorekeeper profession, but clan tooltip still reads 6 knowledge production, the same as the un-upgraded lorekeeper clan (I'll take a closer look, not sure if there are trait modifiers that could account for the sameness).

Yianni's posted this bug in the general forum: http://forums.conifergames.com/index.php?topic=2255.0
From my currently running game, I saved, then exited to menu.  I started a new game as the Goths.  I then exited to menu again, started another new game as the Goths. Did this one more time, and got the CTD.

AtG - Bug Reports / 0.9.3 Captured clan in-game modifiers unclear
« on: January 12, 2019, 02:32:58 PM »
Not sure if this is a bug or not, maybe I haven't looked in the right places in-game.
I saw that their production was low, but aside from inferring it had something to do with their captured status, didn't know how bad the hit was.
Learned from poking around config files that captured clans have half morale, and half half production from active and settled professions.
In-game, the clans have the red border color, but hovering over the clan card doesn't give this information.
Looked around the in-game help menu under the following subjects, but didn't find anything.
Clans, Basic Warfare, Structures

Also, is the captured status a permanent malus, or is there a way to remove it, or have it disappear over time?

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