CenturionsofRome
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Did more testing and can confirm that the outcomes of "military conflicts" are reversed. If you meet the tonnage requirements like you're supposed to, you lose. If you don't, you win.
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Also, found a new bug. When you win a "military conflict" - one of your provinces with a port rebels - you keep access to the port but lose the province, and the military conflict tag on the left of the screen doesn't go away until you reboot the game. I think the tags for winner and looser might have gotten swapped. Maybe this has something to do with the "line 36" crash?
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@o Barão could you please make a version without the new major nations? Even on Legendary difficulty the AIs spend the first 20-30 years in constant war until several AIs are eliminated, which cripples their economies and fleets (even superpowers, like Britian, France, and USA, regularly have their fleets reduced to single digits, or completely annihilated, due to the constant fighting) for the rest of the game and leaves them severely lagging technologically to the Player if they stay out of the fighting, which is rather easy to do. All in all, not very satisfying.
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France and Russia are MAJOR nations, not MINOR nations. This only happens to MINOR nations.
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That bug is caused by a minor nation losing its home provinces while holding a colony port. this causes the port to default to ungoverned territory. When the error happens, read which province is causing it, then exit to main menu and reload the save (this allows you to advance in time, though not everything updates) then marshal a fleet and park it offshore of the problem province. After a few turns you'll get a colonial invasion prompt, selecting "yes" will keep the error from coming back, so long as you win.
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Found a work around. That bug is caused by a minor nation losing its home provinces while holding a colony port. this causes the port to default to ungoverned territory. When the error happens, read which province is causing it, then exit to main menu and reload the save (this allows you to advance in time, though not everything updates) then marshal a fleet and park it offshore of the problem province. After a few turns you'll get a colonial invasion prompt, selecting "yes" will keep the error from coming back, so long as you win.
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So the "move vessels" freeze hasn't returned, but a lot of players have also been eliminated. But now I've got a new error, that froze the game on "update research". Exiting to Main Menu and reloading the save cleared it.
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So I progress the campaign by exiting to the main menu then reloading from the save, but I'm getting the error every turn now. Here's some Melon Loader outputs: Edit: interestingly, after progressing a few turns the error stopped happening. Also, the problem province, Arabia, is an ungoverned territory that is now being invaded by China. Is it possible that the error is due to the game trying to have multiple invasions at the same time? That would fit with the "key already added" part of Melon's error message.
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Is it possible there's too many conquest events going off at the same time and it's causing an overflow? Also, no one seems to be attacking "unoccupied territories" that are created when a nation collapses due to no ports.
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Had a "Move Vessles" turn freeze. Here's Melon Loader's output: [07:28:52.847] [TweaksAndFixes] [Unity]: [ConquestEvent] started. Province Virgin Islands Player United States [07:28:52.849] [TweaksAndFixes] [Unity]: ArgumentException: An item with the same key has already been added. Key: Arabia (Province) System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <00000000000000000000000000000000>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <00000000000000000000000000000000>:0) CampaignController.CheckMinorNationThreat () (at <00000000000000000000000000000000>:0) CampaignController+<NextTurn>d__108.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)
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Any chance you can get damage to stop spreading across the citadel boundary? It would allow AoN schemes to finally be viable.
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Shared Designs France, Italy 1940 ships missing
CenturionsofRome replied to CenturionsofRome's topic in Game Technical Issues
The 1.6 update fixed the problem