Jerusalem demolished?

Post bug reports and ask for help with other issues here.
Post Reply
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

Jerusalem demolished?

Post by FOARP »

The AI moved an Engineer unit to Jerusalem, and apparently constructed fortifications there (in a single turn?). My forces destroyed the engineer unit and ... Jerusalem isn't there any more?
Jerusalem.png
Jerusalem.png (832.33 KiB) Viewed 1076 times
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Jerusalem demolished?

Post by Platoonist »

Weird in more ways than one. According to the game's rules an engineer can't build fortifications in a resource hex which a town or city or settlement counts as. They're limited to building them in terrain hexes only. Might be a graphic glitch.

There are some games where engineers can do a demo job on the infrastructure in their hex prior to surrender, but this isn't one of them.
Image
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

Re: Jerusalem demolished?

Post by FOARP »

Yeah, really strange, and yeah also, the player cannot fortify towns. Doesn't appear to be a graphics glitch as Jerusalem's still not there when I save/reload, and the panel at the bottom doesn't show a city there - just empty terrain.

I have savegames before and after if anyone's interested.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

Re: Jerusalem demolished?

Post by FOARP »

Reloaded the same turn and played the same moves. Same thing happened - the British 33rd Engineers moved in to the hex where Jerusalem is and in a single turn built fortifications there, the city is no more.

I could occupy Jerusalem with my German unit, but I wanted the Italians to get the MPP from Palestine to give them a bit of a boost. Either way this is a weird bug - the city just isn't there any more, the AI is building fortifications in a city-hex, and the AI is building fortifications in a single turn.
Jerusalem re-run.png
Jerusalem re-run.png (1.31 MiB) Viewed 1018 times
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Jerusalem demolished?

Post by Platoonist »

FOARP wrote: Sun Jan 28, 2024 7:16 pm Reloaded the same turn and played the same moves. Same thing happened - the British 33rd Engineers moved in to the hex where Jerusalem is and in a single turn built fortifications there, the city is no more.
Hold on to that save. It might be worthy of developer-dissection. :geek:
Image
User avatar
Hubert Cater
Posts: 5986
Joined: Mon Jul 22, 2013 11:42 am
Contact:

Re: Jerusalem demolished?

Post by Hubert Cater »

Could you send me the saved turns to support@furysoftware.com, thanks!
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

Re: Jerusalem demolished?

Post by FOARP »

Sure thing Hubert!

EDIT: the .sav files are too big for me to email but I could send the .dat files easily - is that sufficient? Otherwise I could use WeTransfer or a similar file transfer system.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
User avatar
Elessar2
Posts: 1440
Joined: Wed Nov 30, 2016 12:35 am

Re: Jerusalem demolished?

Post by Elessar2 »

Is it possible this inadvertently uses the Swap function while an engineer is building a fort on a clear hex, then it finishes building it where the city is (was), thus wiping the city from the map?
User avatar
BillRunacre
Posts: 6512
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: Jerusalem demolished?

Post by BillRunacre »

FOARP wrote: Mon Jan 29, 2024 11:10 pm Sure thing Hubert!

EDIT: the .sav files are too big for me to email but I could send the .dat files easily - is that sufficient? Otherwise I could use WeTransfer or a similar file transfer system.
Zipping them up is normally sufficient to decrease their size, but if not using WeTransfer is best. Sometimes both!
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

Re: Jerusalem demolished?

Post by FOARP »

I've sent the .sav and .dat files via WeTransfer. Hope it helps!
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
User avatar
Lothos
Posts: 1242
Joined: Tue May 23, 2006 8:22 pm

Re: Jerusalem demolished?

Post by Lothos »

Did the engineer retreat into Jerusalem?

If so that would explain it as it was building a fort in the hex next to it and the attack forced them to retreat on the city but the unit kept constructing the fort.

Saw a similar bug with loop commands.
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

Re: Jerusalem demolished?

Post by FOARP »

Lothos wrote: Wed Jan 31, 2024 12:21 am Did the engineer retreat into Jerusalem?

If so that would explain it as it was building a fort in the hex next to it and the attack forced them to retreat on the city but the unit kept constructing the fort.

Saw a similar bug with loop commands.
It appears to have been operated in to Jerusalem.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
User avatar
Hubert Cater
Posts: 5986
Joined: Mon Jul 22, 2013 11:42 am
Contact:

Re: Jerusalem demolished?

Post by Hubert Cater »

Thanks for the turn, and it looks like this is exactly what happened, e.g. the Engineers were about to complete a fortification, and ended up operating to Jerusalem and then completing it there, which just threw everything off as it is against the rules.

I'll fix this for the next update, e.g. any engineer that is in the process of completing a fortification that either moves or operates, will have it's fortification process wiped as it should have been.
Post Reply

Return to “Tech Support”