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Strange bug; first time experiencing it after building 16-17 different cities/adventures.

All of a sudden, almost every maintenance office in the city stopped producing super intendants. I had MORE than enough workers (unemployment % going up because my trireme wharfs suddenly exploded) and all offices were attached to a road. It's like they suddenly decided to stop working. I was trying to replace my broken buildings as fast as possible, but by the time I finished replacing 7-8 buildings, one I just previously replaced exploded again. So frustrating.

I've only purchased 2 games from GOG (Dark Reign and Zeus) and both have been riddled with bugs. What gives?
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Joe22c: ...
You can adjust the industries to determine who works where. Its possible this setting was changed, removing workers from maintenance. Or, the tax rate may be too high causing these workers to leave the city. Population may also be too low and in this particular case worker shortages are rampant but you notice them first when building start collapsing.

You mention trireme wharfs. Perhaps those were completed, grabbing hundreds of workers from your pool and then building started falling. If you unemployment went up at that point it would not be indicative of the initial problem. See if you can go back to a save before the crumbling begins and send the trireme crews home. See if that prevents amss destruction.
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Joe22c: Strange bug; first time experiencing it after building 16-17 different cities/adventures.

All of a sudden, almost every maintenance office in the city stopped producing super intendants. I had MORE than enough workers (unemployment % going up because my trireme wharfs suddenly exploded) and all offices were attached to a road. It's like they suddenly decided to stop working. I was trying to replace my broken buildings as fast as possible, but by the time I finished replacing 7-8 buildings, one I just previously replaced exploded again. So frustrating.

I've only purchased 2 games from GOG (Dark Reign and Zeus) and both have been riddled with bugs. What gives?
Lack of workers would be my guess too, when the wharves break down its too late to restaff buildings with the freed workers. Put infrastructure on very high priority, the default is far too low to keep things working through a worker crisis as you discovered.

A less likely scenario, did you build a really, really huge city, much above any requirement from the vanilla missions? Then you might run into the sprite limit, the game simply doesn't have a slot to spawn the next walker anymore because there are too many already out there.

Player mistakes aren't bugs. *exit stage left, grumbling about pet peeves*
Post edited September 26, 2014 by flickas
Greetings gentlemen,

Sorry for the late post; I forgot about this.

I assure you I'm a veteran of this game; my city had more than enough employees. I will address your thoughts, now.

"You can adjust the industries to determine who works where. Its possible this setting was changed, removing workers from maintenance."


I'm well aware of this feature. However, it is very difficult to "accidentally" turn off maintenance and hygiene. Furthermore, I clicked each maintenance office and they were all at fully staffed. Despite this, they continued to refuse to generate walkers.

Population may also be too low and in this particular case worker shortages are rampant but you notice them first when building start collapsing.

If this were the culprit, then you would expect the maintenance offices to continue producing walkers *after* my unemployment rate spiked. This did not occur. Instead, the maintenance offices continued to not produce walkers despite the fact that they were all fully staffed. Therefore, we can rule out insufficient labour as the culprit.

Lack of workers would be my guess too, when the wharves break down its too late to restaff buildings with the freed workers.

I assure you, I am very anal/diligent when it comes to making sure I have enough employees. It was NOT due to a worker shortage. And as I mentioned above, if it *were* due to a worker shortage, you would expect the problem to resolve itself once unemployment sky rockets. Instead, the offices continued to refuse to produce walkers despite a right click revealing that they were fully staffed. The text permanently read something like, "the officers are getting ready and about to leave..." but they never do.

I am certain this is a bug.

A less likely scenario, did you build a really, really huge city, much above any requirement from the vanilla missions? Then you might run into the sprite limit

It was a large city, but I've built bigger. My original post is over a week old now, but I think it was less than 10,000 in population and I've definitely built +10,000 citizen cities before without issue.

Player mistakes aren't bugs. *exit stage left, grumbling about pet peeves*

This annoys me, too. I'll often see a post that reads like it was written by a 13 year old complaining about a bug when they haven't ruled out the possibility of a mistake on the part of the player. I assure you, though, that as a veteran of this game, I am almost certain this is a bug. I hope my writing didn't give you the impression that I was one of those foolish little kids who obliviously couldn't accept the possibility that they missed something.

- It's not a matter of inadequate employment (if so, all would be normal after unemployment spikes)
- It's not a matter of turning off the hygiene/maintenance industry priority (cannot do this "by accident")
- It's not a matter of inadequate road access (they were working fine before and I did nothing to cut off access)
Post edited October 06, 2014 by Joe22c
Did you try to raze and rebuild the architectural posts to see if the new architectural posts will begin sending out the inspectors? Don't know if it will answer the problem but it may give you a work around. Also might try to switch firehouses with Architectural buildings (or other one-lot buildings) to see if that might get the game working again.

Edit for clarity
Post edited October 06, 2014 by macAilpin
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Joe22c: ...

This annoys me, too. I'll often see a post that reads like it was written by a 13 year old complaining about a bug when they haven't ruled out the possibility of a mistake on the part of the player. I assure you, though, that as a veteran of this game, I am almost certain this is a bug. I hope my writing didn't give you the impression that I was one of those foolish little kids who obliviously couldn't accept the possibility that they missed something....
No, but your response did. So I will give you the canned answer that makes me wonder why you posted to begin with... Log the ticket and see if they can help.

One other thing, I have purchased over 150 games from GOG and have found only one legit bug, in this very game! The issue with special character speed and walkers. Occasionally the walkers will simply not appear on screen, everything is working fine but they seem empty and unproductive. As you explained building were actually collapsing, it did not seem pertinent at the time, but perhaps its related in some odd way and you may wish to explore the issue here...

http://www.gog.com/forum/zeus_poseidon_acropolis/windows_7probably_xp_too_slow_gods_spawnblessattack_animations/page1
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Joe22c: ...

This annoys me, too. I'll often see a post that reads like it was written by a 13 year old complaining about a bug when they haven't ruled out the possibility of a mistake on the part of the player. I assure you, though, that as a veteran of this game, I am almost certain this is a bug. I hope my writing didn't give you the impression that I was one of those foolish little kids who obliviously couldn't accept the possibility that they missed something....
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muttly13: No, but your response did.
I don't see how; especially considering my response was more detailed and carefully written than the original post to begin with. Quite frankly, your answer seems more like a , "fuck you, how dare you question my right to be impolite, supercilious, and dismissive?" kind of answer.

Anyways, your original suggestion was that it was due to a lack of labour which I summarily debunked (i.e., problem persists despite high unemployment; buildings indicating x out of x employees).

As to the reason why I posted to begin with: This is a forum; people ought to feel comfortable sharing their thoughts and findings - this includes fair criticism. And yes, I'm also aware of the slow-god-animation problem though I doubt it'd be related. Anyways, I'm glad in your +150 game purchases you have only found one legit bug. I am not lying, however, when I state that I've found bugs in each of the 2 games I did purchase. The other involved alt-tab and colour distortion in a title called, "Dark Reign". That one was also a bug and not a game feature.
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macAilpin: Did you try to raze and rebuild the architectural posts to see if the new architectural posts will begin sending out the inspectors? Don't know if it will answer the problem but it may give you a work around. Also might try to switch firehouses with Architectural buildings (or other one-lot buildings) to see if that might get the game working again.
Hello,

yes I did destroy and replace the maintenance offices. The problem continued to persist, however, despite the fact that right clicking to inquire about the status of these buildings revealed full employment and no problems whatsoever. Also, I think you may be mixing up some games as there are no 'archicteural posts' or firehouses in Zeus. Perhaps you are thinking of another title from Impressions Games?
Post edited October 10, 2014 by Joe22c
Yea. I've played too many of them. LOL.

But have you tried re-arranging the buildings to get the game to begin co-operating again.

Bob
If Hades becomes angry with you, he will take all your maintenance workers off the streets, so they can no longer service the cities. The description implies that once he leaves with your workers, they can be replaced, but this did not seem to work for you. Still, this does seem related to the symptoms you describe.
Post edited December 14, 2014 by spnom15gog