AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hey, is anybody else getting an unexplained extra 2 xp on all their mounted units in 613?
 
Hey, is anybody else getting an unexplained extra 2 xp on all their mounted units in 613?

There have been no changes to units since a very long time, so it shouldn't happen. If anyone else has this problem, please report it here, possibly with a savegame. By the way gbs5009, do you get this for ALL mounted units? Old units and new ones? Both units who faced a battle and units who didn't? Thank you.
 
1. Maglev is NOT automatically available in EXISTING human players cities. Its available in AI cities, but has to be built in Human player cities. UP to Electric rail roads, but not Maglev's.

2. Replacement buildings, aren't replacing their predecessor in the builds menu. i.e. When mines are replaced by shaft mines, you can still build a mine. As well, you can build a windmill, for example, over the mine, then immediately go back and build a shaft mine, completely circumventing the maturity period required. Same goes for Workshops/factories/industrial plants, and all the others.

3. The Great Commander promotion, "continues to attack at full strength", will never work, as once the units has used all its movement points in attack, it can't attack any more regardless of strength. Useless and wasted promotion. (I hit it all the time, even though I know it won't work)

4. Game play, but Highway's come much too late, really needed between paved roads and Rail Roads. Not the 6 lane Freeway or AutoBarn variety, but major through fares between cities.

5. I have received a python error, in regards to the storms event. I have storms enabled, but it gave this python error.

Spoiler :
PythonErroronstorms_zps44407f77.png



Didn't affect game, just came up.

On the mounted promotions, you haven't enabled a +2 Promotion civic such as Caste System, intolerance, or some such.
 
2. Replacement buildings, aren't replacing their predecessor in the builds menu. i.e. When mines are replaced by shaft mines, you can still build a mine. As well, you can build a windmill, for example, over the mine, then immediately go back and build a shaft mine, completely circumventing the maturity period required. Same goes for Workshops/factories/industrial plants, and all the others.

Are you talking about buildings or improvements? You said buildings, but all your examples are improvements. Yes, improvements will stick around unless you use the BUG option Hide Obsolete Worker Actions, but even then, you get things like Mine showing up again once Modern Mine becomes available. There's only one <ImprovementUpgrade> tag per improvement, so once an improvement is itself hidden, it doesn't hide anything down the chain.

I think circumventing the maturity time is an exploit that the only way to fix is by shortening the maturity time for the new improvement.

5. I have received a python error, in regards to the storms event. I have storms enabled, but it gave this python error.

Didn't affect game, just came up.

I think it's because GC is capitalized and it shouldn't be. Python is case-sensitive.
 
Yeah, I'm getting it with all mounted units. The amount of experience they'll get is shown in the city screen, but there's no associated bonus to explain two of the xp. I have the save game; it's also exhibiting that 'purchased transports have unusable cargo space' bug. What's the best way to submit it?
 
Yeah, I'm getting it with all mounted units. The amount of experience they'll get is shown in the city screen, but there's no associated bonus to explain two of the xp. I have the save game; it's also exhibiting that 'purchased transports have unusable cargo space' bug. What's the best way to submit it?

If I recall correctly you need to have at least 10 posts on the forum to be able to attach a savegame to one of your posts. But you can upload your savegame somewhere else and just post a link here.
 
Few problems uncovered, main one is;

1) Negative culture from hammers,

Spoiler :
NegativeCulturerates_zps4547ee45.png


NegativeCulturefromhammers_zps6b7ec441.png




Next is a textual error, it say's
Spoiler :
RocketArtillerygettingExpfromArcheryrange_zps889eba6b.png


Rocket Artillery receives exp from Archery range, when in fact it correctly doesn't.

Just remove the reference to the exp.



National Anthem event, is incorrectly linked.
Spoiler :


Nationalanthemkeyevent_zps26338677.png


and I had one on the new civics, but with the changes in the UN, I can't load any recent saves, I have to go before the UN was built by myself. Basically its using Nationalism in conjunction with Democracy I think, for all the hammer, science, gold, culture and spy bonuses of 10%, they are both unbeatable civics, used in any economy. The synergy between them all, gold, science, culture and espionage, is overpowering.

One solution, would be to preclude certain civic's with each other, such as Communism and Volunteer army, as an example off the top of my head.
 
Just came across something strange with early Fighters and a lack of airports.

I built an early fighter but when it came available it was based in my neighbors city. I couldn't figure out why at first.

The city that was starting to build my 1st of these had the airport qued up as the 3rd build behind 2 Early fighters. Without the Airport being built 1st They can not base in any of my cities. This is Not the way it used to be. So I bumped the Airport up and next turn it will be built. Meanwhile my fighter is using my open border neighbor's Airports to base in. Not the way I think it's supposed to work.

Screenshots below.

JosEPh
 
Just came across something strange with early Fighters and a lack of airports.

I built an early fighter but when it came available it was based in my neighbors city. I couldn't figure out why at first.

The city that was starting to build my 1st of these had the airport qued up as the 3rd build behind 2 Early fighters. Without the Airport being built 1st They can not base in any of my cities. This is Not the way it used to be. So I bumped the Airport up and next turn it will be built. Meanwhile my fighter is using my open border neighbor's Airports to base in. Not the way I think it's supposed to work.

Screenshots below.

JosEPh

I thought Koshling said there was a bug with Max Compatibility saves resetting your cities' Air Unit Capacity to zero. Did you do any recalculations of saves since you started the game?
 
Just came across something strange with early Fighters and a lack of airports.

I built an early fighter but when it came available it was based in my neighbors city. I couldn't figure out why at first.

The city that was starting to build my 1st of these had the airport qued up as the 3rd build behind 2 Early fighters. Without the Airport being built 1st They can not base in any of my cities. This is Not the way it used to be. So I bumped the Airport up and next turn it will be built. Meanwhile my fighter is using my open border neighbor's Airports to base in. Not the way I think it's supposed to work.

Screenshots below.

JosEPh

Could it be what Vokarya suggested? And out of curiosity, what gamespeed are you playing with? You aren't supposed to build early fighters in XIII century...
 
I thought Koshling said there was a bug with Max Compatibility saves resetting your cities' Air Unit Capacity to zero. Did you do any recalculations of saves since you started the game?

Yes because I updated to 618 a few days ago and I keep messin' with the CivicsInfo file adjusting my Test Civics.

And that 45* is why I have Early fighters in the XIII century. In fact about a dozen AI had them before me in this Normal speed game. Didn't want a Slow long game to test different test Civics out to see their effects.

Next time I play I'll have an Aiport or 2 and we'll if my lonely ostracized Fighter can come home. ;)

JosEPh
 
SVN 619 has broken all previous save games. Will not load any save game from previous versions. Will load SVN 619 Save games.

Koshling just posted yesterday a patch for Max Compat in C2C. But not sure if it deals with Airports and recalc.
thought Koshling said there was a bug with Max Compatibility saves resetting your cities' Air Unit Capacity to zero.

JosEPh
 
I can confirm the non compatibility of Olive's, lemons and and 619 saves.

I can load a save BEFORE, I researched fermentation. But after, as I have olives in my BFC, I can't load the save at all.

No biggie for me, I was just using the save to check out late game changes etc.

I'll play from an earlier save, and tech Fermentation and check out the changes.
 
45°38'N-13°47'E;12264163 said:
Hell, you're right, I didn't think about this. :(

Would it be possible to just post the previous versions of the affected files so that people can finish out their current games and then change when they are ready? I didn't realize either that the change would break saves.
 
It's kind of strange that it did break Max Compat. It's been pretty robust with all the daily changes that goes into C2C and it only recently (that I remember) had any save problems.

JosEPh
 
I actually find it strange too, but some changes are more radical than they appear.
About reverting to the previous rev, sure it's possible but since we (or better, you Vokarya) are working on the next version, and there are no major fixes these days, I think people can simply play on with rev618 and then switch to the new revisions once they finish their current games. If some critical fix will be introduced in some of the next revisions, I'll remove those changes and will upload them later. But sooner or later they will be introduced anyway so someone will suffer of unloadable savegames anyway. :)
 
"Post War Baby Boom" event happening without a war of any kind. Edit: Also the extra food this event gives seems kind of weak

"Slave Revolt" event has 3 options two of which are universally worse than the 3rd which (let the local authorities handle it) claims the revolt may continue but it never does.

Barbarian city turn civ has wrong name and has a %s in its name http://steamcommunity.com/sharedfiles/filedetails/?id=131327737 <-hopefully this works for linking a screenshot

2nd Edit: If you are building a village hall or the like and you get enough population for the next level it kills construction of the lesser version. Should give the hammers back in gold or automatically upgrade the in-queue building the the "larger" version.
 
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