AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Maybe because Jungle Camp is from a Modmod. No keyboard short cuts have been applied or made for it? Do you know how to do this? I don't.

JosEPh

You have to modify Civ4BuildInfos.xml. The tags are <HotKey> to specify which letter to use (KB_ then the letter), and then the <bAltDown>, <bShiftDown>, and <bCtrlDown> govern which keys have to be used with the letter. I don't see that J is assigned as a hotkey anywhere, so you could use that for the Jungle Camp.
 
Running into another strange issue, missionaries aren't spreading religion at all. No message that it "failed" and have sent a few out to the same (domestic) city, all just do their thing and nothing happens. Have placed a missionary in a non-religious city so all you have to do to replicate is hit the spread button.
 

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Hi,

I'm not sure if it always has been this way but I recently realized that my cities get no trade route from the wheel technology.

What the wheel tech does, though, is to enable the wheelright building which grants one trade route. This would be fine but if you're not playing with the early buildings option enabled, this will leave you without any trade routes for quite a while (until build paved roads or the chitzen itza).

Is this intentional ? Shouldn't give the wheel tech give you one trade route/city at least when playing without early buildings ?

thanks, f.
 
Hi. In my current game I have the unlimited wonder option turned on. Yet it seems not to apply to all my cities. One city cannot build more wonders because it's already built 4, and another is curently building it's 5th without any problems. I'm talking global wonders here, I've yet to build more than two national wonders in any city but I suspect I will find the same anomaly there too.
 
When a cities culture expands beyond a certain point it allows for more wonders. The same applies to national wonders. Its intended.
 
I'm still experiencing crashes to the desktop, due to city raising.

Spoiler :


PY: Revolt - City State of Rome changing civic option 0 from Despotism to Monarchy
PY: Revolt - Avg net effect for City State of Rome: -20
PY:Player 6 Civilization Empire of Assyria Unit Javelineer was killed by Player 4
PY:Player 6 Civilization Empire of Assyria Unit Javelineer was killed by Player 4
PY:Player 4 Civilization Kingdom of Spain Unit Javelineer was killed by Player 6
PY: Revolt - Loss of Santiago by Kingdom of Spain (1 bConq): 50 rev idx change
PY:City Acquired Event: Santiago
PY: Revolt - Acquisition of Santiago by Empire of Assyria reduces rev indices by -20
PY: Revolt - New rev idx for Santiago is 412
PY: Name - Checking for new name by number of cities
PY:City Razed Event: Santiago
PY: Revolt - Loss of Santiago by Empire of Assyria (1 bConq): 0 rev idx change


This is the Python log of the event, its happened twice in a row now,usually I can play through, but seems not, will try a 3rd and 4th.

I don't have Barbarian always raise checked, and no city raising as well I think.

I have save is required, 1 turn from.
 
Hello, using Beta4 rev 620 here.
A weird thing I noticed is that my privateers leave a sort of "halo" of tiles I still have visibility in even when the next turn they move away. But it doesn't happen always.
I think it might be from the Sentry I promotion they get for free. Haven't tried to promote with Sentry other units yet, and only privateers do that thing, and not always.
 
Running into another strange issue, missionaries aren't spreading religion at all. No message that it "failed" and have sent a few out to the same (domestic) city, all just do their thing and nothing happens. Have placed a missionary in a non-religious city so all you have to do to replicate is hit the spread button.

Update to the latest revision; this bug was caused by some code lines that I've commented out by mistake, it's been fixed already.
 
Hi,

I'm not sure if it always has been this way but I recently realized that my cities get no trade route from the wheel technology.

What the wheel tech does, though, is to enable the wheelright building which grants one trade route. This would be fine but if you're not playing with the early buildings option enabled, this will leave you without any trade routes for quite a while (until build paved roads or the chitzen itza).

Is this intentional ? Shouldn't give the wheel tech give you one trade route/city at least when playing without early buildings ?

thanks, f.

Hi flitz,

I suppose it's always been like that in AND (at least from AND2), because I've made no changes in this sense and IIRC neither has jtanner28 before me. Anyway this is something to consider, suggestion noted.
 
Hi. In my current game I have the unlimited wonder option turned on. Yet it seems not to apply to all my cities. One city cannot build more wonders because it's already built 4, and another is curently building it's 5th without any problems. I'm talking global wonders here, I've yet to build more than two national wonders in any city but I suspect I will find the same anomaly there too.

Please, upload a savegame. I suspect that it's something related to requirements.
And @Sgtslick: no, it's not related to cultural level of the city. If no changes are made to xml, every city can build 4 WW and 3 NW, independently from cultural level.
 
I'm still experiencing crashes to the desktop, due to city raising.
[SNIP]
I have save is required, 1 turn from.

Yes, IPEX, please, upload your save so that I can check. Thank you :)
 
Hello, using Beta4 rev 620 here.
A weird thing I noticed is that my privateers leave a sort of "halo" of tiles I still have visibility in even when the next turn they move away. But it doesn't happen always.
I think it might be from the Sentry I promotion they get for free. Haven't tried to promote with Sentry other units yet, and only privateers do that thing, and not always.

Uh... now this is strange, never happened to me before. I will do some test with privateers.
 
I did play through my crashing, I didn't try again, I just changed the options to No city raising, though I still am able to raise cities, and I'm not using abandon city options either Cntly-A.

I think this is the save. 2 turns before. But it was definitely an AI city raising causing it.

Anyway, on the lumber-mills, I've noticed that some will gain an extra hammer over the exact same terrain lumber mills. They are both on a Grassland wooded tile, by a river tile. The difference is 1 Hammer, 2 Vs 3. Same food and commerce.

The reason for this, I think, is that if you can build a Watermill on that tile, you gain an extra hammer from a lumber mill.

If your unable to build a watermill, due to the angle of the rivers intersection with the tile, you don't gain this 'extra' hammer bonus. I have noticed this on many occasions, I have tried paths, roads and paved roads. All of which don't affect the outcome.

All base tiles are the same, wooded grasslands, with a river running along the edge. If the river only touches the tile, the 'bonus' hammer is missing.
 
Anyway, on the lumber-mills, I've noticed that some will gain an extra hammer over the exact same terrain lumber mills.

Maybe the city has a levee? that gives +1 hammer to the riverside tiles.
 
45°38'N-13°47'E;12310789 said:
Update to the latest revision; this bug was caused by some code lines that I've commented out by mistake, it's been fixed already.

Thanks for the quick update, you're a miracle worker. :goodjob: Really, this mod is running so much more smoothly since you started doing bug updates. Believe me when I say your efforts are appreciated.
 
45°38'N-13°47'E;12310830 said:
Uh... now this is strange, never happened to me before. I will do some test with privateers.

This is another bug that has occurred in C2C before. It's definitely related to Sentry promotions and other promotions that give +1 sight range, but I don't remember how it was fixed.
 
45°38'N-13°47'E;12310817 said:
Please, upload a savegame. I suspect that it's something related to requirements.
And @Sgtslick: no, it's not related to cultural level of the city. If no changes are made to xml, every city can build 4 WW and 3 NW, independently from cultural level.

Oh, was this only something c2c implemented? I thought it was apart of AND too.
 
Anyway, on the lumber-mills, I've noticed that some will gain an extra hammer over the exact same terrain lumber mills. They are both on a Grassland wooded tile, by a river tile. The difference is 1 Hammer, 2 Vs 3. Same food and commerce.

The reason for this, I think, is that if you can build a Watermill on that tile, you gain an extra hammer from a lumber mill.

If your unable to build a watermill, due to the angle of the rivers intersection with the tile, you don't gain this 'extra' hammer bonus. I have noticed this on many occasions, I have tried paths, roads and paved roads. All of which don't affect the outcome.

All base tiles are the same, wooded grasslands, with a river running along the edge. If the river only touches the tile, the 'bonus' hammer is missing.

I just checked the pedia, and in the lumbermill entry it openly says that the lumbermill has +1 hammers and +1 commerce on river tiles.
So, you're actually missing 1 commerce, rather than having an extra hammer!
 
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