AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;12999063 said:
Emperor isn't balanced yet, so it could also be a balancing issue; anyway I'm trying to make techs diffuse more gradually :)

The effect doesn't seem to be too dramatic for when the player is in the lead (From what I've currently seen)
Ceasar is the 2nd in the lead with me having a more than six tech lead over him (And that's even with me selling him techs every few turns!!) and most of the other AI are still taking 12 - 25 turns for techs we both have.

Granted, I do have 55 cities and Ceasar has 22, and most of the other AIs are busy trying to settle this one barbarian infested continent and getting their cities razed a few turns later (Funniest thing to happen all day was ending my turn and getting three messages about AI cities being razed, two of which were on the same continent :lol: )
They're all sending maybe two units at most with the Pioneer, but the barbarians walk up with 3 - 10 Aquebsutiers, 20 spear man, and 10 - 40 Siege Rams. Next turn, no more city :crazyeye:
Speaking of which, the barbarians sure seem to love their Spearmen and SiegeRams... Almost every stack in Raging Barbarians or late off-continent stack has dozens or more Siege Rams, and many cities build 2 - 5 Spearman for every gunpowder unit they make. I have never seen a barbarian Trebuchet or Cannon, and the best unit I've ever seen them build is an Infantry (When the rest of the world is using mechanized infantry) and even then they still somehow pull Siege Rams out of nowhere.
 
Has anyone tried to add a sign (alt+s) on a tile? Every time i do that, the sign vanishes on the next turn:(.Why?
 
Has anyone tried to add a sign (alt+s) on a tile? Every time i do that, the sign vanishes on the next turn:(.Why?

It's been brought up before and if I recall for one reason or another AND doesn't save them along with the rest of the info when you save/load.
However, standard BTS saves/loads the signs just fine. They don't automatically disappear when you save a game.

Unfortunate, since I used to love naming locations on the map, the former name of a razed city (Ruins of....), or just as a reminder for me so I know what city is going to specialize in whit.
Not possible anymore though :(
 
I'm still getting the "AI uses my roads" bug.
Quite annoying.
rev 666.
can post a save if needed.
 
I'm still getting the "AI uses my roads" bug.
Quite annoying.
rev 666.
can post a save if needed.

Maybe you should update to rev 668.

JosEPh
 
Maybe you should update to rev 668.

JosEPh

Unfortunately I don't think that will help; there was no change in that part of the code in rev667 or 668. :(

@Noyyau, yes, please upload your save. Are you by chance using "Stack Attack"?
 
Has anyone tried to add a sign (alt+s) on a tile? Every time i do that, the sign vanishes on the next turn:(.Why?

I know, I've seen them appear and disappear and I can't understand why, since a very long time. I will look into this problem but it's not on the priority list right now, sorry.
 
I am not very happy with the increased tech diffusion. While it prevents the player from roflstomping the AI on lower difficulties, it kinda removes the point from the higher ones. Where the AI is able of teching itself, the player can basically shut down all own research, and just ride on the AIs tech advantage. Sure you might be a few techs behind, but on those difficulties you probably would be anyway, and now you can never be left completly behind. And having the luxury of keeping the science slider at 5 or 10% for the entire game makes more than up for that.
It seems to me, that this makes low difficulities harder, and high difficulties easier.
Why not just go up on difficulty once you realize that you are regularly a few ages ahead of most AIs?
 
I am not very happy with the increased tech diffusion. While it prevents the player from roflstomping the AI on lower difficulties, it kinda removes the point from the higher ones. Where the AI is able of teching itself, the player can basically shut down all own research, and just ride on the AIs tech advantage. Sure you might be a few techs behind, but on those difficulties you probably would be anyway, and now you can never be left completly behind. And having the luxury of keeping the science slider at 5 or 10% for the entire game makes more than up for that.
It seems to me, that this makes low difficulities harder, and high difficulties easier.
Why not just go up on difficulty once you realize that you are regularly a few ages ahead of most AIs?

Because difficulty also affects training/building times and culture development, not just research times. That code is experimental anyway, I'm looking for a way to make it better. For example, I could apply it only to AI civs, and leave the old tech diffusion code for human players; or something like that, because I fear that way AI would become too far advanced too easily.
 
Here's two saves:
"before" is the turn before mansa declares war on me and lands troops near Antium (Southern coast of my main continent)
"after" is a turn after the landings, with a couple cuirassiers and a musketman that have clearly moved 6 and 3 squares respectively (paved roads).

I don't use stack attack (it's not ticked in the BUG options screen), I prefer to attack "manually" anyway
 
Here's two saves:
"before" is the turn before mansa declares war on me and lands troops near Antium (Southern coast of my main continent)
"after" is a turn after the landings, with a couple cuirassiers and a musketman that have clearly moved 6 and 3 squares respectively (paved roads).

I don't use stack attack (it's not ticked in the BUG options screen), I prefer to attack "manually" anyway

Bug is definetely still here. :(
But as I suspected there must be something with some units and paved roads.
If I change routes with WB (for example changing paved roads to highways or railroads), I've tested that units don't move like that; if I change them back to paved roads, units move again more than expected. Damn.
 
SVN 668

I have a problem, where if you have a majority culture of another civ, you can't build you own unique buildings.

I'm currently playing as the Zulu, and I can't build a Ikhanda, it shows the diagram for that building, but mouse over give a barracks, and it can't be built.

Yet in a Zulu majority culture city, it shows as a Ikhanda in the mouse over, and you can select it to be built.

I don't have on the option to use the prior civ's buildings, hence why I can't build it in a majority foreign culture city. I've been able to build this in previous versions of the SVN. It's just started with SVN 668.
 
SVN 668

I have a problem, where if you have a majority culture of another civ, you can't build you own unique buildings.

I'm currently playing as the Zulu, and I can't build a Ikhanda, it shows the diagram for that building, but mouse over give a barracks, and it can't be built.

Yet in a Zulu majority culture city, it shows as a Ikhanda in the mouse over, and you can select it to be built.

I don't have on the option to use the prior civ's buildings, hence why I can't build it in a majority foreign culture city. I've been able to build this in previous versions of the SVN. It's just started with SVN 668.

Savegame please.
 
Here it is, I should have checked with a reload, and its still there.

Suddenly as well, cities with a majority foreign culture, have the notation upon the city saying they are ...say American, Holy Roman, Babylon etc These are the ones where I'm precluded from building the Ikhanda or Barracks.
 
If your playing with the assimilation option on and you conquer a city, that city can only build the UU and UB of the original owner of the city, regardless of culture. Other than that, I can't think of how this would happen...

EDIT: Never mind, that's not what's going on at all. Very strange...
 
Does anyone know what the rules are for what units a new civ can spawn with? I have a savegame attached where I built Shaolin Monastery, but Korea spawned with Shaolin Monks. I have a Trireme near Korea where I can see the Monks. I just think it's a little strange.
 
Does anyone know what the rules are for what units a new civ can spawn with? I have a savegame attached where I built Shaolin Monastery, but Korea spawned with Shaolin Monks. I have a Trireme near Korea where I can see the Monks. I just think it's a little strange.

IIRC it can spawn with every unit its original civ can build. I don't know anyway if they just start with them or if they can build them anytime (I hope not!).

Edit: wait a minute: was it a barbarian civ that evolved from barbarian to minor? Or did Korea spawn somehow from your civ? Can you try deleting their monks and looking if they built them again? Thank you.
 
The effect doesn't seem to be too dramatic for when the player is in the lead (From what I've currently seen)

I've thought a bit more about tech diffusion and I think there's a problem that I guess can't be solved. I was thinking about linking tech diffusion with handicap level but I guess it's more or less impossible. I can tune tech diffusion up or down but its effect will depend on your position in terms of techs. If I tune down tech diffusion, it will make your game harder if you're behind but actually easier if you're in the lead. And of course the opposite will happen if I increase tech diffusion.
 
I can link my tech diffusion with any conditions I like, whether it is handicap or era, so it is not impossible
 
I can link my tech diffusion with any conditions I like, whether it is handicap or era, so it is not impossible

The problem is not the link, it's not a technical problem. But if you increase tech diffusion in a specific moment, it could help or hinder you depending on your research position against other civs. If you're in the lead it makes other civs stronger, if you're behind it helps you against other civs.
 
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