AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hover and plasmatanks have no battle effects/animations..

I am almost sure they had animations at some point..?
 
45°38'N-13°47'E;13828058 said:
That might depend if you or him are using interventionism. Are you using it or does it happen early in the game too?

I've noticed this too. The Zulu were willing to capitulate to me after losing one city, but I assumed this was because they were running pacifism at the time. Then the Assyrians were willing to surrender after one city too. I'm pretty sure the AI has no back bone but those are the only two civs I have warred with outside of minor mode, so I might need more tests to make sure.
 
I've noticed this too. The Zulu were willing to capitulate to me after losing one city, but I assumed this was because they were running pacifism at the time. Then the Assyrians were willing to surrender after one city too. I'm pretty sure the AI has no back bone but those are the only two civs I have warred with outside of minor mode, so I might need more tests to make sure.
Which revision are you using? I think I fixed it lately.
 
Quite honestly, I'm not sure. I just downloaded the version of Rise of Mankind AND that was on the main download thread. Whichever version that is is the one I play.

And thanks for your time.
You can see Rev number hovering the mouse over your flag next to the minimap while in game
 
It is an oversight. I did not add <PrereqNatureYields> to those improvements. They should only be available on tiles that produce at least 1 food by nature (so no Peaks, Deserts, or other really nasty terrain).

Makes sense :)

In general, I really like the idea to be able to built the more advanced improvements directly, later in the game.
 
Greetings AND team,
I'm posting here due to a very annoying savegame bug.
I was playing around 19h without problem, saving my game, then when i'm going back to play around 23h... i cannot manage to load my save anymore.

Game says :
"Le fichier de sauvegarde sélectionné est protégé afin que les données de votre dossier Mod ne soient pas modifiées."

Translated as :
"The selected backup file is protected so that data from your mod folder cannot be modified"

It is the second time that one of my save gets ed up like this.
Do you have an idea about what's going on ?
You'll find, attached, a rar with a PNG and my save.
Hope you can help and thanks again :)
 

Attachments

  • Savegamebug.rar
    3 MB · Views: 77
Greetings AND team,
I'm posting here due to a very annoying savegame bug.
I was playing around 19h without problem, saving my game, then when i'm going back to play around 23h... i cannot manage to load my save anymore.

Game says :
"Le fichier de sauvegarde sélectionné est protégé afin que les données de votre dossier Mod ne soient pas modifiées."

Translated as :
"The selected backup file is protected so that data from your mod folder cannot be modified"

It is the second time that one of my save gets ed up like this.
Do you have an idea about what's going on ?
You'll find, attached, a rar with a PNG and my save.
Hope you can help and thanks again :)

Never seen anything like this. I get the same message loading your save, but I don't know what's causing it. Can you load previous savegames? Or autosave at least?
 
45°38'N-13°47'E;13835058 said:
Never seen anything like this. I get the same message loading your save, but I don't know what's causing it. Can you load previous savegames? Or autosave at least?

Thank you for your reply.
No i cant, every save (perso or auto) of these party gives me the same message.
It is the same as for 1 week ago for a previous save :/
I get only one party that is not affected by this...
But i'm affraid it get corrupted, or that if i launch a new party, i'll get the same bug... It has been twice, should be a third time...

Hmmm i was wodering, could it be linked to the last REV ?
Got the feeling, the save problem gets around just after the REV gets released or downloaded.

Edit : Well, i've tried a new install but it changed nothing :/
 
The Doctor's Office has +5:health:. The Hospital has just 0.2:health: per citizen. Therefore, for any city smaller than 25, the 'upgrade' is actually a downgrade. Could the Hospital perhaps have +4:health: base PLUS some amount per citizen? Or change the Doctor's Office to this model (per citizen) also?

Filed as a bug because upgrades shouldn't be WORSE than the building they're replacing.

Cheers.
 
Rev 962. I built Ishtar Gate and suddenly I have 1000 extra :gold:. Wasn't this effect removed?

Attached saves before and after wonder completion.
 

Attachments

  • noyyau ishtar gate.7z
    2.7 MB · Views: 32
Rev 962. I built Ishtar Gate and suddenly I have 1000 extra :gold:. Wasn't this effect removed?

Attached saves before and after wonder completion.
No, it wasn't removed. You get 100 gold for every civ you meet
 
45°38'N-13°47'E;13835941 said:
No, it wasn't removed. You get 100 gold for every civ you meet

I swear I removed that at some point. I'll remove it the next time I compile a build.
 
So, I'm trying to make a module in which an improvement's bonuses are nerfed. However cuz of Woc, it's now complicated. Say I'm trying to remove the +1 food bonus from the improvement being built on a banana resource. I change the 1 to 0. But, when I load the module nothing changes. I tried changing the 1 to -1 in hopes of it resulting in 0. Like this: 1 + (-1) = 0. But in that case the bonus is now -1. I thought it was supposed to be additive? It seems to me that if you make the bonus negative, it overrides. If you do anything else, it adds. So in short how do I remove a bonus with modular loading?

EDIT: After doing more research I learned that you can use <bForceOverwrite>1</bForceOverwrite>, but it's tedious to put it for each entry. So is there a way to put it just once so it works for all the entries in the file?
 
45°38'N-13°47'E;13835941 said:
No, it wasn't removed. You get 100 gold for every civ you meet

I swear I removed that at some point. I'll remove it the next time I compile a build.

I am 99.9% sure I have had built it WITHOUT the :gold:/civ effect a few months ago.
 
Hey Telindil,
did you try to load your savegame with a new rev?

If you choose

1) "look modified assets" in your custom game opition or
2) enter a password using opions -> my game while playing

and update your game, you can not load your "old savegames" with the new rev anymore.
 
@Afforess

Don't know if your Diplomatic Relations Management is complete yet, but on my game, which is playing at 1366 x 768, the top portion of the window is off the screen. All other windows are fine (Vanilla, Bug, etc).

Here is a image. It is a bit blurry, but you get the idea:
Spoiler :
 
Another thing:

When you hover over Town Hall in the city build screen, shouldn't it be a - number for gold instead of a + number?

It might be your free specialists. The game can assign your specialists based on what slots you have available and the "actual effects" will reflect that, so if you have empty Merchant slots, the free Merchants might provide more gold than the Hall costs in maintenance.
 
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