AND2 and SVN Bug Reports - A New Dawn 2 ONLY

If it happens, go into world view, check resources display to "display all resources", then go back to zoomed in view.

That should fix it. It sounds like you clicked in world view, or the game thinks you have, display only strategic, happy etc
 
About cities remaining size 1 for many turns, I suspect the problem might be connected to civics. I've tried a few times and it looks like some civs using Raiders or Standing Army can't properly understand when to let the city grow and when to build units (hence slowing/stopping growth). I think I can fix this in the dll, the problem is of course not caused by civics but by AI not being able to understand how to use their features.
 
About cities remaining size 1 for many turns, I suspect the problem might be connected to civics. I've tried a few times and it looks like some civs using Raiders or Standing Army can't properly understand when to let the city grow and when to build units (hence slowing/stopping growth). I think I can fix this in the dll, the problem is of course not caused by civics but by AI not being able to understand how to use their features.

Uh, after a few attempts, I think the problem lies elsewhere. I've seen some modification to Caste civic about food: problem is that for some reason when you switch out of Caste, food is not being calculated correctly; hence there's food shortage that AI doesn't know how to handle, hence cities shrink to size 1. I'm attempting to fix this now.
 
BTW could there be a new tag like <SpecialistExtraCommerces> just with yields? It looks a little crazy to see +1 :food: from Priests, Artist, Scientist, etc.

And an other modcomp that could be of interest:
[SDK/XML] Canals Mod Component
Would be cool if workers could build canals :clap:even if its a feature for human players only.
 
BTW could there be a new tag like <SpecialistExtraCommerces> just with yields? It looks a little crazy to see +1 :food: from Priests, Artist, Scientist, etc.

And an other modcomp that could be of interest:
[SDK/XML] Canals Mod Component
Would be cool if workers could build canals :clap:even if its a feature for human players only.

Why do you think it's crazy to see +1 :food: from Priests, Artist, Scientist, etc.? I think this is Vokarya's change and I don't see anything strange with it... moreover it's a new mechanic never used anywhere else, IIRC.
About Canals Mod, it's interesting but I don't want to add more features that AI doesn't know how to use. Plus, there's a problem with the pathing code: I remember it was quite a nightmare in RAND, maybe you remember how long I spent trying to fix that damn bug when units were moving more than they were supposed to. I don't want to run into that again. Also, I don't want to add anything more which might cause troubles in multiplayer, and this is in my experience really something like looking for troubles. Sorry. :)
 
What do you players think about increasing the maximum number of civs to 100? Right now it's 50, and I've always thought that it's more than enough. But playing on gigantic maps with MegaCivPack might give you room for more than 50 civs. I've auto-played on a huge map and I've been around 45 civs I think (not all of them simultaneously). I ask because it's an easy change but it breaks savegame compatibility; since the current revision is crippled by the 1-size city bug, it might be a good time to add something that might break savegame compatibility because I suppose nobody wants to continue playing a crippled game. So, what do you think?
@Vokarya , your opinion? It's not something I really want, just something I could change right now while I would not do it in other moments, probably. I could upload it with the fix of the 1-size city bug.
 
I don't think that would be a good idea, especially if you're only making a change (that you don't particularly want) to cater to one overly large map size.
 
Why do you think it's crazy to see +1 :food: from Priests, Artist, Scientist, etc.? I think this is Vokarya's change and I don't see anything strange with it... moreover it's a new mechanic never used anywhere else, IIRC.
I think he's talking about literally looking at those lines on the Civic menu. The UI shows them for each specialist on a separate bullet point.
 
I think he's talking about literally looking at those lines on the Civic menu. The UI shows them for each specialist on a separate bullet point.

As long as the yields are the same, it only shows as one bullet point, but it does spell out each specialist name. I would also like +yields from every specialist regardless of type. I think it would work with +food from Caste, +hammers from Technocracy, and +commerce from Bourgeois or another civic.
 
What do you players think about increasing the maximum number of civs to 100? Right now it's 50, and I've always thought that it's more than enough. But playing on gigantic maps with MegaCivPack might give you room for more than 50 civs. I've auto-played on a huge map and I've been around 45 civs I think (not all of them simultaneously). I ask because it's an easy change but it breaks savegame compatibility; since the current revision is crippled by the 1-size city bug, it might be a good time to add something that might break savegame compatibility because I suppose nobody wants to continue playing a crippled game. So, what do you think?
@Vokarya , your opinion? It's not something I really want, just something I could change right now while I would not do it in other moments, probably. I could upload it with the fix of the 1-size city bug.

I actually don't know. It would only have an impact on games with the MegaPack installed, because the base AND mod only has 38 civs. I would hate to make a change that might break other things if only modmodded games benefit.
 
About Canals Mod, it's interesting but I don't want to add more features that AI doesn't know how to use. Plus, there's a problem with the pathing code: I remember it was quite a nightmare in RAND, maybe you remember how long I spent trying to fix that damn bug when units were moving more than they were supposed to. I don't want to run into that again. Also, I don't want to add anything more which might cause troubles in multiplayer, and this is in my experience really something like looking for troubles. Sorry. :)
Okay, it was just wishfull thinking :D

I think he's talking about literally looking at those lines on the Civic menu. The UI shows them for each specialist on a separate bullet point.
Exactly. Sorry for not being clear.

What do you players think about increasing the maximum number of civs to 100? Right now it's 50, and I've always thought that it's more than enough. But playing on gigantic maps with MegaCivPack might give you room for more than 50 civs. I've auto-played on a huge map and I've been around 45 civs I think (not all of them simultaneously). I ask because it's an easy change but it breaks savegame compatibility; since the current revision is crippled by the 1-size city bug, it might be a good time to add something that might break savegame compatibility because I suppose nobody wants to continue playing a crippled game. So, what do you think?
@Vokarya , your opinion? It's not something I really want, just something I could change right now while I would not do it in other moments, probably. I could upload it with the fix of the 1-size city bug.
I would really love it but with limitations. Like not more than 40 civs could be alive at any moment. It would be awesome to see civs coming and going throughout the eras with Revolutions and Barbarian Civs options. I think it would be best if the limit is set to 40 by default and players could change it in an ini or xml file to best suit their taste and performance. Is that possible?

I actually don't know. It would only have an impact on games with the MegaPack installed, because the base AND mod only has 38 civs. I would hate to make a change that might break other things if only modmodded games benefit.
Well, that makes sense but I think many (most?) players use MegaPack.

Maybe you should start a Poll.
 
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What do you players think about increasing the maximum number of civs to 100? Right now it's 50, and I've always thought that it's more than enough. But playing on gigantic maps with MegaCivPack might give you room for more than 50 civs. I've auto-played on a huge map and I've been around 45 civs I think (not all of them simultaneously). I ask because it's an easy change but it breaks savegame compatibility; since the current revision is crippled by the 1-size city bug, it might be a good time to add something that might break savegame compatibility because I suppose nobody wants to continue playing a crippled game. So, what do you think?
@Vokarya , your opinion? It's not something I really want, just something I could change right now while I would not do it in other moments, probably. I could upload it with the fix of the 1-size city bug.

Would be great if you increase max civs, with megapack 50 is little too few:) 100 sounds ok, even that will make turns very very slow.. personally i want try about 65 civs etc.
 
I certainly don't and I'm opposed to anything that slows down the mod for (almost) no gain.
 
I certainly don't and I'm opposed to anything that slows down the mod for (almost) no gain.

Wait wait.. I meant that USING so many civs will of course slowering turn times.
Changing max limit in dll wont slow game or turns, it just give possibility to use over 50 civs for those who r willing to accept little longer turns.
 
Wait wait.. I meant that USING so many civs will of course slowering turn times.
Changing max limit in dll wont slow game or turns, it just give possibility to use over 50 civs for those who r willing to accept little longer turns.

I'm not sure actually. There are loops over ALL civs in the dll (not just the alive ones), which means the game will be slowed down a bit in later turns. But I might consider providing 2 different dll with different maximum number of civs. Each player can decide to use one or the other by just swapping between them manually.
 
I'm back from a hiatus. I just want to know if the Movement Limits bug was ever addressed? I had an issue with movement limits only sometimes being activated. The issue is still in my games. Thanks. :)
 
I'm back from a hiatus. I just want to know if the Movement Limits bug was ever addressed? I had an issue with movement limits only sometimes being activated. The issue is still in my games. Thanks. :)

Hi yes i was wondering myself but i think its because if you move settler to better place for city the movement limits dont work. If i put settler down where he start the movement limit works. Dont know if its the reason but i think so.
Thats my experience.
 
I'm back from a hiatus. I just want to know if the Movement Limits bug was ever addressed? I had an issue with movement limits only sometimes being activated. The issue is still in my games. Thanks. :)

What's the problem with Movement Limits?? AFAIK it's working correctly.
 
Sometimes it wont work for all players. Cleaning cache etc helps.. Lately movement limits working fine for me..

How do you know it doesn't work for some players?
Are you sure you know how it works? Basical rules are:
- terrain damage is On, then you can move anywhere but units will be damaged beyond a certain radius.
- terrain damage is Off, your units are bounced back when reaching that radius
- units can walk on roads beyond the radius, and can travel through other civs territory if you have Open Borders (maybe RoP too but I don't remember)
- radius increases with some techs.

Are you sure the "bug" is not caused by any of this?
 
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