A New Dawn Bug Reports and Feedback

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Did towns always give +1 :yuck: ?
Maybe give them another :food: or something, I changed all my towns to farms when I saw this, they were totally ruining my cities. That together with shaft mine +1 :yuck: meant my people were never healthy.

Also, have you thought more about giving lumbermills +1 :hammers: or even +1 :commerce: after certain tech or with a certain civic perhaps.

Yeah pretty much so, Os79 and Afforess bumped a lot of things up on :yuck: and :mad:. Shaft mine has had the :yuck: it seems like forever.

The lumbermill and Windmill both are on my "wish" list for upgrades.

And personally I think the Civics need a serious going thru. Not necessarily an expansion of Civics but a rethink/reorder type adjustments. Civics a long time ago were game options to help direct an Empire down a specific path. Over time they became more complicated and the goal was a step progression to "better" manage an Empire. A very real difference between the 2 approaches. All Civics once upon a time were usable thru out the game. Not like it is now. And because of this the AI has suffered. But we still think step progression thru Civics will make a better AI. Unfortunately that's only true if AI Coding is built to help the AI "see" the advantages and see "when" the advantages are better than the inherent disadvantages. So far I've not seen it done, even in C2C.

JosEPh
 
Well, I've never had any problem with :yuck: and :mad:, since AND2beta2 so I suppose it's a matter of gamestyle.
As for Lumbermills, IIRC they already get bonuses after certain techs; in fact, I build a lot of them because of that.
 
Hi, sorry if this isnt the right place for ask. But is there any historical scenario that is compatible with the SVN version?

Thanks.

Do you mean some map of the earth in different eras? No, I don't think there is any, although every map made for AND, even previous versions, should be compatible with the latest SVN. IIRC there are no historical maps included in AND, but I don't know if someone ever developed historical scenarios for AND.
 
Yeah pretty much so, Os79 and Afforess bumped a lot of things up on :yuck: and :mad:. Shaft mine has had the :yuck: it seems like forever.

The lumbermill and Windmill both are on my "wish" list for upgrades.

And personally I think the Civics need a serious going thru. Not necessarily an expansion of Civics but a rethink/reorder type adjustments. Civics a long time ago were game options to help direct an Empire down a specific path. Over time they became more complicated and the goal was a step progression to "better" manage an Empire. A very real difference between the 2 approaches. All Civics once upon a time were usable thru out the game. Not like it is now. And because of this the AI has suffered. But we still think step progression thru Civics will make a better AI. Unfortunately that's only true if AI Coding is built to help the AI "see" the advantages and see "when" the advantages are better than the inherent disadvantages. So far I've not seen it done, even in C2C.

JosEPh

Interesting thought about the civics. I understand what you mean. Like in vanilla bts the civics are somewhat viable all throughout the game. I do like c2c civics as they seem realistic and 'immersive', but you do have a point about the ai.. interesting nonetheless.
 
45°38'N-13°47'E;12153191 said:
Do you mean some map of the earth in different eras? No, I don't think there is any, although every map made for AND, even previous versions, should be compatible with the latest SVN. IIRC there are no historical maps included in AND, but I don't know if someone ever developed historical scenarios for AND.

Thanks. There was a 1600 AD scenario for AND i think, but it wasnt compatible with the last version.
 
Hi,

First of all, great mod! It takes Civ to another level.

Im having a Crash to Desktop bug while wating for other civs to finish their turn. I dont' really know why. I have tried changing some stuff before clicking next turn, and it changes when it crashes, but it ends up crashing anyway.

I attach the save and the logs.

Thanks very much in advance!
 

Attachments

@quikesan,

Could you add the PythonDbg file too please.

When you get to 5 posts you will be able to use the Advanced Reply and that will allow you to upload the save in 1 piece. If it's large you may have to .zip, .rar, or 7z it 1st.

JosEPh :)

Edit: if you access to the SVN the latest version 610 may have fixed that CTD.
 
Hi JosEPh,

thanks so much for the quick response.
Im afraid I dont know where to find the PythonDbg file, or how to configure the game to generate it when CTD. I have looked for it in the Forum, but I didnt manage to find how to do it.
About the SVN, do I have to instal this : http://forums.civfanatics.com/showthread.php?t=471725 and that's it?
Thanks again!
 
I love this Mod and I have never had any Bug or anything major I would like to change.

BUT: the only thing that is a bit annoying is the fact that the AI will attack you with MASSIVE stacks of death (e.g. 58 light cavalry, 39 Macemen, 24 Swordsmen, 13 Crossbowmen, 3 Great Generals, 19 Trebuchets) which kinda ruins everything because there is NO way you can defend against something like that even if (in terms of strength) you are more or less equal

(Settings: Aggressive AI, Ruthless AI, Diff: Emperor, Large Map, Snail)
 
@youmakemefart,
Maybe you want to back off on the Ruthless AI then?

@quikesan,
Python Dbg file is in the Log folder same place you got the PythonErr2 file.

Yes just do what the Post says to do for SVN.

JosEPh :)
 
I love this Mod and I have never had any Bug or anything major I would like to change.

BUT: the only thing that is a bit annoying is the fact that the AI will attack you with MASSIVE stacks of death (e.g. 58 light cavalry, 39 Macemen, 24 Swordsmen, 13 Crossbowmen, 3 Great Generals, 19 Trebuchets) which kinda ruins everything because there is NO way you can defend against something like that even if (in terms of strength) you are more or less equal

(Settings: Aggressive AI, Ruthless AI, Diff: Emperor, Large Map, Snail)

what about sorrounding? I have noted for the first time the Sorround&Destroy mod, and you get huge bonus when sorrounding (about 60% when completely sorround the super-stack)


@youmakemefart,
Maybe you want to back off on the Ruthless AI then?

@quikesan,
Python Dbg file is in the Log folder same place you got the PythonErr2 file.

Yes just do what the Post says to do for SVN.

JosEPh :)

Thanks JosEPh! Is there any config that I have to set to generate/update that file? because after the CTD, the file I attached already is the only one I found updated.

Also, I will install the SVN and see if it solves the problem. Is there any possibility that the SVN complety ruins my game?:confused::lol:

Thanks a lot for your time!
 
Babarian tech level should use an average. I'm lightyears ahead of my peers, I can build ships of the line, and babarians use them extensively. Seems a bit much. :)

I'm not entirely sure if this bug still exists, but I THINK I witnessed it just recently: Any enemy force can use your roads. That bug was introduced in AND 2.0 beta. It's kinda annoying once you have railroads. :P
 
Please reduce the pop-loss random events. -3 pop may not be much on a huge map, but if you only have 3 cities, turning a 15 pop city into a 12 pop city ing hurts. :P

Edit: Especially when you get several of these, which seems normal during that area.

Edit2: They #%!ing filter f**king. That's &@^# lame. :P
 
AI should take defensive pacts into account. (AI will declare war on weaker players even if they have a defensive pact that will cost the declaring AI it's a**. When responding to a defensive pact, the diplomatic hit should be reduced, it's not a regular declaration of war.)
 
BUT: the only thing that is a bit annoying is the fact that the AI will attack you with MASSIVE stacks of death (e.g. 58 light cavalry, 39 Macemen, 24 Swordsmen, 13 Crossbowmen, 3 Great Generals, 19 Trebuchets)

Ctrl+Alt+O (BUG options), 3rd or 4th tab (if I'm not mistaken) and on the lower right you can limit the number of units on the same tile; I never use more than 15 units on the same tile.

To everyone else, I'll answer later, I'm busy coding right now ;)
 
@ Mantriur:

- Barbarians should be 1 era behind the most advanced era if I'm not mistaken
- Pop loss event is supposed to work like that; I know these kind of events hurt, but they were placed there by Afforess and I think they work just they're supposed to do. It happens and you have to deal with it.
- AI already takes defensive pact into account
- I know sometimes happens that AI uses your road; I still haven't been able to fix it.

Edit: also, you're not supposed to be "light years" ahead of other players. Can you post a savegame please?
 
I have installed SVN ... and now when I try to load the saved game, it CTD :sad:

Did you try starting a New game with the SVN Just To Make Sure it Works 1st? That you have it set up properly?

@Mantriur,

No the Commando bug was fixed.

I just had the -3 pop loss event in my current game too on a size 12 Capital. :p Part of the mod though gotta learn to deal with it for now.

Defensive Pacts and such depend upon some of your Game Set up options. If you are using Agressive or Ruthless AI forget about them using Def Pacts.

@45*38'N
I'm going to be setting up my new comp during the next couple of days. So my time here will be spotty. Just a heads up. :)
JosEPh
 
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