A New Dawn Bug Reports and Feedback

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45°38'N-13°47'E;13449942 said:
I'm not 100% sure but I think it's because every civ in your game is minor. Except Korea because they've got alphabet, they're not minor anymore and hence they could found Naghualism. I've never tried but I guess minor civs can't found a religion.

I see, think I might restart with start as minor tribes off then...
 
City Cycling should be fixed in Revision 816. Not sure about the Domestic Advisor, that seems different. I will have to look into that more.

There might be something similar going on with units. I've seen that when I alt+click to select all units for upgrading, only some of these are being actually upgraded (and no, it's not a cash issue).
 
Activates every turn. So much happiness and so much friendliness with other nations. How can one lose with all these goodies.


Buck

Do you think you could post a save? I just tested it myself and it seems to be working properly when I tested it. It's supposed to trigger every 50 turns, modified for gamespeed.
 
I can't do a ranged attack with Ballista but is says this is possible in the civilopedia, possible bug or error in the pedia?
 
I can't do a ranged attack with Ballista but is says this is possible in the civilopedia, possible bug or error in the pedia?

Is Archer Bombard turned on? Ballista can do an archer-bombard attack but can't do a siege-bombard. I deliberately designed it so that it can't bombard defenses (if you want to get through city defenses before Catapults, build Rams) but as a result it can't do the ranged bombardment that Catapults and later siege units can. We did fix it so that any unit with a ranged attack coded in the XML can do an archer-bombard (this applies to Ballistas and Grenadiers).
 
I keep getting crashes with the A-bomb unit.

I've been playing a long game, 26 civs earth map and when I go to use the A-bomb unit it starts out with the plane flying but the game totally crashes before the explosion. I have tried it a few times and the same thing keeps happening, hard crash out of the game.
 
I keep getting crashes with the A-bomb unit.

I've been playing a long game, 26 civs earth map and when I go to use the A-bomb unit it starts out with the plane flying but the game totally crashes before the explosion. I have tried it a few times and the same thing keeps happening, hard crash out of the game.

Have you updated recently? A few versions ago, I updated the FPK files and I didn't properly correct the Civ4EffectsInfo.xml file for the A-Bomb, but we fixed it once it was pointed out where the problem was. You could probably just copy in the latest version of that file if you don't want to disrupt the rest of your game. The game doesn't even seem to blink if the art files are modified at all.
 
45°38'N-13°47'E;13451136 said:
There might be something similar going on with units. I've seen that when I alt+click to select all units for upgrading, only some of these are being actually upgraded (and no, it's not a cash issue).

Confirmed, it's a bug that is caused by the fact that upgrading a unit effectively creates a new unit (and copies over a few bits of data from the old unit). This causes the unit list iteration to break.

Easy to fix.
 
Maybe it activates every 50 turns for each of the other civs?
Buck

No, it's supposed to activate every X (50 on standard speed) turns for the owner of the Castle. I'm testing with your game and a save of mine, and on mine, it's activating like it is supposed to, but your game is giving the event every turn. I'm trying to figure out why that could happen.
 
I noticed a small bug or annoyance. When loading, the espionage weighting for each civ, you know how u can +/- like a percentage of ur espionage to go towards certain civs - this magically gives some civs like +69, +99, +30 etc, takes ages to go - - - - - - - - - and go all the way down to 0 again.
 
No, it's supposed to activate every X (50 on standard speed) turns for the owner of the Castle. I'm testing with your game and a save of mine, and on mine, it's activating like it is supposed to, but your game is giving the event every turn. I'm trying to figure out why that could happen.

If I had to guess, "getMaxTurns" is 0 (probably time victory is off).

You need to check if getMaxTurns() == 0. If it is zero, use getEstimateEndTurn() ,which estimates the number of turns in all of the eras. It's exposed to python on the game object as well.
 
No, it's supposed to activate every X (50 on standard speed) turns for the owner of the Castle. I'm testing with your game and a save of mine, and on mine, it's activating like it is supposed to, but your game is giving the event every turn. I'm trying to figure out why that could happen.

I thought that was bizarre feature and was awed by easy diplo bonuses. I always play with only Conquest victory on. So I think Afforess is onto something here.
 
If I had to guess, "getMaxTurns" is 0 (probably time victory is off).

You need to check if getMaxTurns() == 0. If it is zero, use getEstimateEndTurn() ,which estimates the number of turns in all of the eras. It's exposed to python on the game object as well.

Thank you. I had just gotten to figuring out that getMaxTurns was returning 0 on buck beach's game. It would have taken me a lot longer to figure out a solution.
 
Have you updated recently? A few versions ago, I updated the FPK files and I didn't properly correct the Civ4EffectsInfo.xml file for the A-Bomb, but we fixed it once it was pointed out where the problem was. You could probably just copy in the latest version of that file if you don't want to disrupt the rest of your game. The game doesn't even seem to blink if the art files are modified at all.

I think I last updated it about a month ago, I'll give it a try your suggestion.
 
I'm not sure if this is a bug or not but the AI is sometimes a bit weird about defending cities. Like, in a recent game I played on a RoM_Terra map, I founded a colony with around 7 cities or so in the new world. For some reason the AI took units away from cities that probably should've been garrisoned, shuffling them around a bit.
 
I'm not sure if this is a bug or not but the AI is sometimes a bit weird about defending cities. Like, in a recent game I played on a RoM_Terra map, I founded a colony with around 7 cities or so in the new world. For some reason the AI took units away from cities that probably should've been garrisoned, shuffling them around a bit.

The AI distinguishes between specific city defenders, and "floating" empire defenders. It is perfectly normal to see the AI move floating defenders between cities, as it decides it needs them.
 
The AI distinguishes between specific city defenders, and "floating" empire defenders. It is perfectly normal to see the AI move floating defenders between cities, as it decides it needs them.

Alright. It's just weird that they would leave 3/7 cities undefended while I'm at war on the mainland.
 
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