A New Dawn Bug Reports and Feedback

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France expanded fast, but only had Warriors, Javelins, and Slingers for defense. Almost feel sorry the guy - through the whole "war" I lost a total of one Axe (At 97% odds too :mad: ) and a Ballista.

However, what's most curious here is that he's stuck around for two turns AFTER his defeat? :confused:
And no, I do not have Require Complete kills on ^^

Also workers are still suicidal. I marched my army up to a worker that was farming a floodplains tile, and ended my turn. Instead of ducking into the city he just sat there and on the following turn I captured him. The AI workers always do this, and have done this for well over a hundred revisions.

So two things I'd like to report. Firstly, the fact the AI seems to wait a turn or two (Or even three!) after their last city falls before they finally kick the bucket. This only started happening after I updated to rev838.
Secondly and this is probably still a 'known issue' is that Workers will wait a full turn before finally fleeing enemy military. As such, they pretty much always get captured without fail.
 
The workers waiting a full turn, is probably something to do with the orders priority.

They don't check for danger 1st and foremost.

Then they cycle through the stacked orders.

Workers for the Human player, will stop work and ask for orders, every time they are threatened. But will blindly walk into danger with orders, and not a Control-Move order either.
 
Has anyone else at all seen this happen? I'm experiencing behavior very similar to "Require Complete Kills" despite the option being toggled off (And I've double-checked - even looked in the World Builder save with Notepadd++, it's not listed!).

I hit end turn several times and France never perished. Opening the World Builder revealed he had a SINGLE Worker left, despite every other unit being dead and all his cities being captured or razed. Deleting that worker caused his civilization to finally be destroyed, when it should have gone out much earlier. :confused:

Every time I've wiped out a civilization, they continue to stick around after their last city falls. Sometimes for a few turns, but the longest it's happened was France here for seven whole turns (Four of which he spent still at war with me!) before finally dropping out. This only happened once I updated to rev838, but so far from what I can tell no one else is seeing this happen?
 
Has anyone else at all seen this happen? I'm experiencing behavior very similar to "Require Complete Kills" despite the option being toggled off (And I've double-checked - even looked in the World Builder save with Notepadd++, it's not listed!).

Upload a save next time you see it happening. A save where a civilization is alive (but only has units left) would be extremely helpful.
 
So I have been thinking about what we can do to rein in Gutenberg Bible. I don't want to change it too radically right away and completely neuter it. One thing I was thinking was this test:
Code:
if pRelCity.isConnectedTo(pCity) == True
where pRelCity is the city being checked and pCity is the city that built the Bible. I think I found the particular test in the Python class reference and so I don't completely know what it is checking for other than definitely checking for a road or water connection. Is there another test that we could use? Such as a check for Open Borders? Or is that included in the isConnected test?

This is a first thing I was thinking about, and I'm willing to go a little bit farther if this is not enough.
 
Upload a save next time you see it happening. A save where a civilization is alive (but only has units left) would be extremely helpful.

Hmmm. I've had that happen to me several times, but I thought it was due to my meddling with the World Builder.
 
So I have been thinking about what we can do to rein in Gutenberg Bible. I don't want to change it too radically right away and completely neuter it. One thing I was thinking was this test:
Code:
if pRelCity.isConnectedTo(pCity) == True
where pRelCity is the city being checked and pCity is the city that built the Bible. I think I found the particular test in the Python class reference and so I don't completely know what it is checking for other than definitely checking for a road or water connection. Is there another test that we could use? Such as a check for Open Borders? Or is that included in the isConnected test?

This is a first thing I was thinking about, and I'm willing to go a little bit farther if this is not enough.

isConnectedTo is the same logical check that connectedness uses, so open borders, etc are all taken into account.
 
Hallo everyone,

I've fixed my latest problem: I just removed the game, re installed and repatched it.

I've another problem now. Sometimes the game crashes out to windows.
Does it ever happen to you? Can you help me out?
Thanks!
 
Hallo everyone,

I've fixed my latest problem: I just removed the game, re installed and repatched it.

I've another problem now. Sometimes the game crashes out to windows.
Does it ever happen to you? Can you help me out?
Thanks!

Upload a save for your game any time you have a crash. We can not debug the game without it.
 
finally found the reason for a bug, I've encountered several times: sometimes wonders can not be built at all.
Wonders like space elevator and ice palace (maybe others, not sure) have a requirement of a minimum latitude, at which they can be built.
when playing on the smaller map settings, this min latitude simply does not exist.
proposed solution: make min latitude relative to map-y-axis, not an absolute number.
apart from that: excellent work, thanks a lot to everyone involved :)

EDIT: did some digging through the xml-files. the affected buildings/wonders are:
BUILDING_SPACE_ELEVATOR
BUILDING_SOLAR_PLANT
BUILDING_DINOSAUR_PARK (? is this active in-game? never encountered it, I think)
BUILDING_SPACE_LABORATORY
BUILDING_IGLOO
BUILDING_ICE_HOUSE
BUILDING_PLEISTO_PARK (never seen that one either)
BUILDING_MILITARY_SATELLITES
BUILDING_COMMERCIAL_SATELLITES
 
(...)
BUILDING_DINOSAUR_PARK (? is this active in-game? never encountered it, I think)
(..)
BUILDING_PLEISTO_PARK (never seen that one either)
(...)

These are brand new wonders, a few weeks old only :)
 
These are brand new wonders, a few weeks old only :)
should have guessed - thanks a lot!

EDIT: small new bug, that has afaik not been present in earlier versions: adding production items via domestic advisor sometimes double-adds them.
to reproduce:
F1/domestic advisor
select city
add a unit (since the same buildings/wonders can't be added twice) to the queue
result: unit is added twice (this also happens, when shift-adding or ctrl-adding)
when you shift/crtl-select several cities from dom.advisor and then add units to all of them, the units are added once - except in the first city you had selected, where it will be added twice.
afaics this happens only from the domestic advisor, not from the city screen itself.
 
This is a World Wonder, but its effect is far from that, if you ask my opinion, and since you didn't, I'm giving it here for free, its worth what you've paid for it.

Spoiler :


A "Free Theatre" in EVERY CITY.

Theatre is available at Drama, but the Bolshoi, is only build-able at Realism. The Industrial era. By this time, you'd have long since built theatres in all cities, as well as Foundries, Sky Scrapers, Factories etc.

The effect of this wonder needs to be re-thought

Solution - Swap the Modern Art Theatre and the Opera house. Have the Bolshoi, provide a free Modern Art Theatre in each city. Swap it with the Modern Art Theatre's effect of needing 10/1 build, on Gigantic maps, so map specific.

10 Modern Art Theatre's = 1 Opera House build, Gigantic maps. Map size specific.
 
Airfields having a +1 air lift capacity, to me seems wrong, and just plain broken in game play.

For a start, you best air unit is a bi plane, and the Air ship is you early bomber unit.

OK. An Airship CAN transport, but slowly, and with a limited range.

To be able to instantaneously air lift troops, all over the globe, by building an Airfield, seems over powered.

Your best ship is a Transport, and in reality, which this game isn't, its a game. ALL TROOPS were moved Via Troop ships, up until Vietnam war.

Solution - I propose, keep the air units domicile and capacity. Remove the ability to Airlift till Airports

Spoiler :


Or limit it to the range of the Airships, which is only 8 tiles. But as you now have Railroads spammed all over, which give 10 movement, it seems pointless.

On Railroads, They are available BEFORE mass transit.

Mass Transit, give Highway's, which are only *edit* 4 movement, V's EARLIER railroads, = 10 movement.

Solution - Just delete the highway improvement, too little, too late, too much reality, for games sake.
 
Airfields having a +1 air lift capacity, to me seems wrong, and just plain broken in game play.

For a start, you best air unit is a bi plane, and the Air ship is you early bomber unit.

OK. An Airship CAN transport, but slowly, and with a limited range.

To be able to instantaneously air lift troops, all over the globe, by building an Airfield, seems over powered.

Your best ship is a Transport, and in reality, which this game isn't, its a game. ALL TROOPS were moved Via Troop ships, up until Vietnam war.

Solution - I propose, keep the air units domicile and capacity. Remove the ability to Airlift till Airports
+1 Makes much sense.
...or limit it to units representing only persons (GPs, missionaries, spies) and not troops. I know it would require at least a new xml tag, so it may not worth the effort. Just an idea :)

This reminds me an other thing, too: You can airlift several units from a city, but can land only 1 in any given city a turn. Could the "can airlift units" also affect the number of units a city can receive?
 
Please try to consider the broadest world view when proposing changes.

Changes to transportation for example can dramatically affect such far reaching things as the game timeline or the myriad of different maps, and what about how different cultures approach transportation.

Remember, this is a war game and the AI has many, many flaws in the areas regarding transportation. A good example is the continuous, ridiculous war declarations during the course of the game, sometimes even when the declaring country does not have the ability to physically reach the subject civ.

It seems to me that some breaches of reality must be assumed for the benefit of the game experience.
 
I was looking at the scoreboard earlier, and noticed that the top few AIs were all at Deity (And one at Immortal). Each of their cities have 3 ~ 5 units on guard, and their score is ranging from 330 ~ 460. My score is 1,000+ and flex.difficulty wasn't raising it above Monarch.

I fixed it by moving it up to Immortal myself and disabling Flex Difficulty for me, but the AI seem to be suffering from an undeserved Deity handicap. Most are on Noble or Warlord though, but I can't help but wonder if the Deity difficulty is holding these AIs back from catching up with me...

Attached is my latest save. I accidentally overwrote my earlier one >< *EDIT* Aaaand I forgot to attach the save :p
(Rev 838) - I saw some changes regarding Flex.AI recently, but I'm stil curious as to if they're being penalized a bit too harshly here. Compared to ME, they're doing miserably - except my German vassal. Compared to *each other*, they're doing fairly well and might actually warrant that Deity handicap. However as it is, that handicap is slowing them down and preventing them from catching up to me. It'd be all well and good if it was all AI vs AI, but that's not the case hehe.

I might be overlooking something though - been away from Civ for a while and all that.
 
some more purely technical issues, mostly laughably minor:

  • doubling in the domestic advisor (see post 6433) happens not only when adding items, but when removing them as well (i.e. it removes two items from the queue)
  • keyboard shortcuts: the shortcut for "automated city defense" is the same as "center screen on unit" - both are "c". game seems to default to "center", but sometimes it will issue "automated city defense"-order instead - sending your units on their merry way to heavens know where ;)
  • sevopedia: select entry for any missionary unit - clicking on their religion in the "Requires" field does nothing. (clicking on the building-requirement links to the correct building; clicking on the religion-requirement of the building links to the correct religion - just the direct link missionary-religion is brokne (yes, completely negligible, just fyi)

also, I have a proposal/request regarding the interface. No idea, whether it's even possible, but I feel it would be a great addition:
when you get the item-built-notification ("You have built X in Y. What would you like to work on next? [ListOfItems]") - would it be possible to "listen" for the build-queue-shortcuts? (In the city screen, you can use build-queues. You can save any queue via [ctrl]-[number] and then load it any time later in the city screen with [number].) If pressing [number] would work in the item-built-notification, that would save a lot of useless entering/exiting city screens during standard-operations.
 
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