A New Dawn Bug Reports and Feedback

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I noticed that as well. It doesn't make sense.

It might be a leftover from the original Warlords modcomp. That one did have an ini file you could adjust to exclude animals. Except it didn't work when defending against an animal unit, only when attacking one.
 
Getting a repeated CTD at the end of the current turn on this save. Using recommended install of AND 1.62, Full RoM.

I tried to upload the log, but it told me it was an invalid file, sorry.

Ok -- Did it again using unmodded files.

Getting a repeatable CTD, early on in the game. I think it's related to the multiple research...crashes right after it "credits" me with research during a new turn.

Standard ROM 2.81 + AND 1.62

Logs and save file here

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Early Buildings} ANM Fortifications {Historical Wonders} {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Better RoM Artwork} {Better RoM Resources}

Also moved Static and NoBuldingGraphics from unloaded modules to modules (and into their correct folders).

Game options: Advance Start + Permanent Alliances + No Vassal States + Revolutions + TechDiffusion + DynamicCivNames + Multiple Production + Multiple Research + Usable Mountains + Revolutions Exposed + Fixed Cultural Borders + Surround and Destroy + Advanced Diplomacy + Unlimited Wonders

Thanks for both of your saves. There were 2 different crashing problems, I got both of them fixed. Expect a patch soon. ;)
 
I apologize in advance because I know this isn't an AND problem, but I'm trying to figure out how to best configure my games now that "Choose Religion" isn't available in the BUG mod.

When I select Choose Religion before game creation, Religions do not appear when the requirements are met IF I am using the BUG mod Limited Religions option. I've confirmed this is still the case in the latest build. Limited Religions by itself seems to be working ok.

I can't seem to find a thread addressing this in the ROM or BUG forums. Can anyone point me to the right place or let me know how they are dealing with this in the current AND 1.62+ builds?

Thanks! There are so many threads related to ROM and AND that it is almost a full time job to keep up with all of them.
 
It seems there is a major bug with 1.63. If you build a National wonder in a city, you can still build it in another.:crazyeye:
 
It seems there is a major bug with 1.63. If you build a National wonder in a city, you can still build it in another.:crazyeye:

Under what circumstances? I just tested a national wonder and a world wonder with 1.63 and everything is working fine.
 
One issue that I've noticed for a while now, and as far as I can tell, is still an issue in 1.6x. If you're operating under civics that apply penalties to the growth rate for improvements (mines, cottages, etc.), they will not grow at all. It appears the system doesn't have a way of handling fractional turn growth rates. The same applies if you try to increase the growth rate, but have it increase by less than a full 100%. In other words, improvements that are growing at 175% will still actually grow at the same rate as improvements growing at 100%.
 
One issue that I've noticed for a while now, and as far as I can tell, is still an issue in 1.6x. If you're operating under civics that apply penalties to the growth rate for improvements (mines, cottages, etc.), they will not grow at all. It appears the system doesn't have a way of handling fractional turn growth rates. The same applies if you try to increase the growth rate, but have it increase by less than a full 100%. In other words, improvements that are growing at 175% will still actually grow at the same rate as improvements growing at 100%.

Yep, it's the joys of storing integers as whole numbers instead of percents...;)
 
Yep, it's the joys of storing integers as whole numbers instead of percents...;)

If that's the case, is there a way to multiply the growth rates applied by 10 or 100, and then multiply the required growth points by the same factor? Or isn't that something that could be done without massive rework/possible game instability?
 
Under what circumstances? I just tested a national wonder and a world wonder with 1.63 and everything is working fine.
I built the National Courier System in one city but I can still build it in others.

Another possible bug is that I dow on the Dutch, destoryed their Jewish holy city and took Monothism as my loot. It let me found another religion.
 
I built the National Courier System in one city but I can still build it in others.

Another possible bug is that I dow on the Dutch, destoryed their Jewish holy city and took Monothism as my loot. It let me found another religion.

Getting the same error with heroic epic and national courier system; that is, I can build national epics in multiple cities
 
Thanks for both of your saves. There were 2 different crashing problems, I got both of them fixed. Expect a patch soon. ;)

Still something wrong with Fixed Borders.

When I claim territory near my existing border, it may allow me to claim it for a turn or two, then reverts back. It does this even if there's no other civs in the area....
It does this both when I claim territory using a unit as well as when I use world builder to claim the territory...
 
Another possible bug is that I dow on the Dutch, destoryed their Jewish holy city and took Monothism as my loot. It let me found another religion.

Not sure how this is a bug. No one in the world had Monothesim, so you got a religion. ;)

Getting the same error with heroic epic and national courier system; that is, I can build national epics in multiple cities

I'll look at it, but I haven't seen this myself, and I've changed nothing with the code.

Still something wrong with Fixed Borders.

When I claim territory near my existing border, it may allow me to claim it for a turn or two, then reverts back. It does this even if there's no other civs in the area....
It does this both when I claim territory using a unit as well as when I use world builder to claim the territory...

This is normal behavior. Read the civilopedia article on Fixed Borders.
 
Not sure how this is a bug. No one in the world had Monothesim, so you got a religion. ;)



I'll look at it, but I haven't seen this myself, and I've changed nothing with the code.
But William already descovered Monothesim and used it to found a religion.

Here is a screen with the bug the National Wonder bug.
 
Gameplay feedback: Now that basketweaver's huts obsolete with metal working, there's virtually no chance that they'll ever see the +2 food bonus for hemp, as calendar comes a ways after metalworking, generally.
 
Have the same bug as NBAfan for 1.63. I am able to build national wonders such as ironworks,brewery in another city even though i already built it. National wonders such as central bank cannot be built even though i have 5 banks (it says i have zero)
Here's the savegame
 

Attachments

I am also seeing the bug with National Wonders able to be built in multiple cities.

Other than Choose Religion and Limited Religions not working at the same time, I haven't seen any other bugs yet. (Yeah, I know that isn't an AND problem.)
 
Am playing a 1.60 game - great fun so far (600 AD). No CTDs, fast turntimes, lots of fun. Now a question regarding flexible difficulty: Is there a possibility for me to either do this myself or have it included in 1.70:
I would like to have the option (for flexible difficulty) to start a game (for example) on emperor without the option to /lower/ difficulty and with the option to raise difficulty. Preferably if my civ is within the top 40-50%. Alternatively, could I mod this in myself (though I have no experience with modding...) by changing some parameters in a file? If yes, where?

Thanks,
 
Problem with Wheelwright after updating from 1.60 to 1.64 I can build them again in every city even with the Tech Machinery already researched.
 
Gameplay feedback: Now that basketweaver's huts obsolete with metal working, there's virtually no chance that they'll ever see the +2 food bonus for hemp, as calendar comes a ways after metalworking, generally.

Hmm... Good point.

Have the same bug as NBAfan for 1.63. I am able to build national wonders such as ironworks,brewery in another city even though i already built it. National wonders such as central bank cannot be built even though i have 5 banks (it says i have zero)
Here's the savegame

I am also seeing the bug with National Wonders able to be built in multiple cities.

Other than Choose Religion and Limited Religions not working at the same time, I haven't seen any other bugs yet. (Yeah, I know that isn't an AND problem.)

The 1.64 patch should fix your issue; and it is save compatible, but you won't see it take effect without starting a new game. :(

Am playing a 1.60 game - great fun so far (600 AD). No CTDs, fast turntimes, lots of fun. Now a question regarding flexible difficulty: Is there a possibility for me to either do this myself or have it included in 1.70:
I would like to have the option (for flexible difficulty) to start a game (for example) on emperor without the option to /lower/ difficulty and with the option to raise difficulty. Preferably if my civ is within the top 40-50%. Alternatively, could I mod this in myself (though I have no experience with modding...) by changing some parameters in a file? If yes, where?

Thanks,
You should be able to do this by yourself by editing the GlobalAltDefines. Change the Flexible Difficulty Minimum Difficulty to 100, or something high, and your difficulty level will only rise when you are in the top 1/3, and stay the same the other 2/3 the time.
 
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