A New Dawn Bug Reports and Feedback

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Good job on the Coinage fix flitz! :thumbsup:

@Jazzer32.
Those XML errors are things that are in C@C but not built upon in AND. Seems Afforess hasn't finished separating some of the additional C2C stuff from AND.

JosEPh :)
 
Good job on the Coinage fix flitz! :thumbsup:

@Jazzer32.
Those XML errors are things that are in C@C but not built upon in AND. Seems Afforess hasn't finished separating some of the additional C2C stuff from AND.

JosEPh :)

Oh ... I an attempt to make the fix more general (currently it was limited to the coinage civic), I found out that it can be done way more simple than I thought:

The problem that the same bonus just got added over and over again (and resources where never given back) was due to the missing red factor:
Code:
changeBonusMintedPercent((BonusTypes)iI,[COLOR="Red"] iChange *[/COLOR] kCivic.getBonusMintedPercent(iI));

Doing it this way is actually standard procedure in the SDK. When changing a civic the bonuses that the old civic gave are first retracted and then the bonuses of the new civic are added. That way it is made sure that bonuses of the same type used across multiple civic categories stack correctly.
(In the first call to the function this factor is set to -1, meaning to subtract any current civic bonuses of the treated civic category, on the second run it is set to 1 meaning to add all bonuses of the new civic)

Only the bug was here that retracting the old bonus wasn't done, it was added another time. This only _increased_ the minted percentage for gold and silver. And as long as any resource has set a minted percentage of > 0, you are denied any further use of this resource. That's why after switching away from coinage, you didn't get your gold and silver back.

I also uploaded the newer version of the dll. But it shouldn't make a difference for the current state of the mod. But if somebody wanted to add a similar bonus to some civic for any resource, the first fix would not work, but the new one is generic enough to work in all cases - even future xml changes.
 
Its OK now, It works with beta 2.0. Btw, I encountered some strange bug: I cannot build a single world or national wonder. For every wonder there is "Can construct only 0 world/national wonders per city". Am I missing some civic or what?
 
Its OK now, It works with beta 2.0.
Great
Btw, I encountered some strange bug: I cannot build a single world or national wonder. For every wonder there is "Can construct only 0 world/national wonders per city". Am I missing some civic or what?

I searched the xml files of the mod and the search found this:
Code:
  G:\Spiele\Civilization IV\Beyond the Sword\Mods\Rise of Mankind - A New Dawn\Assets\XML\GlobalDefines.xml (6 hits)
	Line 309: 		<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
	Line 313: 		<DefineName>MAX_TEAM_WONDERS_PER_CITY</DefineName>
	Line 317: 		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
	Line 321: 		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC</DefineName>
	Line 325: 		<DefineName>MAX_BUILDINGS_PER_CITY</DefineName>

So, look inside the Moderator Action: /assets/xml/CIV4GlobalDefines.xml
at those lines what values are defined inside those tags, please.

In my version for example there is:
Code:
		<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_TEAM_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>6</iDefineIntVal>
	</Define>

Maybe you accidently changed something.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
No man, I do not "accidentally" change xml files. Im even scared when i need to open it in viewer. And in my xml file its like :

<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<Define>
<DefineName>MAX_TEAM_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>6</iDefineIntVal>
</Define>

maybe savegame can help?

View attachment Miro BC-0775.CivBeyondSwordSave
 
I discovered what is the problem...

When i was making a custom game I haven't checked "Unlimited wonders" box. So i Coudn't make a SINGLE wonder. I think that option shouldn't reduce world and national wonders to zero.
 
I discovered what is the problem...

When i was making a custom game I haven't checked "Unlimited wonders" box. So i Coudn't make a SINGLE wonder. I think that option shouldn't reduce world and national wonders to zero.

It was a bug of some early version 2.0; it should be ok in the latest SVN version, even with "unlimited wonders" unchecked.
 
45°38'N-13°47'E;11550471 said:
It was a bug of some early version 2.0; it should be ok in the latest SVN version, even with "unlimited wonders" unchecked.

Ha, I just correctly guessed your home country based on your geographical information in your nickname :king:
 
Ha, I just correctly guessed your home country based on your geographical information in your nickname :king:

Since I am less than 10 km from the border with Slovenia, it's good :goodjob: Could have been a near miss :lol:
 
45°38'N-13°47'E;11550526 said:
Since I am less than 10 km from the border with Slovenia, it's good :goodjob: Could have been a near miss :lol:

Yes I was lucky :)
I estimated myself as close to 15°E but that is off by about 3°E
 
I currently have a bug where 100's of resources become available. I have 0 iron, but once I get 1, I end up with like 30. Same with all other resources, and the AI.
 
A variation of that posted on the Error tracking log. I was accumulating espionage points at 5% and they were showing. After some time I looked up and Espionage was gone from the funds allocation table. On the F9 screen it appeared they accumulated off the chart.
 
didn't read all of the post

changeBonusMintedPercent((BonusTypes)iI, iChange * kCivic.getBonusMintedPercent(iI));

will compile this into my dll. Good catch (i am often horrified at the changes made in mods ie i see comments 'made major changes in AI, didn't test, lets hope it works'...:) ).
 
I have a bug with furrier buildings in this game that I'm playing [attached]. One of them is giving way more :commerce: than it is supposed to. (The other one actually starts to do the same thing in later turns.) I think what might be happening is that each time the furrier becomes inactive (when an enemy is standing on the nearby deer tile, which has happened a lot in this game) and then active again, +2 :commerce: is added to the furrier. If you play further into this save the effect might get larger too.

EDIT: I just discovered that my stoneworker's hut in my capital is doing the same thing.
 

Attachments

I currently have a bug where 100's of resources become available. I have 0 iron, but once I get 1, I end up with like 30. Same with all other resources, and the AI.

This is generally the map scripts fault.

JosEPh
 
45°38'N-13°47'E;11687225 said:
Isn't it a bug that was present in some older rev of AND2? Isn't it what we were talking about here 6 months ago?

http://forums.civfanatics.com/showpost.php?p=11218791&postcount=4287

I suppose it's been solved in the latest svn version, since I'm playing with the latest version since a couple of months and I've never seen this problem again.

Yes iirc,I believe we did.

JosEPh:)
 
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