A New Dawn Bug Reports and Feedback

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Hi,

Installed ROM+AND a few days ago. Very neat, although I feel a little lost - there's so much in there!

I have noticed what looks like a minor bug.

I'm playing a PerfectMongoose map: on a plains hill there is what looks like a grape vine. But, pointing at it with the mouse I am told it's Glassware, and that I should research Glass Blowing. I find that a little strange. It's just outside my border so I don't know what options I would be presented with for improving it - probably none, if it's considered to be Glassware, growing on that hill. :-)

That's all I've found so far.

Kind regards,
A.
 
Hi,

Installed ROM+AND a few days ago. Very neat, although I feel a little lost - there's so much in there!

I have noticed what looks like a minor bug.

I'm playing a PerfectMongoose map: on a plains hill there is what looks like a grape vine. But, pointing at it with the mouse I am told it's Glassware, and that I should research Glass Blowing. I find that a little strange. It's just outside my border so I don't know what options I would be presented with for improving it - probably none, if it's considered to be Glassware, growing on that hill. :-)

That's all I've found so far.

Kind regards,
A.

Which version are you using? If it's before AND2, it's not supported anymore. You can see your version number by hovering your mouse over your flag near the minimap on the bottom right corner of the screen while playing. A savegame might help as well.
 
First off I love the Mod!! Great Work!! This is the third Map I'm playing and no oil on the entire map. Is this a bug?


Thanks
 
You have researched the Tech that reveals Oil correct?

And if so, what map did you use?

JosEPh
 
Since resources are in "groups" and each group has a %age of being placed, a small map may not have had the space of it.

Plus Map scripts modify these placements too. I'm not familiar with the donut map. I would assume it has not been updated for....well forever.

JosEPh
 
45°38'N-13°47'E;12304522 said:
Which version are you using? If it's before AND2, it's not supported anymore. You can see your version number by hovering your mouse over your flag near the minimap on the bottom right corner of the screen while playing. A savegame might help as well.

Hi, I have:
Rise of Mankind: A New Dawn 2.0 Beta 4 rev619
BULL 1.3 [Build 219]
Rise of Mankind v2.92
RevolutionDCM v2.80 pre-release
Better BTS AI v1.01b
Unofficial 3.19 Patch v1.50+

Is that the right information? I downloaded the package only recently.

Thanks.
 
Yes.

The Mod has been updated to rev623 so you might want to update as well.

JosEPh
 
I am not sure if this is a bug or a feature but why can I not give any of my cities to a vassal? I currently captured a city next to my vassal and I do not want it as it is far away from my empire. I can give the city away to anyone else but not my vassal. Thanks
 
I am not sure if this is a bug or a feature but why can I not give any of my cities to a vassal? I currently captured a city next to my vassal and I do not want it as it is far away from my empire. I can give the city away to anyone else but not my vassal. Thanks

I suppose it depends on culture. Your vassal won't accept a city that might cause him troubles because of the city nationality. At least I suppose so.
 
Alas, the AI route bug is still here after all. I'm getting all sorts of random enemy units being able to sporadically use my roads.
 
I didn't anything about this, so I just ask:

is the difficulty level lowered when you take control of the rebel faction in your empire ?

That is, when multiple cities demand independence and you are offered to accept their terms + take control of the new civ.
I had a game, which started on Prince, and some time later realized that my difficulty setting was set to Noble all of a sudden. (Dynamic difficulty options is off, btw).

thanks, f.
 
I didn't anything about this, so I just ask:

is the difficulty level lowered when you take control of the rebel faction in your empire ?

That is, when multiple cities demand independence and you are offered to accept their terms + take control of the new civ.
I had a game, which started on Prince, and some time later realized that my difficulty setting was set to Noble all of a sudden. (Dynamic difficulty options is off, btw).

thanks, f.

IIRC rebels get a bonus because they're supposed to be weaker then whey pop up so they must be helped if they are to survive somehow. But to tell the truth I don't know if the level changes. Theoretically speaking, I suppose that what you've reported is correct and rebels get the "noble" level because they pop up as an AI civilization and AI always has Noble level; so probably when you get control over that particular AI civ, you get its difficulty level.
 
Alas, the AI route bug is still here after all. I'm getting all sorts of random enemy units being able to sporadically use my roads.

Damn. :mad:
Thank you for reporting, can you also upload a savegame?
 
45°38'N-13°47'E;12334608 said:
IIRC rebels get a bonus because they're supposed to be weaker then whey pop up so they must be helped if they are to survive somehow. But to tell the truth I don't know if the level changes. Theoretically speaking, I suppose that what you've reported is correct and rebels get the "noble" level because they pop up as an AI civilization and AI always has Noble level; so probably when you get control over that particular AI civ, you get its difficulty level.

Thanks for the info.
I fixed it in my current savegame by going to the BUG settings and activating the dynamic difficulty setting. I set it to:
min.difficulty = max.difficulty = "Prince"
which immediately set my difficulty to Prince and I could deactivate the dynamic diff. again.
I will definitely remember this trick for whenever I need to switch the difficulty midgame in the future ;)
 
I've made lots of custom changes to my install, including some dll tweaks, so I doubt it would load on your set up. Still, I don't believe the problem is a result of my tweaks, because I've had this problem before and nothing I've changed should create this effect. I'll try creating a new game with a clean install.

I think the most important thing is for there to be lots and lots of roads in the AIs territory, so that the cache error has more chances to accidentally borrow movement data from a road-enabled unit. The bug certainly doesn't show up until mid game, but then it's a disaster. By the industrial age, railroad makes the game almost unplayable unless you have abstain from having any road connections to the AI at all.
 
reproducable crash whenever russia tries to build a p59, rev 626, running a new flavor w/ patch
 
reproducable crash whenever russia tries to build a p59, rev 626, running a new flavor w/ patch

You should try without a new flavour mod; I never had a crash while building p59 and I almost always use Russia in my games. It could be A New Flavour, in which case I don't know how to solve it because I don't use it. Or it might be something else, not related to A New Flavour but definetly not related to P59.
 
I have a couple of bugs to report:

1) Regarding the unfair trade with AI bug that a lot of people including myself have been experiencing, I have uploaded a save where this kind of trade can be produced 100% of the time. In the BadTradeRoosevelt save, try offering Roosevelt apples and choose the "what will you give me for this" option; see all the disproportionate stuff he offers in return.

Doing this should be help trace the logic of what the AI is thinking when trading for the apples.

2) In a game I was playing, I have been making changes to the RouteInfos XML file and have been reverting those changes back and forth several times, reloading the assets over and over into my existing game. Despite my modifications in the RouteInfos XML file, after a certain point the game does not take into account the values in the XML file. Its as if every time I reload the XML into this existing game, movement along roads get appended to all units regardless.

At this point all units can move further than they would using a jumplane. There needs to be a way to "reset" all movement points, and read them from the XML. Its as if the movement points just get appended to an existing in game variable everytime the game reloads the assets. If you load this game "RouteInfosXML_Ignored" file, you will see that your RouteInfos XML will be ignored and units can move almost unlimited distances. Unfortunately I have had to abandon this game as its unplayable.

Perhaps identifying the issue here could also point us in the right direction of the AI being able to use roads as well. I am speculating that the key to this is finding the variable that stores movement points in game and flushing / resetting it every so often. Would really appreciate help on this.
 

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