A New Dawn Bug Reports and Feedback

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AMD Phenom II X2 550, 4GB RAM(3,25 actually due to 32bit system), WinXP Home. Start was with Default number of Civs, 18 I think.
Hm. I don't see why it should take that much longer for you than for me.
So the new patch is working? I just want to make sure, 'cause I'll be gone tomorrow.

Yep, works now! :)
 
when playing rom 2.81 with new dawn 1.53 and arranda buildings ,

the requirement for nuclear plants is two toxic waste dumps, however the limit for naitonal wonder waste dumps is set at one. I looked in the assets xml building file and the requirement for toxic waste dumps is listed twice in the file, thus making nuclear plant effectively unbuildable.

ggm
 
when playing rom 2.81 with new dawn 1.53 and arranda buildings ,

the requirement for nuclear plants is two toxic waste dumps, however the limit for naitonal wonder waste dumps is set at one. I looked in the assets xml building file and the requirement for toxic waste dumps is listed twice in the file, thus making nuclear plant effectively unbuildable.

ggm

Well, you're right and you're wrong (And at the very least, very thorough :mischief:). The Nuclear Plant is listed twice in the XML (an error, but not serious. In fact, it's harmless). However, the effects of that are NOT cumulative. Check the civilopedia, and you will see that the Nuclear Power plant only requires 1 Toxic Waste Dump.
 
I have an issue with my saves that happens mostly in the more modern eras that makes this game impossible to finish.

Loading the save goes completely fine, and I can play up until the turn where I made my latest save. Then, right before it is my turn after the turn I last saved at, I crash. It shouldnt be my computer because I had the exact same issue with my last computer.

I had several games going and I couldnt finish a single one because of this. I would try vanilla RoM but I cant play without AND. :sad:
Is there a way I can fix this, or is this just a problem of Civ in general?
 
Hey,
I just want to check if any cause has been found for my GP problem? It happens in every game now and I figured someone else would have the same problem.
I've been playing some more of the game save I posted and the problem has evolved a bit. I no longer get a negative count for turns for the next GP and no more lions. However, the city for the next GP has switched to a smaller city which isn't producing many GP points instead of the next city that should produce a person. It's giving me over 2000 turns till the next GP!!
Hope this helps.
 
I have an issue with my saves that happens mostly in the more modern eras that makes this game impossible to finish.

Loading the save goes completely fine, and I can play up until the turn where I made my latest save. Then, right before it is my turn after the turn I last saved at, I crash. It shouldnt be my computer because I had the exact same issue with my last computer.

I had several games going and I couldnt finish a single one because of this. I would try vanilla RoM but I cant play without AND. :sad:
Is there a way I can fix this, or is this just a problem of Civ in general?

CTD's have always plagued RoM, and I have fixed some of them, but it's a never ending process. I am actively seeking out CTD fixes ATM.

Hey,
I just want to check if any cause has been found for my GP problem? It happens in every game now and I figured someone else would have the same problem.
I've been playing some more of the game save I posted and the problem has evolved a bit. I no longer get a negative count for turns for the next GP and no more lions. However, the city for the next GP has switched to a smaller city which isn't producing many GP points instead of the next city that should produce a person. It's giving me over 2000 turns till the next GP!!
Hope this helps.

I can't open your save until you upload your A New Dawn.log, inside your Rise of Mankind folder.
 
not really a bug but i noticed that irbm have line of sight restrictions (cannot fire past mountains and forests)

also mrbm2 is listed as immobile in the xml file. however the dds and cyclopedia picture show it as a missile on a truck. shouldnt it have the tag land_unit?

because these units are so short ranged and cant be air rebased like tac nukes perhaps they should be giving a movement of 1 and ignore movement costs (like motorcycles) to simulate the slow nature of redeploying them. personnally I also think that tac nukes should move by land instead of redeploying by air, but i suppose thats a matter for zappara.

ggm

ps where can we find the next evolution (post 1.53 ) of your excellent mod?
 
I have an issue with my saves that happens mostly in the more modern eras that makes this game impossible to finish.

Loading the save goes completely fine, and I can play up until the turn where I made my latest save. Then, right before it is my turn after the turn I last saved at, I crash. It shouldnt be my computer because I had the exact same issue with my last computer.

I had several games going and I couldnt finish a single one because of this. I would try vanilla RoM but I cant play without AND. :sad:
Is there a way I can fix this, or is this just a problem of Civ in general?

You could give this a try?
http://forums.civfanatics.com/showpost.php?p=8768104&postcount=505
 
not really a bug but i noticed that irbm have line of sight restrictions (cannot fire past mountains and forests)

also mrbm2 is listed as immobile in the xml file. however the dds and cyclopedia picture show it as a missile on a truck. shouldnt it have the tag land_unit?

because these units are so short ranged and cant be air rebased like tac nukes perhaps they should be giving a movement of 1 and ignore movement costs (like motorcycles) to simulate the slow nature of redeploying them. personnally I also think that tac nukes should move by land instead of redeploying by air, but i suppose thats a matter for zappara.

These are part of the Advanced Nuke Modmod. I might change them, but I haven't played the future era's enough to be sure they are really balanced.

ggm

ps where can we find the next evolution (post 1.53 ) of your excellent mod?

Currently, 1.53 is the main download, and 1.55 is the patch. That's the latest version At the moment.
 
I just got this error with current patch:

Traceback (most recent call last):
File "BugEventManager", line 357, in _handleDefaultEvent
File "Revolution", line 572, in onEndPlayerTurn
TypeError: len() of unsized object

I am getting this error every turn now:mad:



Dont know if this is anything with it or not??

PY:Player 50 Civilization Barbarian State Unit Warrior was killed by Player 0
PY:Player 0 Civilization Kingdom of Vikings Unit Bandit Footpad has defeated Player 50 Civilization Barbarian State Unit Warrior
PY:City Minoan was lost by Player 50 Civilization Barbarian State
PY:City Acquired Event: Minoan
RevData: Initializing city object

PY: Revolt - Acquisition of Minoan by Kingdom of Vikings reduces rev indices by -66
PY: Revolt - New rev idx for Minoan is 290
PY:City Acquired and Kept Event: Minoan
PY:OnPreSave
 
I got an error similar to StrategyOnly's - it almost looks like it (Rev) is trying to create a new civ but all spaces have already been taken.

On a totally different topic - vicinity bonus seems to have a limit on the number of (OR) prereq bonuses - it can handle 5 but not 6. Deer, fur, horses, cattle and sheep work but when I added pig it failed. Not a problem really I was just testing an old request for implementing the WoC hunting lodge but thought it was a bit OOT to have it in every city.
 
the game runs, i get to the main menu and can set up a game, but when i go to start a game, it starts to load, it crashes, and i get the following error message. error.JPG. I have reinstalled everything and have updated AND to the latest version but i still get the error message.
 
Issues I have noticed in 1.53:
* Loading from a WB save messes up the non-standard culture lands- returns lands to what they would be if the culture was default?
* Loading from a WB save messes up the Super Fat Cross settings for the cities - could cause starvation for Super Cities.
* Mercenary Infantry (and maybe other non-nation units) can claim enemy lands.
* Above unit can also claim water tiles when activated on a transport wessel.
* Vacation Resort: extra - sign. Says that it gives -25% research, Actual: says --245.

On the download page:
* There is nothing telling one that the save games aren't compatible between 1.53 and 1.54 or 1.55. States: Patches may or may not be save game compatible. Check before downloading. That would lead me to believe that there would be mention in the spoiler area if the game wasn't compatible.

Sorry if any of the issues have been addressed already but I didn't notice them in the patch thread yet.

Things I would have reported but are already listed as fixed in 1.54 or 1.55:
* Automated and AI workers road/rail over water tunnels.
* Some/all? buildings that should be disabled after others are built are still active. I have noticed this with the electricity buildings- I believe that I have noticed this in vanilla BtS too. I have seen it after creating a Coal plant and then later TGD (Three Gorges Dam). It looks like I still get the pollution from the coal plant. Also, cities on the same continent still have the option to build their own hydro electric dams.

Thanks again for a great modmod. After I finish my current 1.53 game I will be upgrading to 1.55 ASAP.
 
Issues I have noticed in 1.53:
* Loading from a WB save messes up the non-standard culture lands- returns lands to what they would be if the culture was default?
* Loading from a WB save messes up the Super Fat Cross settings for the cities - could cause starvation for Super Cities.
* Mercenary Infantry (and maybe other non-nation units) can claim enemy lands.
* Above unit can also claim water tiles when activated on a transport vessel.

World Builder Saves are very different from regular saves, they lose tons of information, so that doesn't surprise me. It's not a bug, it's a feature (Otherwise, scenarios would become incompatible with different mods).

As for the mercenary units, I just fixed it. Thanks for the notice.

On the download page:
* There is nothing telling one that the save games aren't compatible between 1.53 and 1.54 or 1.55. States: Patches may or may not be save game compatible. Check before downloading. That would lead me to believe that there would be mention in the spoiler area if the game wasn't compatible.

1.53->1.54 was not save compatible, so neither is 1.53->1.55.
Sorry if any of the issues have been addressed already but I didn't notice them in the patch thread yet.

Things I would have reported but are already listed as fixed in 1.54 or 1.55:
* Automated and AI workers road/rail over water tunnels.
* Some/all? buildings that should be disabled after others are built are still active. I have noticed this with the electricity buildings- I believe that I have noticed this in vanilla BtS too. I have seen it after creating a Coal plant and then later TGD (Three Gorges Dam). It looks like I still get the pollution from the coal plant. Also, cities on the same continent still have the option to build their own hydro electric dams.

All fixed in 1.55:p
 
World Builder Saves are very different from regular saves, they lose tons of information, so that doesn't surprise me. It's not a bug, it's a feature (Otherwise, scenarios would become incompatible with different mods).
ah, thanks for that info.

As for the mercenary units, I just fixed it. Thanks for the notice.
np :goodjob:



All fixed in 1.55:p
I know and said that. :p ;)

BTW, welcome back!
 
I don't know if this is a bug and it is minor if it is, but when building a Tunnel (in water) it gives the water space a +1 to gold- at least it does for the Underwater Town. The bug is either: 1) It should not give the +1 or 2) the Tunnel text should state the +1 to gold. :)
 
Python Error when a new Civ emerged:

RoM 2.81 Full, AND 1.55, Giant Map

From PythonDbg.log
Spoiler :

PY: BC - Odds of forming minor in Bantu are 4 (7 pop, 1 cult level with eraMod 1.000000)
PY: BC - Creating minor civ in Bantu
PY: BC - bNewWorld: 1, bUnits: 0, bCities: 0, bForeignCities: 0
PY: BC - Setting new player alive
PY:Player 26's alive status set to: 1
PY:Names - player is barbciv
PY: Name - Setting civ name for new civ to City State
PY: BC - Minor civ City State (lead by Franco) has formed in Bantu! Turn: 541, Year: -1131
PY:City Bantu was lost by Player 50 Civilization Barbarian State
PY:City Acquired Event: Bantu
PY: Revolt - Acquisition of Bantu by City State reduces rev indices by -48
PY: Revolt - New rev idx for Bantu is 300
PY: Revolt - WARNING! City State have cities but no capital on turn 541
PY:Player 50 Civilization Barbarian State Unit Spearman was killed by Player 26
PY:Player 50 Civilization Barbarian State Unit Spearman was killed by Player 26
PY:Player 50 Civilization Barbarian State Unit Spearman was killed by Player 26
PY:Player 50 Civilization Barbarian State Unit Archer was killed by Player 26
PY:Player 50 Civilization Barbarian State Unit Archer was killed by Player 26
PY: BC - Giving Ritualism from barb
PY: BC - Giving Slavery from barb
PY: BC - Giving Mysticism from barb
PY: BC - Giving Dualism from barb
PY: BC - Giving Naturopathy from barb
PY: BC - Giving Meditation from barb
PY: BC - Giving Priesthood from barb
PY: BC - Giving Sacrifice Cult from barb
PY: BC - Giving Polytheism from barb
PY: BC - Giving Monotheism from barb
PY: BC - Giving Caste System from barb
PY: BC - Giving Monarchy from barb
PY: BC - Giving Aristocracy from barb
PY: BC - Giving Vassalage from barb
PY: BC - Giving City Planning from barb
PY: BC - Giving Literature from barb
PY: BC - Giving Code of Laws from barb
PY: BC - Giving Feudalism 0.680000 with 0.680000 loc
PY: BC - Giving Theology from barb
PY: BC - Giving Papacy 0.680000 with 0.680000 loc
PY: BC - Giving Music from barb
PY: BC - Giving Democracy from barb
PY: BC - Giving Fishing from barb
PY: BC - Giving The Wheel from barb
PY: BC - Giving Weaving from barb
PY: BC - Giving Agriculture from barb
PY: BC - Giving Pottery from barb
PY: BC - Giving Trade from barb
PY: BC - Giving Fermentation from barb
PY: BC - Giving Aesthetics from barb
PY: BC - Giving Sailing from barb
PY: BC - Giving Naval Warfare from barb
PY: BC - Giving Seafaring from barb
PY: BC - Giving Ship Building from barb
PY: BC - Giving Writing from barb
PY: BC - Giving Mathematics from barb
PY: BC - Giving Alphabet from barb
PY: BC - Giving Calendar from barb
PY: BC - Giving Currency from barb
PY: BC - Giving Philosophy from barb
PY: BC - Giving Hunting from barb
PY: BC - Giving Stone Tools from barb
PY: BC - Giving Mining from barb
PY: BC - Giving Archery from barb
PY: BC - Giving Masonry from barb
PY: BC - Giving Ceremonial Burial from barb
PY: BC - Giving Sculpture from barb
PY: BC - Giving Animal Husbandry from barb
PY: BC - Giving Chariotry from barb
PY: BC - Giving Bronze Working from barb
PY: BC - Giving Military Training 0.680000 with 0.680000 loc
PY: BC - Giving Horseback Riding from barb
PY: BC - Giving Elephant Riding from barb
PY: BC - Giving Iron Working from barb
PY: BC - Giving Metal Casting from barb
PY: BC - Giving Glass Blowing from barb
PY: BC - Giving Construction from barb
PY: BC - Giving Cloud Patterns from barb
PY: BC - Giving Weather Lore 0.680000 with 0.680000 loc
PY: BC - Giving 2 partial techs, pass 0
PY: BC - Giving partial Heraldry: 41.0 perc (power 0)
PY: BC - Giving partial Fundamentalism: 78.0 perc (power 0)
PY: BC - Best defender is Bandit Rider
PY: BC - Best counter unit is Axeman
PY: BC - Best attack is Longbowman
PY: BC - Best mobile is Bandit Rider
PY: BC - Best attack city is Bandit Rider
PY: BC - Cherokee has population 7 (adj from 7)
PY: BC - Giving 1 offensive units (base -1)
PY: BC - new minor starting with 4 military units
11:48:05 TRACE: Error in BeginGameTurn event handler <bound method BarbarianCiv.onBeginGameTurn of <BarbarianCiv.BarbarianCiv instance at 0x421A62B0>>
11:48:05 TRACE: 'NoneType' object has no attribute 'isRevealed'


From PythonErr.log

Spoiler :
Traceback (most recent call last):
File "BugEventManager", line 357, in _handleDefaultEvent
File "BarbarianCiv", line 147, in onBeginGameTurn
File "BarbarianCiv", line 1037, in checkBarbCities
File "BarbarianCiv", line 1259, in createMinorCiv
AttributeError: 'NoneType' object has no attribute 'isRevealed'


AND Log

Spoiler :
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Civic Flavors} {Ice Breaker} {Ideology Civics} Meteorology {Mountains } {Realistic Diplomacy} {Seafaring } {Resource Refinement} {Multiple Production Mod} {War Prizes} Zoology Firestorm {The World's Fair} Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports {Hi-Res Cursors} {Fixed Borders} NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Advanced Diplomacy} {Balanced Civics} {Early Buildings} ANM Fortifications
 
Hey Afforess, I search my entire Rise of Mankind folder and can't seem to find any log file (other thatn a 0byte one). I'm not quite sure where to look.

Further note on my bug, I'm now recieving GP every turn in random cities and continue to get this negative turn count for GP.... quite strange
 
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