A New Dawn Bug Reports and Feedback

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Hi Afforess,

I was wondering if you are going to fix the Global Warming mod? I realise it is probably quite low on your list of priorities (not many of us actually want any global warming in our games at all) but as it stands now, global warming is not a factor in at all, in effect it is turned off.

I'd really like to see the mod fixed and implemented well in AND but if this is not possible at least return it to its original state ie. remove it and allow GW via vanilla means. I haven't played since as I feel like i'm somehow cheating without it.

AND has the latest version of the global warming mod in it. There are some things you can tweak in the Global Alt Defines to make them more/less prominent.
 
To Afforess:

Bingo! By reading the all code of Civ4 event handling mechanism, I finally resolved the bug that alerts not work of AND1.70! You need to update the code.

The Civ4lerts works by the event handler for event BeginActivePlayerTurn.
And read the code below, you will know the reason.

BugEventManager.py Line:409
Code:
def checkActivePlayerTurnStart(self):
		"""Fires the BeginActivePlayerTurn event if either the active player or game turn
		have changed since the last check. This signifies that the active player is about
		to be able to move their units.
		
		Called by onGameUpdate() when the End Turn Button is green.
		"""
		iTurn = gc.getGame().getGameTurn()
		ePlayer = gc.getGame().getActivePlayer()
		if self.iActiveTurn != iTurn or self.eActivePlayer != ePlayer:
			self.iActiveTurn = iTurn
			self.eActivePlayer = ePlayer
			self.bEndTurnFired = False
			[COLOR="Red"]self.fireEvent("BeginActivePlayerTurn", ePlayer, iTurn)[/COLOR]

BugEventManager.py Line:436
Code:
def onGameUpdate(self, argsList):
		"""
		Checks for active player turn begin/end.
		"""
		eState = CyInterface().getEndTurnState()
		if eState == EndTurnButtonStates.END_TURN_GO:
			self.checkActivePlayerTurnStart()
		else:
			self.checkActivePlayerTurnEnd()
This function will be called by the event of gameUpdate.

CvGame.cpp Line:2253
Code:
/************************************************************************************************/
/* Afforess	                  Start		 02/20/10                                               */
/*                                                                                              */
/*   Speeds up SP Games, since in SP this is unnecessary                                        */
/************************************************************************************************/
		if (isNetworkMultiPlayer())
		{
			// sample generic event
			CyArgsList pyArgs;
			pyArgs.add(getTurnSlice());
			CvEventReporter::getInstance().genericEvent("gameUpdate", pyArgs.makeFunctionArgs());
		}
/************************************************************************************************/
/* Afforess	                     END                                                            */
/************************************************************************************************/

So you only need to do is simply ignore this line:
//if (isNetworkMultiPlayer())

Or you can change the all event handler which firing by BeingActivePlayerTurn to firing by BeingPlayerTurn. But I do not propose to do, because of by doing so maybe cause other problems.
 
Lol. That's why. I stole a bunch of code from Fall From Heaven 2, and that was one of the lines. I forget they didn't use BUG...

Thanks for finding that.
 
AND has the latest version of the global warming mod in it. There are some things you can tweak in the Global Alt Defines to make them more/less prominent.

Do you mean to say that it has been altered since 1.55 and is now working as intended?
 
Great, I'll give it a try once AND is compatible with 2.9 :)
 
Yes, it also no effect with late ships, for example, the diesel ships.

OK, thanks for the info. In that case, I think that Navigation II needs a buff: it's a very minor promotion that's really only useful because of the path it provides to Navigation III.
 
I have a rather strange bug to report: my economy is going backwards!

My economy is in the green, but my gold reserve still decreases every turn. For example, I had 2208 gold with +112 per turn. But the next turn, I only had 1246 gold. This situation is entriely irregular, and my gold reserve can start increasing. I get no alerts to indicate theft by espionage.

Any thoughts?
 
OK, thanks for the info. In that case, I think that Navigation II needs a buff: it's a very minor promotion that's really only useful because of the path it provides to Navigation III.

Yeah I usually pick just Navigation I and then go with other promotions. I have disabled storms for performance's sake, so two promotions that basically amount to just +1 movement range isn't imo justified.
 
I have a rather strange bug to report: my economy is going backwards!

My economy is in the green, but my gold reserve still decreases every turn. For example, I had 2208 gold with +112 per turn. But the next turn, I only had 1246 gold. This situation is entriely irregular, and my gold reserve can start increasing. I get no alerts to indicate theft by espionage.

Any thoughts?

Building tunnels, roads/railroads etc automated ?
 
Building tunnels, roads/railroads etc automated ?

Ah, yes, building Industrial-era roads costs gold, doesn't it? It's been a while since I've played this far into the tech tree...
 
I vaguely remember some discussion on a botanic garden building being in AND somewhere? Is this so? I was about to release my new Shinto (and Shamanism) mod which also has a botanic garden in it and don't want to conflict.
 
I vaguely remember some discussion on a botanic garden building being in AND somewhere? Is this so? I was about to release my new Shinto (and Shamanism) mod which also has a botanic garden in it and don't want to conflict.

Yeah, it is in the Farming Modmod.
 
my apologies if this question has popped up already.

I have recently built one of the many guilds in AND however no benifits are diplayed even though it says that every city is supposed to get 2 health and 4 culture (apothecaries) it looks like (for me anyways) that the Equestrians, clerks, artists, and carpenters guild are that way as well
 
The effects in the civilopedia are correct, the hover text is out of date. If you hover over your health and science, you will see the correct amounts from corporations.
 
I am receiving the following error message whenever I load the mod.

Tag: GAMEOPTION_WARLORDS in Info class was incorrect
Current XML file is: modules\Afforess\Required\Warlords\Warlords_CIV4UnitInfos.xml

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Sea Monsters} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM Fortifications {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Domestic Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions}

Full

Keep in mind after clicking ok numerous times the game still loads and works fine. I am using ROM 2.9 with the 1.70beta2 of AND
 

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