A New Dawn Bug Reports and Feedback

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I've been digging the files on my "invisible pirate corvettes issue", and I almost surely have found the cause for it: In the XML for the events there is an event called "Pirates of the Neutral Zones", which I am given to understand invokes something in the python folder. Looking at \Assets\Python\EntryPoints\CvRandomEventInterface.py, I get this:
Spoiler :
def applyPiratesoftheNeutralZones1(argsList):
(...)
iUnitType1 = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_STEALTH_DESTROYER')
(...)
loopUnit.setName("Pirate Corvette")


Looking at the unit list XML I see Stealth Destroyers have invisible_stealth instead of invisible_submarine property, which would in fact make them invisible to my own destroyers in the neighbourhood, or anything else I was ready to throw at them. Also, they would far outclass all the ships they sunk (privateer and industrial era ship against stealth&robotics age unit). I had both tech prereqs for this event (had outdated ships in my game because I never would have thought this kind of event existed, I mean - pirates with stealth destroyers... WTH?). The unit name "Pirate Corvette" also checks out according to my game log, so this is actually a non issue, except for the fact that I'm not sure I got a event window informing me of this event - but that might be a feature... they are stealth ships after all.... and also you might wanna rename the names the units get when generated... like add a "stealth" or "you're screwed" prefix in there somewhere.
I would in passing like to ask a question out of curiosity - if one my ships gets into a plot occupied only by stealth units I'm at war with (like barbarian stealth :):):):)ing destroyers), the stealth units remain unattacked as if they weren't even there, right?
 
I would in passing like to ask a question out of curiosity - if one my ships gets into a plot occupied only by stealth units I'm at war with (like barbarian stealth :):):):)ing destroyers), the stealth units remain unattacked as if they weren't even there, right?

I have no idea. You can find out by messing with subs in the worldbuilder, but I've never considered something like that.
 
Afforess, just a question, has upgrading units been changed at all, I just noticed that I can't seem to upgrade units built from captured barbarian cities? If it hasn't I'll turn a ticket in on SourceForge.
 
Yes, it is just the same as if you moved it onto a tile with a spy ... no combat occurs.

(This is the sole reason I believe Civ IV is miles ahead of Civ III ... previously, combat would occur, and in Civ III, you would ALSO declare war!!)

Using a unit which can spot the unit (like a destroyer for a sub) will initiate combat as normal ... you cannot peacefully move onto the tile.
 
Afforess, just a question, has upgrading units been changed at all, I just noticed that I can't seem to upgrade units built from captured barbarian cities? If it hasn't I'll turn a ticket in on SourceForge.
If you are using the Assimilation mod, it only lets you upgrade when that Civ can.
 
If you are using the Assimilation mod, it only lets you upgrade when that Civ can.

But when I capture a Ethiopian city and they are very far behind in techs, but I could still upgrade my Riflemans to Infantry(Even though the Ethiopians were still using Musketmen[They didn't have the Semi-Automatic Guns Tech]).
 
But when I capture a Ethiopian city and they are very far behind in techs, but I could still upgrade my Riflemans to Infantry(Even though the Ethiopians were still using Musketmen[They didn't have the Semi-Automatic Guns Tech]).
Maybe it only happens with Barbs.
 
I'm trying hard to find more bugs, but this is the best I've come up with so far:

Civilopedia entry on GCs state they initially start with a Command Range of zero, which was true when they first were introduced, but now they start with CR 1, so you might want to add that update to the TODO list. Also, is there a way to pick which GC offers the bonus to a given unit if 2 GCs command ranges overlap? Last time I played the game seemed to chose the one which had level up most recently.

Any news on the fog of war issue?
 
Found something interesting with Unique Units -- not necessarily a bug, per se. I am playing a 1.72 game as the Vikings. I don't have Assimiliation turned on, but I notice when I capture cities, they are tagged with their original Civ on the World Map. I am building Light Swordsmen in my Viking city. I notice that I can't build them in the Roman cities, I can only build warriors there, I assume because Romans would be building Praetorian if I had Assimiliation turned on. To confirm this, I see that I can build Light Swordsmen in non-Roman cities.

Not a show stopper by any means, but I figured I would mention it in case it is not intended. Since the game plays like this, it might be wise to turn Assimilation on. (I always assumed this was a bit overpowered to be able to make anyone's UU after you conquer them, so I don't use it normally.)

Unrelated Feedback:

The Fisherman's Hut probably shouldn't require Fish, Clam, Shrimp, etc. to give its +1 food water tile bonus. The Hut is taking the place of the lighthouse now in boosting food for water tiles, so it doesn't make sense that you would have to import fish/seafood from somewhere to get the bonus of harvesting food in all your nation's water tiles with the Fisherman's Hut. One assumes there are some fish providing food in the water tiles, just not the luxury high density fish of the seafood resource locations.

Fish Traps seem to have the same problem, but I am not positive how they are working in 1.72 since I don't have "Fish" yet in my 1.72 game. I can see they still require Fish to unlock when they are pretty much geared to give a small local bonus for having Fish, Clam, or Pearls.


Otherwise, 1.72 is completely stable from what I have seen so far!
 
Found something interesting with Unique Units -- not necessarily a bug, per se. I am playing a 1.72 game as the Vikings. I don't have Assimiliation turned on, but I notice when I capture cities, they are tagged with their original Civ on the World Map. I am building Light Swordsmen in my Viking city. I notice that I can't build them in the Roman cities, I can only build warriors there, I assume because Romans would be building Praetorian if I had Assimiliation turned on. To confirm this, I see that I can build Light Swordsmen in non-Roman cities.

Not a show stopper by any means, but I figured I would mention it in case it is not intended. Since the game plays like this, it might be wise to turn Assimilation on. (I always assumed this was a bit overpowered to be able to make anyone's UU after you conquer them, so I don't use it normally.)

Unrelated Feedback:

The Fisherman's Hut probably shouldn't require Fish, Clam, Shrimp, etc. to give its +1 food water tile bonus. The Hut is taking the place of the lighthouse now in boosting food for water tiles, so it doesn't make sense that you would have to import fish/seafood from somewhere to get the bonus of harvesting food in all your nation's water tiles with the Fisherman's Hut. One assumes there are some fish providing food in the water tiles, just not the luxury high density fish of the seafood resource locations.

Fish Traps seem to have the same problem, but I am not positive how they are working in 1.72 since I don't have "Fish" yet in my 1.72 game. I can see they still require Fish to unlock when they are pretty much geared to give a small local bonus for having Fish, Clam, or Pearls.


Otherwise, 1.72 is completely stable from what I have seen so far!
Are your Romen cites conected to Iron?
 
Fish Traps seem to have the same problem, but I am not positive how they are working in 1.72 since I don't have "Fish" yet in my 1.72 game. I can see they still require Fish to unlock when they are pretty much geared to give a small local bonus for having Fish, Clam, or Pearls.

What good is having a fish trap without fish?
 
What good is having a fish trap without fish?

That is exactly my point, it is NO GOOD to have a Fish Trap without fish, because you can't build the Fish Trap building, even to harvest Pearls. The problem isn't the bonuses on the Fish Trap building, it is that you might have to trade for Fish resource to unlock the building. You should be able to make buildings like the Fish Trap to take advantage of a local resource, not because you are trading for Fish with the Chinese.
 
I am sorry to say, but version 1.72 is NOT stable! It crashes every several turns, although I patched to patch A, and patch B, and restarted the game several and several times. I even deleted the whole Rom directory and reinstalled it and A New Down from the beginning.

Even so, the game continues to crash every several turns, starting from Classic Age.
And please do not tell me that its because of my system/computer/windows/political situation in Israel -
Crashes never occurred in previous versions of A New Dawn.

Here A New Down info:

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Mega Civ Patch} {Better RoM} Withdraw Guilds {Modern Corporations} {Improved Artwork} {Airbase Range} {Civic Diplomacy} {Battlefield Promotions} {Better Air Interception} {Trading Posts} {Spy Satellites}

Install Type:
Standard

Version:
1.72

Install Directory:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
WinXP

Attached save file. Within several turns (more or less) after it the game crashes.

I hope someone fix this issue before I commit suicide.
 

Attachments

I am sorry to say, but version 1.72 is NOT stable! It crashes every several turns, although I patched to patch A, and patch B, and restarted the game several and several times. I even deleted the whole Rom directory and reinstalled it and A New Down from the beginning.

Even so, the game continues to crash every several turns, starting from Classic Age.
And please do not tell me that its because of my system/computer/windows/political situation in Israel -
Crashes never occurred in previous versions of A New Dawn.

Here A New Down info:

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Mega Civ Patch} {Better RoM} Withdraw Guilds {Modern Corporations} {Improved Artwork} {Airbase Range} {Civic Diplomacy} {Battlefield Promotions} {Better Air Interception} {Trading Posts} {Spy Satellites}

Install Type:
Standard

Version:
1.72

Install Directory:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
WinXP

Attached save file. Within several turns (more or less) after it the game crashes.

I hope someone fix this issue before I commit suicide.


I am playing my second game with 1.72 without the slightest problem. I have Windows 7. Did you install AND after the ROM 2.91 patch?

If it was a problem with 1.72 version, it would be widespread.
 
I am sorry to say, but version 1.72 is NOT stable! It crashes every several turns, although I patched to patch A, and patch B, and restarted the game several and several times. I even deleted the whole Rom directory and reinstalled it and A New Down from the beginning.

Even so, the game continues to crash every several turns, starting from Classic Age.
And please do not tell me that its because of my system/computer/windows/political situation in Israel -
Crashes never occurred in previous versions of A New Dawn.

AND appears to completely stable right now, though it could be a problem in a module you are using that I'm not. If the game plays fine for a while, then starts crashing when the world reaches a certain stage of development, it might be a memory problem. XP can only handle 2GB at a time by default, even if your computer has more RAM.

When I was playing Civ IV on XP I edited the boot.ini to use 3GB of RAM to take advantage of the extra RAM my system had. I also didn't use the Mega Civ pack because of the memory requirements all the extra leaderheads made on the system. Heck, I still don't use the Mega Civ pack now that I have Windows 7. Another thing you can do to check memory is alt TAB out of Civ IV and bring up the task manager to check under performance to see if the memory commitment is getting too big for the amount of RAM you have available.

Also, is there an error message when it crashes? Or is it just dropping you to desktop? That would probably help Afforess identify the problem.

Hope it gets solved.
 
Afforess, i think i find the clue causes game freeze, after i built the field hospital, the game got freeze, then i deleted it by WB, the game worked again, you can test it by my saved game, it's the turn that the freeze occurred, the name of the city is Nineveh, it located in the middle east. The picture is my RevDCM Setting.

Installed Components:
{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} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Domestic Withdraw Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Improved Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health {Better Air Interception} Research Wilderness {Trading Posts} {Spy Satellites} Tactics

Install Type:
Custom

Version:
1.72

Install Directory:
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows

Game version: ROM 2.91 + AND1.72B
 

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  • Willem van Oranje BC-5946 AND 1.72.CivBeyondSwordSave
    Willem van Oranje BC-5946 AND 1.72.CivBeyondSwordSave
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  • Seting.jpg
    Seting.jpg
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AND appears to completely stable right now, though it could be a problem in a module you are using that I'm not. If the game plays fine for a while, then starts crashing when the world reaches a certain stage of development, it might be a memory problem. XP can only handle 2GB at a time by default, even if your computer has more RAM...


Also, is there an error message when it crashes? Or is it just dropping you to desktop? That would probably help Afforess identify the problem.

Hope it gets solved.


I have only 2Gb, hence i don't install Megapack, and also I use the following usually "unloaded" modules of ROM (those modules are in ROM/Assetes/Unloaded Modules directory, you have to move it to Modules directory, as explained in ROM readme:
1.) NoBuildingGrafics
2.) Static Leadersheads

And no, i do not have error message, only the game crash down to desktop.
The problem is that on the earlier versions of AND that didn't happen even in the Modern ages (but I agree that game becomes slower in modern ages, but no crashes occurred).

Regarding DCM options - standard options, and also the Archer bombard and Bombard Missions.
 
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