A New Dawn Bug Reports and Feedback

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Trooper111k, I tried to load your save, but I couldn't. Are you using any custom changes or non-AND modmod's?

Nope, only RoM AND 1.73, with patch H

Edit: My bad, I've been thinking about it, and there's the unloaded module Holy War that comes with RoM that I did load. Could it be the problem?

Sorry for the inconvenience
 
Does anyone know if it is confirmed that the AI is able to activate Inquisitors units it builds? I am noticing that AI Intolerant civic nations produce Inquisitors, but I am not seeing the purging of religions.

I am using AND1.73H.
 
Just a quick suggestion; was playing a game into the transhuman era the other day. I noticed however that the commando upgrade is no longer available for any tanks that are more advanced then the modern armor. So if I build a hover tank or any of the other tanks with 150 str or 170 str, as they gain levels, they are still unable to choose the commando upgrade option.

My only workaround was to build a modern armor, upgrade to commando and THEN upgrade the modern armor to a future era vehicle. Any chance to add the commando upgrade option for all future era armors / dreadnaughts?
 
I've been playing a game of a new dawn 1.73 patch H, and now im at the modern era, on a standard map.... and every few turns the game will crash because of bad allocation. My PC is fairly new, and I don;t think it should be struggling that much. Any ideas of how to help? thanks!

Bad Allocation is not a bug with the mod, it is when your PC uses up all the available RAM, and the game can't any more, so it crashes. Turn down the graphic settings, and it may help some. Buying more RAM (which is cheap these days) is the only real solution.

Nope, only RoM AND 1.73, with patch H

Edit: My bad, I've been thinking about it, and there's the unloaded module Holy War that comes with RoM that I did load. Could it be the problem?

Sorry for the inconvenience

Yes, that would do it. I'll try your save again.

Does anyone know if it is confirmed that the AI is able to activate Inquisitors units it builds? I am noticing that AI Intolerant civic nations produce Inquisitors, but I am not seeing the purging of religions.

I am using AND1.73H.

Yes, the AI can use inquisitors; but I'm not sure how solid the logic is.

Just a quick suggestion; was playing a game into the transhuman era the other day. I noticed however that the commando upgrade is no longer available for any tanks that are more advanced then the modern armor. So if I build a hover tank or any of the other tanks with 150 str or 170 str, as they gain levels, they are still unable to choose the commando upgrade option.

My only workaround was to build a modern armor, upgrade to commando and THEN upgrade the modern armor to a future era vehicle. Any chance to add the commando upgrade option for all future era armors / dreadnaughts?

Hmm. I'd bring that up in the RoM 3.0 design thread, since it's more likely to be fixed there.
 
nvm, i've solved my problem. i overwrote the buildiclass of the laboratory which caused the strange behavior. as a note for all other modders: never override building classes. it causes unforeseen problems.

original post:
Spoiler :
okay, i've found some time to mod again. but i can't get rid of my problem with the buildings info. apparently it is deeper then just the UI in civipedia not appearing.

the problem with the blank "Building Upgrades" page in the pedia originates in the following phython call: "gc.getBuildingInfo(buildingB)" where buildingB is some building index. the function returns "NoneType" which causes the page generating python functions to abort. interestingly the buildings which info cannot be found are in the "Buildings" page of the pedia. i have also noticed that some of the building calsses that cause the trouble cannot be used within the BuildingClassProductionModifier tag (do not appear in pedia, no xml errors).

there is something else wrong with the laboratory (the building that causes all the trouble): unlike other buildings with a national replacement (e.g. forge) it doesn't show the replaced by national version info in the pedia.
 
For kicks, I added The Laboratory to the stable upgrade chain and it worked fine. Could you upload a zip of your changes, and I'll see if I can fix the screen for the next patch.
 
Yes, the AI can use inquisitors; but I'm not sure how solid the logic is.


Thanks. I suspect that it is based on revolution threat levels, but am not sure how to check this in the code.

I wonder if the logic can be compared to that used by missionaries or corporations, and modified to be enacted automatically. I realize that the AI is looking to keep beneficial modifiers from existing religious buildings for as long as possible, but I think religious intolerance should be mandatory under Intolerant civic.

Or is this outside the scope of AND?
 
It is based on Revolutions. I wrote the foundations for the code a while back for RevDCM, but they have improved it since I last checked. I'll see if I can include their improvements in the next patch.
 
Sounds like your AND download got corrupted. Try redownloading.

Unfortunately it didnt seem to fix it. It has me stumped actually. I have done a completely clean install on Civ with 3.19, a fresh download of RoM 2.9 with the patch to 2.91, a clean download of AND 1.73 and its patch to H.

Everything works fine with vanilla Civ. Keeps working with 2.9 and 2.91, but as soon as I instal AND 1.73 or 1.73H it crashes on the load up of the mod.

Cheers
Dono
 
I seem to have encountered a CTD. It happens when I end my turn, and reloading the save doesn't work so now I'm stuck.

Anyway, here are the log files and the save. I'm running AND 1.73H on a 64-bit Win7 machine, btw.
 

Attachments

Patch H Report:

Same settings as before (No War, Military Units, Workers Trades) but with Ruthless AI on.

There are about 3 or 4 civs at the top with big empires. That is a lot better than before. But one thing I noticed right away in Renaissance era... These top civs with bigger empires than I have (I have 15 cities so far, they have over 20, one even run into 30's) have lousy teching strategy. The next civ at the top to me (fluctuating between Greenland and me) have the military strength ratio of 1.3, but it has over 30 cities while I only have 15 cities! So teching strategy seems to be your next stop or whoever else do AI strategy usage :).

Not that I'm complaining :lol:. I want to win this game and I inevitably will win because my Flexible Difficulty is maxed at Noble. I think I may see AI doing a lot better in the next game where my max difficulty will be Prince, maybe.

OK, a tiny bug... more like annoying than gamebreaking bug. When a LH of civ A ask me to stop war with Civ B, and I accept it, Civ C, D, E, and F ask me to stop war! Even after I agree with civ A. You need to have the game check whether or not I agreed with civ A so that civ C, D and any more civs after A don't ask me the same deal I already had agreed to. Repeat: I'm speaking only of Trade Peace deal only, not other deals.
 
Unfortunately it didnt seem to fix it. It has me stumped actually. I have done a completely clean install on Civ with 3.19, a fresh download of RoM 2.9 with the patch to 2.91, a clean download of AND 1.73 and its patch to H.

Everything works fine with vanilla Civ. Keeps working with 2.9 and 2.91, but as soon as I instal AND 1.73 or 1.73H it crashes on the load up of the mod.

Cheers
Dono

Check the FAQ, and see if anything there helps. If not, upload the install log file, from the root of your Rise of Mankind folder.

I seem to have encountered a CTD. It happens when I end my turn, and reloading the save doesn't work so now I'm stuck.

Anyway, here are the log files and the save. I'm running AND 1.73H on a 64-bit Win7 machine, btw.

Okay, I'll see what I can do.

Patch H Report:

Same settings as before (No War, Military Units, Workers Trades) but with Ruthless AI on.

There are about 3 or 4 civs at the top with big empires. That is a lot better than before. But one thing I noticed right away in Renaissance era... These top civs with bigger empires than I have (I have 15 cities so far, they have over 20, one even run into 30's) have lousy teching strategy. The next civ at the top to me (fluctuating between Greenland and me) have the military strength ratio of 1.3, but it has over 30 cities while I only have 15 cities! So teching strategy seems to be your next stop or whoever else do AI strategy usage :).

Not that I'm complaining :lol:. I want to win this game and I inevitably will win because my Flexible Difficulty is maxed at Noble. I think I may see AI doing a lot better in the next game where my max difficulty will be Prince, maybe.

OK, a tiny bug... more like annoying than gamebreaking bug. When a LH of civ A ask me to stop war with Civ B, and I accept it, Civ C, D, E, and F ask me to stop war! Even after I agree with civ A. You need to have the game check whether or not I agreed with civ A so that civ C, D and any more civs after A don't ask me the same deal I already had agreed to. Repeat: I'm speaking only of Trade Peace deal only, not other deals.

Hmm. Each player does their diplomacy before the human ever sees a popup, so the problem is that the code ran before your turn for each person. I guess I could make it so only one AI can request peace with the human a turn...
 
I figured out the NO animals on a large island problem, if you play Barbarian World it overrides the animals and places barb warriors instead. So i took out Barb World and the animals show up as normal then.
 
Please do, Afforess! Having four or five people all asking for you stop warring with someone else does get tedious :)
 
Don't worry, I've added it, so the AI won't make that request to you multiple times. ;)

Patch I is going to be big. I found a couple memory leaks, rewrote a good chuck of code to make enabling-disabling buildings work, and fixed some AI bugs. I'll try to have it out ASAP, but it may be a day off still.
 
while your at it aaranda's religions have a jewish wonder named ark of covenent........also wonder of same name with and......they dont conflict ..but 2 wonders same name not good

I missed that when I converted them. I would suggest that we drop Orion Veteran's otherwise we would need to find a new wonder for Judaism to keep balance. ;)
 
I missed that when I converted them. I would suggest that we drop Orion Veteran's otherwise we would need to find a new wonder for Judaism to keep balance. ;)

I can't remove it, not in a patch, but you can always remove it modularly in your stuff. It's pretty easy and simple. Put the name of the buildingclass and building from the XML into the global alt defines and the buildings will never load up with the game.
 
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