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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

AI values units still too high during trading. E.g. 2 worker or 2 rams for a 1200 research. This is an old bug (?), happened to me 2 years ago the first time.
 
Its also using the ship of the line icon in the builds in the cities menus, but I'm also not getting the great diplomat great person in the cities as well.

I'll download the SVN AGAIN by going back then forward.

More to come if fixed or not.

No still not getting it, getting some python errors at launch of game

Spoiler :



Related, but don't see how.
 
An automation I would very much like to see is the action to clean up radiation. I wouldn't expect that this would be hard to program, either. At the moment, it's extremely tedious to tell my hordes of clones to go around cleaning up radiation, manually.

The issue that radioactive clouds can strike random isolated tiles anywhere on the map is also annoying, though...

Playing the game a bit further... Oh my god, this stupid random radiation bullcrap is so so so idiotic! There's no reason to it, it punishes the player totally randomly, there's nothing one can do about it. Stupid! I've 203 clones, 90 workers, and a few androids, and I can't keep up with this stupid random radiation cloud crap. If it spread from where it started, that would be one thing - you could kind of control it. But this stupid anywhere-on-the-map nonsense is pointless. Up to about 10 or so new clouds each turn, each one taking a team of eight clones quite a while to clean up (especially if it's on a peak or tundra). It's impossible.

It's achieved the incredible result of turning a complex strategy game into a frustrating stupidity. I suggest that this randomly-appearing-radiation concept is either removed or totally re-worked.

:mad:
 
Playing the game a bit further... Oh my god, this stupid random radiation bullcrap is so so so idiotic! There's no reason to it, it punishes the player totally randomly, there's nothing one can do about it. Stupid! I've 203 clones, 90 workers, and a few androids, and I can't keep up with this stupid random radiation cloud crap. If it spread from where it started, that would be one thing - you could kind of control it. But this stupid anywhere-on-the-map nonsense is pointless. Up to about 10 or so new clouds each turn, each one taking a team of eight clones quite a while to clean up (especially if it's on a peak or tundra). It's impossible.

It's achieved the incredible result of turning a complex strategy game into a frustrating stupidity. I suggest that this randomly-appearing-radiation concept is either removed or totally re-worked.

:mad:

How many nukes have been used and which mapsize? I'm working on improving nukes. If either you or AI transform your planet in a nuclear wasteland, that's what happens.
 
I never play with nuclear weapons, but as an aside, I find it amusing that I can have the Nuclear Weapons option off and Advanced Nuclear Weapons on.
 
I've reverted to svn 720, I still got those python errors.

Spoiler :


Also I can't access the Great diplomat at all

Spoiler :


I also have Ship of the line instead of Galleons, in the icon windows of the civopedia and in the game.

Spoiler :


SVN 726, wouldn't boot for me at all.
 
45°38'N-13°47'E;13251208 said:
How many nukes have been used and which mapsize? I'm working on improving nukes. If either you or AI transform your planet in a nuclear wasteland, that's what happens.

Is it possible to reverse the effect of the fallout spread? Like by building more 'clean' stuff like Recycling Centers, Matter Decompilers... Running the Green civic for long periods of time, and by planting forests/jungles or putting down a large amount of Forest Preserves, Hybrid Forests, and Windtraps while cutting down on the number of Industrial Complexes?
 
I too have been forced to play without nukes because of the random clouds and the inability of any useful cleanup. Aggri is completely correct with his complaint.
I could not play this mod if the nukes did not have the nuke on off option.
To me, radiation and pollution clouds should be able to be addressed by many different solutions in game such as those already proposed above and how about using a form of nanite cloud to automatically "magically" appear to cleanup randomly appearing clouds? After they are built by their own special factories located within a certain radius. Result = antipollution factories = local control, no antipollution factories = local havoc. ( can make a great target for spies)
I am sure other people can think of solutions as well.
 
Is it possible to reverse the effect of the fallout spread? Like by building more 'clean' stuff like Recycling Centers, Matter Decompilers... Running the Green civic for long periods of time, and by planting forests/jungles or putting down a large amount of Forest Preserves, Hybrid Forests, and Windtraps while cutting down on the number of Industrial Complexes?

Not now and I don't like the idea of getting down that road. Using a huge number of nukes should be somehow irreversible or very hard to reverse. I could make cleaning fallout a bit faster, maybe faster when you get some more advanced tech. Players should be cautious when using nukes. As for AI, I'm working on it. Next revision will include a fix so that while more nukes are being built or used, civs will increasingly fear nuclear winter and will more probably vote for a nukes ban. Following plan is to teach AI when and how nukes are to be used. These changes should greatly reduce the problem you're having now without making the game too easy if nukes are used massively.
 
Perhaps a large part of my frustration was that there was nothing I could do to prevent or even mitigate the damage being caused; all I could do was react. I hadn't launched any nuclear weapons myself, it was two AI civ's exchanging blows which stuffed us all. I tried to ban nukes, but even though I got more than half the votes, the resolution failed: don't know why, perhaps because one AI said "Never"? Much later, I eventually succeeded in having the resolution passed.

In terms of quantities: perhaps two to ten nukes every turn for... the whole duration of the light blue part of the tech' tree. So, I don't know, one or two hundred turns. Probably towards the lower end of that range guesstimate. Yeah, rather a large number of nukes, mostly the smaller ones. The territory of the losing AI was almost entirely radioactive.

I still think that nuclear dust should spread from where it came, <i>or something</i>... Whatever the mechanism is, it must provide the player a choice. There has to be <i>some</i> decision the player can make to prevent it, or reduce the effects. Perhaps an increased willingness of other AI to declare war on civ's using nukes. I don't know. Probably best would be to teach the AI when to use nukes and when not to, as 45° has indicated above; I look forward to seeing how you go!

Random punishment with no player input (choice) is bad.
 
I have an actual bug report...

On the science (tech' tree) screen, sometimes the tech(s) which were just researched remain coloured as though they are not yet discovered and have been selected to yet be researched. The little number indicating the order in which things will be researched also remains.

It makes it a bit hard to see what's going on.

This has been a bug for a long time now.
 
There has been discussion in the C2C forum over the same thing happening there too. If I understand Dancing Hoskuld it has to do with the AND or OR Prerequisite tags, and their order, that generate the lines in the tech tree. This has been going on in both mods for sometime now.

Iirc DH said it is a Python function guided by the xml tags for AND /OR Prereqs.

I don't know how to fix it and am watching DH's progress in C2C on it.

JosEPh
 
if someone offers you a trade, you can barter workers with him, even if you don't have a free trade agreement. So if you offer a trade first, you can't trade your workers.

That whole worker trading system seems highly abusable...
 
if someone offers you a trade, you can barter workers with him, even if you don't have a free trade agreement. So if you offer a trade first, you can't trade your workers.

That whole worker trading system seems highly abusable...

You only need an embassy to trade workers & military.

How is it abusable?
 
Mmmm, unless I've accidentally turned on the "new" path generator again instead of the old one, there's something wrong I guess. I'm not able to explore black tiles as in original BTS and this is exactly as it's always been in AND lately. So either I have accidentally turned back on Koshling's path generator (but I don't think so), or the problem with exploring black tiles is somewhere else. :confused:
 
45°38'N-13°47'E;13253780 said:
Mmmm, unless I've accidentally turned on the "new" path generator again instead of the old one, there's something wrong I guess. I'm not able to explore black tiles as in original BTS and this is exactly as it's always been in AND lately. So either I have accidentally turned back on Koshling's path generator (but I don't think so), or the problem with exploring black tiles is somewhere else. :confused:

Yep I noticed the same thing, which leads me to conclude exploring unowned tiles is totally unrelated to either path gen.
 
Yep I noticed the same thing, which leads me to conclude exploring unowned tiles is totally unrelated to either path gen.

Mmmm, IIRC in AND1.75 it was possible to explore black tiles. So it must be something that happened when we started importing things from C2C. I can go back through older revision and try and pinpoint what revision started to cause this problem.
 
Well, weird things are happening with the old path generator.
Screenshot and savegame attached if you want to see, Afforess.
 

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45°38'N-13°47'E;13253920 said:
Well, weird things are happening with the old path generator.
Screenshot and savegame attached if you want to see, Afforess.

If you clicked the destination a 2nd time did it return a more normal path. That's what I've seen and done when I get a weird pathing like that with any unit.

JosEPh
 
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