AND2 and SVN Bug Reports - A New Dawn 2 ONLY

BonusYieldChanges is giving :commerce: instead of :gold:. For example, markets should be giving 1:gold: for various resources, not :commerce:.
 
Hello all,

I used to be very connected to the CivFanatics community (even created MMod which is an expansion on KMod and is located in the KMod forum) but have fallen out of step with the on-goings in the last two years.

I just completed an exhaustive search of this forum with the intent of attempting to find out if KMod is a part of AND2 and SVN. I cannot seem to find any information on this, though.

Would anyone please inform me as to whether KMod is a part of AND2 / SVN ?

Thank you for your time,

Matt
 
I agree on vassals.
  • If your vassal doesn't like you enough, he should want to leave.
  • If your vassal likes you enough, he shouldn't want to leave.
  • If your your vassal loves you very much (Friendly) and is under a certain power level, he should want to join your civ.
Military strength should be taken into account too.
And I think that stationing your military units in your vassal's cities should also have some effect. Make it harder for him to brake away (maybe master's unit in vassal's territory is counted as double strength when comparing the two civ's military strength), but also ruining relations.

EDIT: I remember you once mentioned some Puppet states mod to integrate. Is that still in plan?

Ok, I've given some thought about it; vassals shouldn't join or leave their masters basing on their relationships, partially because I think their relationship is affected by their master/vassal status and partially because I think they already decide to stay or leave their masters exactly because of their relationship (annoyed vs. friendly). Also, if necessary a vassal can already break away from you if he becomes angry because you've asked too many resources. And I think they might want to join your civ only if they're a tiny hopeless civ and that part of the code is already there.
So, two things more:
1. I can add a chance for a vassal to break away comparing military strenght; if a vassal has >80% strenght of its master, it should be able to break away. After all, they become vassals to gain protection so there's no surprise in a vassal to leave its master if they have comparable military strenght and they can protect by themselves. Usually this can happen only if the vassal has a comparable size (in terms of land and population) with its master. But with latest changes (flexible difficulty, flexible AI, realistic timescale, civics overhaul) it can happen that a small vassal civ can get a strenght comparable to the master. As I've said in my last game my 4 city vassal had for some time an army comparable with mine and I had 15-20 cities, so it should have been normal for him to break away even if he didn't have 50% my size or 50% my population. I can easily add this option.
2. Right now it's
Code:
	<Define>
		<DefineName>VASSAL_REVOLT_MASTER_LOSSES_FACTOR</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

which means that if the master loses size or population in a war, its vassals while stick with him; I think this should be changed to something about 50. If the master loses 50% of its original size (when vassalage was accepted), vassals should be allowed to break away; that way they could either find someone stronger to protect them or sign a separate peace with their master's aggressor.

Does it sound reasonable?
 
Hello all,

I used to be very connected to the CivFanatics community (even created MMod which is an expansion on KMod and is located in the KMod forum) but have fallen out of step with the on-goings in the last two years.

I just completed an exhaustive search of this forum with the intent of attempting to find out if KMod is a part of AND2 and SVN. I cannot seem to find any information on this, though.

Would anyone please inform me as to whether KMod is a part of AND2 / SVN ?

Thank you for your time,

Matt

We've included some parts of K-Mod in AND2, but how much this merge has been extended, I really can't say...
 
The K-mod has its own DLL and as such, it won't be wholly merged into the mod.

Basically, its DLL makes it incompatible for full merging, it is a stand alone mod in the true sense.

I've played the K-mod, I find that this mod, is how Civ 4 should have actually been, or expanded to be.

But for a commercial enterprise interested in production and it is a self modified game, which is why its expanded to this.
 
Hi, I've a question about the Fisherman's Hut.

Specifically, in my cities, the built Fisherman's huts have disappeared. In those cities which previously already had the Fisherman's Huts, they're no longer in the building options list nor the list of built buildings, and the food they'd normally provide is absent from the food production pop-up (on mouse-over). I've discovered Optics recently, as a guide as to how far along I am. The cities still have access to several seafood resources. One other city still has a functional Fish Trap (which is yet to be replaced by the Fisherman's Hut), and this city as well as one other brand new village have the option to build Fisherman's Huts still.

Why would they disappear? Is the Fisherman's Hut perhaps being incorrectly replaced by a port or harbour or Shipyard of some sort (bearing in mind I'm only at Optics/Education level)? None of the help text I've been able to find suggests anything of the sort, but then the help text isn't always correct.

Cheers,
A.
 
Looks like I've posted this before, but here it is again.

Spoiler :


Changed the civic names I guess

*Edit*

The recession random event is still in effect, even though there isn't any inflation anymore.

Solution : Delete the recession random event, or change its effects.
 
Actually as far as the XML is concerned, "yields" are :food:, :hammers: and :commerce:, as they are the the raw product a tile can give, and "commerces" are :gold:, :science:, :culture: and :espionage:, which is what raw :commerce: can be transformed into.
 
Looks like I've posted this before, but here it is again.

Spoiler :


Changed the civic names I guess

*Edit*

The recession random event is still in effect, even though there isn't any inflation anymore.

Solution : Delete the recession random event, or change its effects.
Both issues have been corrected. Many thanks for the reports.
 
I suggested that solution in an earlier post. However, I posted another minidump from 4 or 5 turns later when I had yet another crash when there was NO stragglers from dead civs. I looked into WB to check for sure.
Ok, Let us start from scratch Please. Here is the savegame one turn before the CURRENT CRASH. Which came three turns after the crash you were investigating yesterday. I agree that crashes in this V857 are caused by the "undead":lol: but I have searched WB and killed off all of them two turns before the current crash. Here is the current crash evidence. I checked for complete kills setting it is off. I believe this crash is from some other cause.

I've added code in Rev862 that should stop these sort of half-dead civs from staying alive. :)
 
Actually as far as the XML is concerned, "yields" are :food:, :hammers: and :commerce:, as they are the the raw product a tile can give, and "commerces" are :gold:, :science:, :culture: and :espionage:, which is what raw :commerce: can be transformed into.

Really? Huh, well that doesn't really make sense (commerce being a yield and gold being a commerce), but whatever. Glad to know it really is working as intended :p.
 
Really? Huh, well that doesn't really make sense (commerce being a yield and gold being a commerce), but whatever. Glad to know it really is working as intended :p.

Noyyau is correct about the yield / commerce distinction. It does make sense, but perhaps it wasn't explained clearly.

All tiles in the game generate some combination of :food:, :hammers:, and :commerce:. These are named "yields" because they are the produce of a tile.

:commerce: is turned into 4 sub-types, gold, science, culture, and espionage. These 4 products as a group are called "commerce", because they are produced from :commerce: (commerce). Your sliders control the ratio of the commerce produced. If you have your science slider at 100%, all tile yield commerce is turned into science beakers. If it is at 70%, then 30% is turned into gold. Same goes for culture and espionage.
 
I've been experiencing an error since last update.
It seems it's connected to Revolutions. The game continues normally, it just spams the same message every few turns.

On a side note, since revision before last one, civ state religions icons on scoreboard are missing too. I don't know if any of these errors are caused by Steam version of Civ?
 

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I've been experiencing an error since last update.
It seems it's connected to Revolutions. The game continues normally, it just spams the same message every few turns.


Dang, I made a typo and didn't test my changes thoroughly. Fixed in 863.


On a side note, since revision before last one, civ state religions icons on scoreboard are missing too. I don't know if any of these errors are caused by Steam version of Civ?

Yes - but you can fix this. Steam Library -> Game Name -> Properties -> Betas? -> Choose the previous version of the game.

Basically the update Firaxis released (to Steam clients only) to remove GameSpy broke that. But they added an option to roll back to the pre-gamespy fix.
 
Non fatal python error *Edit* SVN 863

Spoiler :


Attached the Python error file. Renamed *.txt

Something to do with revolutions, maybe the changes have affected it??

Also, I found I couldn't zoom in and out, lost the Gold for making gold, blue for Science in the F1 Screen, went back to SVN 858 *Edit* I had single unit graphics on, and hadn't enabled Formations, doing both enabling formations, and removing single unit graphics, fixed them both. Yeah me!!! :(
 
While looking through the MCP stuff I found this graphical... anomaly.
Civ4ScreenShot0066.JPGCiv4ScreenShot0067.JPG
The (Japanese) Mounted rifleman is "dark" in the civilopedia window and in the unit box, but is okay on the map.

@ Resca: I know you are playing Japan now. Can you confirm or disprove this?
Maybe it's just something with settings, but I wanted to report it anyway.
 
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