AND2 and SVN Bug Reports - A New Dawn 2 ONLY

SVN 865 - Piracy promotion.

As the Piracy promotion is no longer available to Modern ships,*Edit* I am right, NEW BUILDS aren't eligible* it should be removed from units that are promoted or built to that status.

e.g. You have a piracy promoted early destroyer, its now eligible for promotion to a missile cruiser. It should have the Piracy promotion now removed as being eligible, or a valid promotion to have.

Other wise, you can *And I will* just keep promoting your piracy fleet, while new builds aren't able to gain that promotion.
 
Isn't that kind of like how in original BTS rifles couldn't get City Raider unless they upgraded from a melee/archery unit that was promoted with them?
 
More on the Piracy promotion, its NOT available to Fast Battleships, but IS available to Missile destroyers.

Both of these are Diesel ships, Fast Battleship is Nuclear, Missile destroyer is Diesel, shouldn't be able to retain PROMOTION, with upgrades. *My bad*

That's my input, if your happy with it as it stands, so be it.
 
researching "trade" technology should allow to build beadmaker, furrier, etc., if proper resources in city vicinity, however, the buildings don't show up in build menu.
 
Purging of Holy cities.

The Purging of holy cities in REVDCM doesn't work properly.

Spoiler :


You can correctly purge the holy city, but it won't relocate to another civ, that HAS 2 cities of the purged religion, and doesn't have a holy city already.

This is the 3rd or 4th time I've tried it, and this time, the 2 eligible civ's are actually running the purged religion, have open borders with me and have at least 2 cities of the religion.

I'll try again, without limited religions, that may be the fault, will report back.

I tried without limited religions, but it made no difference. I've played on a number of turns.

The 2 Civs running Judaism, are both running differing religious civics, Organized religion and Prophets. Neither received the holy city, and both have at least 2 cities with Judaism.

Also there is no key to Automate the inquisitions, you have to manually move to a city and enact. Just an added button if within ability or mod, if because its an external mod, oh well, report there.

Also the Hot Key for Auto recon (R) won't enable automatic recon, it will ask you for an area to recon, which defeats the purpose of Auto Recon, don't you think. When you select an area, for it to Automatically Recon, I read as continually recon, it will only do it for that turn, then next turn will ask again for an area to recon??,
 
Another thing I've noticed, is the 70% tech transfer to barbarians. Does that work on 70% of Civ's knowing a tech, or 70% or settled land mass.

I am the only civ to field Modern infantry, but the Barbarians are able to field them as well, when the most advance unit for all the other civs is Riflemen at best.

I have over 70% of Population, 95% actually, but only 65% of land :mad: :lol:

I have tech transference to Barbarians set at 70%, so I will try to set to 100%, see if that changes things.

As well, the barb Evolution to new civs seems rather slow. I've set it at pop 5, they have pop 8 city, that HAS produced a Great Diplomat, and another at pop 6 that controls a holy city, they concurred that one.

Neither city has evolved into a minor civ as yet.??

*Edit* I have a Pirate promoted SuperCarrier, Because I can, I've upgraded it from an earlier carrier with the pirate promotion, which was able to carry 4 p52 fighters.

Now its a super Carrier, it won't carry any Jet fighters at all, I can't rebase to the carrier, or load them in port.
 
About that %, it's barbarian civ techs, not just barbarians. It means that when a barbarian civ emerges, it gets techs known by that % of civs. About city size, I'm not sure but evolution into a civ should depend on other factors too, not to mention it depends on total number of civs and if there are more slot available. As for piracy, could you post a save of your carrier? Thanks again
 
save is attached, on the Barb civs evolving, if it involves free slots per land mass, then it won't work on the small land mass, they are based upon.

I have 65% with just my starting continent, plus 2 smaller islands I've colonized.

I'll just keep going, just to try out errors and have fun.
 
Very odd tech tree bug:confused:?

I was checking different map scripts and noticed this. Every time when new game is loaded the future tech moves forward. See screen shot, this is after two new games:)

Can somebody else confirm this or is it just me? rev 865
 

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A strange movement issue has just cropped up. I want to move a missile destroyer from Ndondakuska to Nongoma and it moves 13 spaces and ends up 3 spaces from it's starting point. A similar thing happens when I move the missile destroyer from uMgungundlovu to Nongoma.

Would someone please look at this?

EDIT; I bet it has something to do with ZOC but there was NO message popup if that was the case. I have been attacking zoc ships all along in this game and have not experienced any restrictions or notifications about zoc. V866.
 
Here is another weird situation, I cannot move any aircraft into Washington . It just came out of anarchy after being captured so I have tried now each turn after capture and have not been able to move any aircraft units into the city. same game as above maybe 20 turns later.
 
@Oldnooob - I don't get what your problem is.

I've loaded the game, and I moved the ships no problem.

The only Zone of control enemy ship is outside of Washington.

Otherwise I had no problems, the Washington ship, I couldn't move past it, correctly, as it has a zone of control, the other ship, a Fast Battleship, as the end of Washington's land mass
Doesn't have a zone of control, so not a problem.

Unless, the game auto played 1 turn, but its Summer 1978.

*Just realized, your save is winter, mine say's summer, so its auto played out turn on loading. Reloaded, same thing, and a sub auto attacked a transport.*

It asked me to update the Rev to 865, so maybe you should try that. Currently its up to 868 I think??
 
Rev 865

Bug with Stealth Destroyers.

On the TURN I researched stealth, the Barbarians, had stealth Destroyers come out of the darkness, 2 at a time, and begin to attack my ships.

I'm the ONLY civ with Stealth, and will be for 1 era in the tech tree.

I have barb tech diffusion set at 70%.

How they can get Stealth destroyers, on the Very turn I research the tech, seems broken.

So far, I think, that they have only attacked me with stealth.

Also, they spawn modern infantry in the newly spawned cities, when the best the other civs can do is Rifles. I kill off the modern infantry, leave the cities, and they seem to produce relevant era units, mounted riflemen, rifles etc.

Will keep playing to confirm my suspicions. Will report more.

or is this working as designed (w.a.d.)
 
Wad. Guys, you don't understand that barb tech diffusion doesn't work for barbarians, but for barbarian CIVS, i.e. those minor civs which have evolved from barbs and will one day develop into full civs. Also, the smaller the tech fraction, the more you help them. Units owned by actual barbarians only depend on the era you are in, not by techs discovered by you or anyone else.
 
Signs placed with Alt-S still disappear upon loading a game. Truly unfortunate since they were fun to place (I suppose they can be useful for Multiplayer as well though)

Was it ever said what the cause was? I know this had been brought up some hundred revisions ago but I can't recall if anyone pinpointed where the problem was coming from.
 
Signs placed with Alt-S still disappear upon loading a game. Truly unfortunate since they were fun to place (I suppose they can be useful for Multiplayer as well though)

Was it ever said what the cause was? I know this had been brought up some hundred revisions ago but I can't recall if anyone pinpointed where the problem was coming from.
No, nobody has been ever able to fix it and the problem is there since years now.
 
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