AND2 and SVN Bug Reports - A New Dawn 2 ONLY

@ nioios, this game was started about rev 873 if I remember right, It's now 883.
Here is a worldbuilder picture from the game start. there was never a fish resource near to this city location.
 
Ok, Thanks 45.
I still would like to know why I was permitted to build the fisherman's hut when no required resource has never been available. Please see response to nionios above.
 
Ok, Thanks 45.
I still would like to know why I was permitted to build the fisherman's hut when no required resource has never been available. Please see response to nionios above.
I don't know, I think I saw some strange behaviour from fisherman hut before but never paid much attention. We'll need to investigate.
 
Regarding the fisherman's hut... I see that he has five fish resources available, as I noted earlier. Fisherman's hut didn't need fish in city vicinity, just access to one of the seafood resources. The game I'm playing states this quite clearly (I'm not updating RoM revisions mid-game). I always found the situation a bit odd, because the precursor building, Fishing Nets, does require at least of of the seafood resources in the city vicinity.

Personally, I don't see the need for two almost identical buildings. I think we should get rid of one or the other of Fisherman's Hut or Fishing Nets.

Presumably oldnoob has updated RoM revisions and the Hut now no longer works because it was changed. As nionios already noted. I don't know when the Fisherman's Hut definition might have changed.
 
@ aggri1, look at the pictures that I have posted! please. there are NO sea (fish) resources anywhere at any era. the game versions are from the last 10 days!
 
They doesn't mean around you city site, They mean anywhere in your empire has access to fish, so it gives it to all the cities.

Same as 1 gem resource, will enable the Jeweller, gold or silver, pearls etc.

Having a gold resource, will give you +1 Gold under guilds?? or what ever, I never use it.

Its an empire wide resource, not a city vicinity only.

This definition was changed in the SVN updates somewhere along the line.

If you have none in you empire, it might , you would know, be a captured city, from the AI who had access to fish, or the sea food.
 
Why did Afforess disabled these variables with "#ifdef 0" ?
 
@ nioios, this game was started about rev 873 if I remember right, It's now 883.
Here is a worldbuilder picture from the game start. there was never a fish resource near to this city location.

What i'm trying to say is that when you had built fisherman's hut, no resources in the city vicinity were required but now they are required because some update modified that.I have now the same red fist icon with cotton gin.
This is my explanation but i'm not sure if it's right.
 
@IPEX: I've tried your savegame to test the new xUPT algorythm and checking your bug at the same time. I don't understand what is the problem with the town of Magderburg ? Even if you're culture bomb here, there are fixed borders so it cannot expand.
 
Hello,
I use civ Iv from steam (french version)
mod rev 888.
And i have an issue with field commander. No CP are use during a fight.
I've already mentioned that issue months ago but I had found a solution when i had changed the language use in a game (Don't remember exactly french->english or english->french, sorry :blush:).
But now (with steam version), that trick doesn't work anymore.
SO, i think this issue is linked with the language part (don't know why, obviously :confused:).
I hope that help, because it's very frustrating :mad:.
 
cargo space bug is still there in rev 888, see picture.. one fighter in ship but shows 2.
 

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45°38'N-13°47'E;13694028 said:
On the problem of losing Great Generals (or great people) on saving/loading it might be connected to removal of a variable in rev882:
http://forums.civfanatics.com/showpost.php?p=13693965&postcount=806

Why did Afforess disabled these variables with "#ifdef 0" ?



I'll look, but I don't think so. The variable was for retraining, and we don't use that feature. The problem was that the variable was never added to the initialization of CvUnit, so it would be set to garbage values. I opted to remove it rather than initialize it correctly because it was a waste of memory (as we don't use it in the first place).

I believe you are the one who merged it in 45*, not me. ;)
 
cargo space bug is still there in rev 888, see picture.. one fighter in ship but shows 2.

That's not a bug. The ship has general cargo space (the first line), and then 2 lines for the special cargos.

The bug was it displaying twice for the destroyer, which I did fix.

If you still think the behavior is incorrect, please provide a save and an explanation of the expected vs actual behavior.
 
I'll look, but I don't think so. The variable was for retraining, and we don't use that feature. The problem was that the variable was never added to the initialization of CvUnit, so it would be set to garbage values. I opted to remove it rather than initialize it correctly because it was a waste of memory (as we don't use it in the first place).

I believe you are the one who merged it in 45*, not me. ;)
Yeah, I probably added it when I was blindly copying C2C code.
 
Hello,
I use civ Iv from steam (french version)
mod rev 888.
And i have an issue with field commander. No CP are use during a fight.
I've already mentioned that issue months ago but I had found a solution when i had changed the language use in a game (Don't remember exactly french->english or english->french, sorry :blush:).
But now (with steam version), that trick doesn't work anymore.
SO, i think this issue is linked with the language part (don't know why, obviously :confused:).
I hope that help, because it's very frustrating :mad:.

I will investigate this, thank you for your report.
 
45°38'N-13°47'E;13694691 said:
Yeah, I probably added it when I was blindly copying C2C code.

I think let's hold off on merging any more C2C code - RAND is already fairly stable and I don't really see any features they have that we need.

If they do come up with general bug fixes, we can open a thread and discuss on a case by case basis. But their AI changes are not really compatible with RAND anymore, as C2C is a vastly different mod.
 
That's not a bug. The ship has general cargo space (the first line), and then 2 lines for the special cargos.

The bug was it displaying twice for the destroyer, which I did fix.

If you still think the behavior is incorrect, please provide a save and an explanation of the expected vs actual behavior.

Sorry if I am not clear in my words, english is not my strong language:)

first line is domain cargo or general like you said it, before I moved that fighter in ship it was 0/3.
After moving one fighter in ship first line is 2/3, I think it should be 1/3.
 
Sorry if I am not clear in my words, english is not my strong language:)

first line is domain cargo or general like you said it, before I moved that fighter in ship it was 0/3.
After moving one fighter in ship first line is 2/3, I think it should be 1/3.

Okay, I see. Can you upload a save with this happening?
 
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