AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Is there something wrong with this tech?
(Picture below)
I have the same thing. Thank you for the report, we'll investigate. This looks like a "demo" tech for a component we merged in.
 
Save is attached, updated to SVN 924.


As the Save say's, its in the City of Basle, that's building the International port. It has 1 turn to go.

Couple of Things, Updating it to 924, has disabled the Geo-Thermal event I've paid to use on the main continent so rush build a Coal/Oil power station in Basle.

International port shows -5 Actually, but it will end up a +ve figure.

Food Processing plant with power, will show -5 , when in actual fact it 30+, with all those +2 bonuses.

City is Mid range, on the extruding bump on the Right, 2/3's of the way down, at the lower end, or just find in F1 Screen.

Oh yeah, I keep getting the Bandits event, taking a cities food, and it keeps trying to select a worker or a spy as the unit to stop it.

Solution - Exclude non combat units from the Bandits food event selection.
 
I noticed that when the AI kills an enemy siege unit, it does not capture it.
The human player however, when killing an enemy siege unit, and there are no other units on that tile, gets a captured unit.
 
I noticed that when the AI kills an enemy siege unit, it does not capture it.
The human player however, when killing an enemy siege unit, and there are no other units on that tile, gets a captured unit.
It was working until some days ago, I think I've seen it happening in my last game.
 
While playing with the "High to Low" option on, I've destroyed a civ's only city, but a lone worker kept the civ alive with the scoreboard showing that civ had 0 cities even though I also got a game message saying that civ had been destroyed. Then, I ended up immediately becoming that civ, with no cities and no way to create one! The "Require Complete Kills" option was not enabled for that game. I even looked at the CIV4GameOptionInfos.xml file and, according to that, "Require Complete Kills" is not automatically enabled.
 
While playing with the "High to Low" option on, I've destroyed a civ's only city, but a lone worker kept the civ alive with the scoreboard showing that civ had 0 cities even though I also got a game message saying that civ had been destroyed. Then, I ended up immediately becoming that civ, with no cities and no way to create one! The "Require Complete Kills" option was not enabled for that game. I even looked at the CIV4GameOptionInfos.xml file and, according to that, "Require Complete Kills" is not automatically enabled.

Can you provide a save either before or after you got switched into that Civ?
 
I noticed that when the AI kills an enemy siege unit, it does not capture it.
The human player however, when killing an enemy siege unit, and there are no other units on that tile, gets a captured unit.

Chance of capture is not 100%. Are you sure you just didn't notice?
 
Can you provide a save either before or after you got switched into that Civ?

I don't have a save for that one that will show what happened. It was a chancy capture of that city and I've tried, but can't reproduce the capture of it. (The mapscript was Fractured World.) The same thing happened in a second game with a different mapscript (Tectonics). I can give you a before save on the first game and an after save on the second game, but on the second game I didn't switch to that civ, and its remaining lone worker was destroyed (through, I assume, lack of money) a few turns after its lone city was captured, thus destroying the civ for good.

Oddly when I went to an earlier save on that second game to try to reconquer that civ to reproduce what happened, there were two hexes adjacent to its city's hex that were shown as hills, when before (when the problem occurred) they were displayed as mountains, even though a warrior from that civ was sitting on one of those mountains, and my civ's units could not enter that spot! And when I reconquered that civ after starting from that earlier save point, the problem did not recur! The civ was destroyed when its lone city was destroyed (and there was still a worker that wandered off just prior to the conquest, as happened originally when the civ wouldn't die.)

So something is glitchy here.
 
Is there something wrong with this tech?
(Picture below)

This is not a bug. There are a bunch of items like this. See also the "Special Promotions" tech. These are simply placeholder techs that are intentionally unresearchable. Some units, promotions, etc require that they have a technology associated, and this unresearchable tech ensures that they can not be built ordinary. It's entirely normal and not a bug.
 
Problem with the income calculated from the Chamber of Commerce.

Spoiler :


It say's that you receive a 10% boost, in total 893, which is 12 per city on average, based on city income that seems reasonable estimation, some higher/lower.

But the Gross income from the Chamber of Commerce is over 13K, No wonder I'm running republic with 67 cities.

It would seem it's incorrectly calculating the income.

Solution - Correctly calculate the income.
.

I tested this locally and the Chamber of Commerce seems to calculate gold correctly. Can you upload a save showing this bug so I can continue investigating?
 
I don't have a save for that one that will show what happened. It was a chancy capture of that city and I've tried, but can't reproduce the capture of it. (The mapscript was Fractured World.) The same thing happened in a second game with a different mapscript (Tectonics). I can give you a before save on the first game and an after save on the second game, but on the second game I didn't switch to that civ, and its remaining lone worker was destroyed (through, I assume, lack of money) a few turns after its lone city was captured, thus destroying the civ for good.

Oddly when I went to an earlier save on that second game to try to reconquer that civ to reproduce what happened, there were two hexes adjacent to its city's hex that were shown as hills, when before (when the problem occurred) they were displayed as mountains, even though a warrior from that civ was sitting on one of those mountains, and my civ's units could not enter that spot! And when I reconquered that civ after starting from that earlier save point, the problem did not recur! The civ was destroyed when its lone city was destroyed (and there was still a worker that wandered off just prior to the conquest, as happened originally when the civ wouldn't die.)

So something is glitchy here.

Without a save, I can not debug the issue further.
 
Without a save, I can not debug the issue further.
Maybe we should review the algo to check if the new civ have at least a city.
 
Hi, I cannot rebase my air units. Rebase order just doesnt work (gray icon on destination city ). I suppose its not like it should be..
I have
rev927

Savegame attached
 

Attachments

Hi, I cannot rebase my air units. Rebase order just doesnt work (gray icon on destination city ). I suppose its not like it should be..
I have
rev927

Savegame attached
There's a limit on airplanes in a city. Are you sure you're not over limit? Have you built buildings which increase air capacity?
 
Yes, I wanted to move the unit to the city which is empty. And it doesnt work for all my cities. I've checked it for airships, biplanes and A-bomber already. Please look to my savegame.
 
Chance of capture is not 100%. Are you sure you just didn't notice?

I didn't know there was a capture chance. When I kill a lone siege unit, I always get a captured siege.

Next time I notice this happening, I'll try to make a save.
 
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