AND2 and SVN Bug Reports - A New Dawn 2 ONLY

@oldnoob: I've fixed your problem by capping the maintenance max value at max float value. Use this DLL: https://dl.dropboxusercontent.com/u/369241/oldnoob_integer_overflow_CvGameCoreDLL.7z
I'll publish the fix in a future release as the code is also partially modified for pathfinding improvements.
I installed the .dll and it had no effect on the issue. But I was able to finish the game because the game only deleted one or two units per turn. I thought that was really strange as, If I remember correctly, Civ4 used to remove substantially more units each turn to balance the deficit.
Anyway thank you very much for your help.
 
Two cities (Ainu and Gloucester in the north islands) suddenly had the following glitches at a certain turn:
1. the population dropped to 1
2. no building can be built any more in these cities.

save file is attached.

Hope this helps you to improve the next version.
 

Attachments

@ Afforess

I've reloaded an earlier save with SVN 924, the fix for the F2 screen, and it would seem the chamber of Commerce is calculating correctly.

Sorry for my incorrect report, it must have been the over writing, that made it seem to earn 13K.

They only explanation I can give for Running Republic with a continental empire, is that SIZE matters. Once you reach a certain critical threshold, Republic becomes a viable civic for large empires. Now I"m talking of empires where you space out your cities for the full 3 tile radius for each with no overlap. Doing so you reduce your city maintenance costing to the minimum while maximizing your income from the cities.

IF you wanted to make it a civic ONLY For smaller empires, attach a maintenance costing for number of population as well on a log curve.

Eg, 10x population costs you 100x in maintenance
100x Population costs you 1,000x maintenance.

NOW it would be only a civic for smaller empires, large empires, even with the increased money generation, wouldn't be able to handle the costing.

Benchmark threshold set at map size, with say standard size, being 5 cities of 20 pop each = 100 Population.

1,000 Population costs you 100x maintenance
10,000 population cost you 1,000x Maintenance
 
v927 missionary issue.

missionary has no automate button or "settle" button.

Save? I hate to be the guy who asks every time, but the OP says:

When reporting a bug in this thread, please include all the information you can. Screenshots, logs, savegames and a detailed description that includes the version or build number. Minidump are also appreciated if you're reporting a CTD (you find the minidump file in the main BTS folder).
 
Game play Bug SVN 878

Auto airlifting of units;

When you set a destination of anther city, Cntl-City, then Shift-City on destination.

Your units won't auto airlift to the destination city, they will either, traverse over land, when this take up to 20 Turns, or will request orders when sending off continent.

Previously, it would auto airlift workers to other lands where needed. BTS you can auto airlift unit to a destination.

Also there is a Bug with the Text description of the overwhelm doctrine. I've gotten the error message 3 times now, next time (why not this time???) I will get a screen shot and save game.
 
Save? I hate to be the guy who asks every time, but the OP says:
Why? when I posted at least four savegames in the last month with logs and dumps that no one bothered to look at. I have filled up my upload allocation several times this winter only to get ignored.
I will post only curiosities from now on so that other players can have a reference to the same strangeness that happens to them.
I read the rand trello several times daily and check my postings to see if there has been any activity. :wallbash:
 
Why? when I posted at least four savegames in the last month with logs and dumps that no one bothered to look at. I have filled up my upload allocation several times this winter only to get ignored.
Please realize that debugging takes a lot of time. For example, I spent two hours on your issue yesterday. This was fixed for me, and still doesn't work for you. We have several saves to review but we also need to keep coding and we also do that for free! I would be nice to have a larger team but ATM it's not the case :)
 
This is a very old known bug. Click on the globe view, then select "all". Only a category of resources is displayed.
 
Bug in that version, if fixed??

Steam ships are NOT eligible for the piracy promotion, even though it states such in the Civopedia.

Spoiler :


Solution : Either enable piracy for steam shipping, or correct the Civopedia to remove such a statement. (Under Piracy heading)

*Edit* Submarines aren't eligible either, I haven't gotten as far as Diesel ships, but I'd say not at this stage, will notify if any different.

You are mistaken, all those ships are eligible for the Piracy promotion. Did you forget you need to be in the correct civic for it to function?

Proof: View attachment Afforess-Piracy.CivBeyondSwordSave
 
@oldnoob: I've fixed your problem by capping the maintenance max value at max float value. Use this DLL: https://dl.dropboxusercontent.com/u/369241/oldnoob_integer_overflow_CvGameCoreDLL.7z
I'll publish the fix in a future release as the code is also partially modified for pathfinding improvements.

That's not the problem. The float is not the variable that is overflowing. The long long is overflowing.*

It's a complex issue and I have to rewrite a portion of the maintenance code. Ideally I'd just make maintenance use a unsigned long long, but a lot of the python code expects an integer. So I can not change the base underlying representation of maintenance.

Edit:

*To add more detail, the long long does not overflow immediately. The float is small enough to fit into the long long. But after the first modifier multiplies the long long value by 100, it overflows into the negatives.

Edit2:

I have a fix locally, and I see a correct income of 80824 gold per turn.
 
Why? when I posted at least four savegames in the last month with logs and dumps that no one bothered to look at. I have filled up my upload allocation several times this winter only to get ignored.
I will post only curiosities from now on so that other players can have a reference to the same strangeness that happens to them.
I read the rand trello several times daily and check my postings to see if there has been any activity. :wallbash:

And there is a lot of activity. In the last 10 revisions alone, there were 14 separate bug fixes. This does not count AI improvements or changes. We try to get to everything, but there is a perpetual backlog of bug reports.

We are not ignoring you. Revision 929 fixed the integer overflow you reported. You can load up your old save and verify this!

If you have outstanding bug reports not correctly listed on the Trello site, please send one of us a PM and we will make sure it gets there. Please give us 24 hours after a report to add it though.
 
I think heal while moving is to powerful. I think it should be like heal 50% of standard turn heal while moving.

On that note ships need a heal while moving upgrade, maybe only like 15% for them though.
 
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