AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Thanks for the bug report!

1.) I will investigate.

2.) That's not a bug, with Ruthless AI enabled, the AI will not always reveal it's war plans. This is intentional.

3.) This may be a result of recent changes trying to make signs save after a save/load of the game. I will take a look.

hello Afforess, for the 2nd issue, i did not check the "Ruthless AI" box when I created the game.
 
SVN 934

Small Pedantic error, Great General Joan Arc, should be named Joan d'Arc.

I'm sure the patriotic french would like this fixed.

Another bug I've just noticed, if your unit is stationary and injured, it should heal a certain % each turn, according to where its situated.

My Great General, with Heal 1, in Neutral land, stationary for 3 turns, has not healed a single iota of health.

If I tell it to Heal, suddenly it will heal the correct %,

Is this working as Designed (W.A.D.) or is this an actual bug???

I don't have March, only Medic 1, and woodsman 3.
 
hello Afforess, for the 2nd issue, i did not check the "Ruthless AI" box when I created the game.

Doesn't matter, apparently. SOoooooooo.....

The way WHEOOH (the occupation char on the right edge of the scoreboard) works is that BUG checks what the AI's trade denial status is for trading war. In Vanilla BTS, the AI would say it was in "Too Many Wars", even if it hadn't started a war yet, but had a warplan. So BUG exploited this hole in the AI, to show their status on the scoreboard. Wayyyy back, when I wrote Ruthless AI in 2009ish, I made ruthless AI not reveal their denial reason for too many wars, so that BUG's WHEOOH indicator would not work.

Apparently much later, the Better AI project, which we include code from, did the same thing. So the code for that bit of the AI looks like this:
Code:
	if (!GC.getGameINLINE().isOption(GAMEOPTION_RUTHLESS_AI) || GC.getLeaderHeadInfo(GET_PLAYER(getLeaderID()).getPersonalityType()).getMakePeaceRand() <= 30)
	{
		if (getAnyWarPlanCount(true) > 0)
		{
			return DENIAL_TOO_MANY_WARS;
		}
	}

That second bit in the first if statement, that basically checks for warmongerers. So if you are in Ruthless AI OR the leader is a total warmonger, it will not reveal it's warplans early to you.

Honestly, I am fine with this. BUG mod is exploiting a bug in the AI. But that's why you seen non-standard behavior.

WHEOOH: "We Have Enough on Our Hands"
 
I just noticed how expansive the wars are in this mod, and wondering if this is by design or if it is just a bug. I am playing on a standard-sized map and emperor difficulty (see the save file for my following questions).

1. I need to let the entire empire (about 27 cities) build wealth to break even and finance an army ~ 30 units.

2. I am making 29 gpt in this save. Once i take that city Tabriz (you can try based on the save), the gold becomes -149 gpt. So taking one city cost about 180 gpt?!

Could you check if this is a bug or i am missing something. If this is by design, any advice on waging a war?

PS: the AI declared on me twice. Both times, they sent in like 1 or 2 units to attack me....

So I took a look. Yeah, it looks right. Early in the game, it's difficult to build a big empire. Yours is rather huge. We did rewrite city maintenance costs to scale at an exponential level.

I think you'll find you will unlock a lot of more gold producing content in later eras of the game that make 100+ city empires manageable. But we don't intend that the city-spam mechanic be the path to victory.
 
I think there's a problem with Federal Reserve NW.This NW requires 7 banks and specific civics (corporatist or sth else).The problem is the fact that requires banks.So if you switch to corporatist for example for the first time when you have e-banks which replace the banks then you can't build Federal Reserve because it requires banks.:crazyeye:
Probably the solution is to sell the e-banks so banks will work again but it's not reasonable.
 
Hello, in Rev 934. when I give Workers automatic improvment order, they just go and stay in Capital, although thera are unimproved tiles around my cities. Did I miss something in game options?
 
Hello, in Rev 934. when I give Workers automatic improvment order, they just go and stay in Capital, although thera are unimproved tiles around my cities. Did I miss something in game options?

I notice same thing... workers aren't improving tiles anymore apart from the resources.
 
. We did rewrite city maintenance costs to scale at an exponential level.

Just want to clarify/confirm - the exponential scale seems to only apply to cities that i *capture*, not cities that i found myself. I tested it out:
1. if i keep the city that i capture, it will cost me about 180 gpt.
2. if i just raze it and send a settler to rebuild it, it will only cost like 50 or 60 gpt.
 
AND2 team,

i found some info provided by the mod a bit confusing or maybe incorrect. Two examples that i can think of now:

1. The info about the shipyard says "actual +5 hammers. Builds water units 50% faster" for a particular city (my capital in the save file previously uploaded). The "actual +5 hammers" part is confusing or incorrect. The shipyard does not add any actual *raw* hammers as far as my tests show, and the *equivalent* hammer that it adds when building water units (i.e., 50% faster) is more than 5 hammers for this city. So not sure where the "actual +5 hammers" part comes from.

2. another example is the stonemason. The info says "actual +1 hammer. Building construction 15% faster". Again, I am not sure where the "actual +1 hammer" part comes from. I do not think it actually adds 1 raw hammers (or does it intend to?), nor does the equivalent hammer for +15% building construction translates into 1 hammer (the city had Trara has a base production of 28 hammers).
 
Ahh long standing exploit of sorts I always forget about. You capture a city and just do a ctrl+a to abandon it and you don't get the relations hit for razing the city. Also you can make more money this way by destroying the buildings for gold before you abandon it.
 
AND2 team,

i found some info provided by the mod a bit confusing or maybe incorrect. Two examples that i can think of now:
...

Yeah those 'actual' effects are often wrong, not just in terms of production modifier hammers either. All the culture values are wrong for any espionage-related building if you play with espionage disabled, for instance. It also seems to have real trouble with replacement buildings.
 
I think there's a problem with Federal Reserve NW.This NW requires 7 banks and specific civics (corporatist or sth else).The problem is the fact that requires banks.So if you switch to corporatist for example for the first time when you have e-banks which replace the banks then you can't build Federal Reserve because it requires banks.:crazyeye:
Probably the solution is to sell the e-banks so banks will work again but it's not reasonable.

We did a fix for Circus Maximus a while ago that allowed counting any building as the buildings it replaces for purposes of being able to build another building; it doesn't seem to be working any more. I just tried it with v932 and I could not build CM after replacing Stables with Knight's Stables. With 3 Stables (duel-size map), CM was available; with K-Stables, no CM. I wonder if that got broken somehow.
 
Just want to clarify/confirm - the exponential scale seems to only apply to cities that i *capture*, not cities that i found myself. I tested it out:
1. if i keep the city that i capture, it will cost me about 180 gpt.
2. if i just raze it and send a settler to rebuild it, it will only cost like 50 or 60 gpt.

City population increases maintenance costs as well. This is the source of the discrepancy you see between 1 and 2.
 
Yeah those 'actual' effects are often wrong, not just in terms of production modifier hammers either. All the culture values are wrong for any espionage-related building if you play with espionage disabled, for instance. It also seems to have real trouble with replacement buildings.

I've never played with espionage off, but I know replaced buildings do work. They often show lower yields than their strategy text because the actual effect is the difference between the new and replaced building.

If you see incorrect actual effects, report it with a save.
 
Hi Guys, with the newest update there is a very, very curious Bug.

I have a Stack of at least 100 Units. When i take my riffleman and attack - well one after one - normal thing without stack-attack. But now if one lose the fight - ALL other go red and dont attack. Same with Artillery or any other units. If i make "stack attack" on in the bug menu it works fine. I dont hope this is a feature lol, because its a bit silly if you surround a city with 100 Units and one lose all other goes "nah, no attack today"
 
Hi Guys, with the newest update there is a very, very curious Bug.

I have a Stack of at least 100 Units. When i take my riffleman and attack - well one after one - normal thing without stack-attack. But now if one lose the fight - ALL other go red and dont attack. Same with Artillery or any other units. If i make "stack attack" on in the bug menu it works fine. I dont hope this is a feature lol, because its a bit silly if you surround a city with 100 Units and one lose all other goes "nah, no attack today"
Savegame please, so that we can check
 
45* Do you think you can update the OP of this thread with more specific bug reporting guidelines. I think 50% of my posts this week were some variation on the theme of "post a save".

Basically for 100% of bug reports we want a save. Screenshots are helpful if the bug has to deal with incorrect text in-game.

I'm kinda feeling like I'm reciting a script at this point...
 
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