AND2 and SVN Bug Reports - A New Dawn 2 ONLY

i play a multiplayer game with LAN with my friend and we play now long time the game works well but slowly we get the syncronisasion problem, so we go out of the game and reconecct, is there maybe a way to fix that? or to use a keyboard combi to reload the syncronisasion without to go out of the game?
Quick answer, no, there's no way at the moment. We hope to fix more OOS problems eventually.
 
rev 961: Loading game saved at the end of turn of UN vote leads to some weird void result.

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rev 961: Loading game saved at the end of turn of UN vote leads to some weird void result.

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It's a known bug. If you load a game in the middle of a vote, resolution will get 0 votes. Nothing we can do at the moment, I fear.
 
This bug seems to be fixed some days ago, and then came back with a recent rev.

When saved games are loaded, the signs in the saved games (added via alt+s) all disappear.
 
After an AI became dead (i.e., all its cities have been captured), the AI's left-over units are still around, and the "we long to join our motherland" anger in captured cities is still there.
 
After an AI became dead (i.e., all its cities have been captured), the AI's left-over units are still around, and the "we long to join our motherland" anger in captured cities is still there.
Are you sure you haven't checked "Require complete kill" option at the start of the game? This is what that option does.
 
Is there a way to play the game online with others? because the internet login is not working anymore, so i play right now only with LAN but we are now 5 poeple who wanna play, do you have any idea how to do it from the internet?
 
Is there a way to play the game online with others? because the internet login is not working anymore, so i play right now only with LAN but we are now 5 poeple who wanna play, do you have any idea how to do it from the internet?
You could use Direct IP but currently multiplayer only works for 2 players. We'll look into making it work but it's not on top of priority list.
 
You can eventually delete the cache folder. The python part of the code was forced to use UTF8 and some functions have been updated to use that. The merge into C2C also need to replace the use of latin1 by UTF8 into python scripts.

I'am not sure why but somehow setdefaultencoding is missing here, but it looks like i'am the only one with this problem. Even after a new installation of Civ4+Addons i can't start AND:confused::confused::confused: because of that error.
 
About the xUPT crashes, do we have some savegames? It was working quite OK when the update was released, but now it seems some players are having problems!

I'm trying to replicate the problem and I hope to provide a savegame as soon as possible. But there's something I've noticed: AI seems mostly unwilling to start wars, especially against human, even if I'm at 0.2 strenght ratio, and it looks like they're massing their troops in a single city as someone else reported, leaving only a few defenders in other cities. I wonder if this might be connected to our problem: if troops are massed in a city (and I've seen more than 200 units massed in a single city), xUPT could definetely crash anyway if set to 10-15. And having all units stored in a single city might give a clue on why AI doesn't use them at war (I don't know if this is connected with the problem with siege units too). It looks like all these problems appeared more or less simultaneously so that's why I think they might be connected.
 
Unless it's intentional:

Vacation Resort requires Airport
Airport is replaced by a Spaceport
but the VR doesn't seem to work with the Spaceport building, i.e. when the airport has been replaced by the spaceport, the vacation resort cannot be built anymore
 
Hey! I just downloaded this mod because I couldn't find a good-looking, unique harbour-esque building for personal use, but I'm aware this mod has a lot of buildings, so why not take a look. :p

Anyway, you can see that shipwright.nif is in the drydock folder: http://puu.sh/hMiUP/1471dcd8c4.png

Whereas the .xml file points towards a non-existing shipwright folder: http://puu.sh/hMj3K/108d84078e.png

This also goes for the Boatyard and the Shipyard, which use the same building as the Marina does.
 
Something strange has happened.

I cannot start up the game anymore. The loading screen comes up where it loads the scripts then crashes about 60% through. It worked last night and I didn't update it in between... Vanilla BTS also loads up fine. I tried loading the mod through that but still not working.

:|
 
Just updated to the latest version, but when I try to load it, an error pops up saying that Python didn't initialise.
 
Just updated to the latest version, but when I try to load it, an error pops up saying that Python didn't initialise.

What's your revision number? 967-969 were missing a colon in the Python. It's fixed in 970.
 
@Cody: Can you post a savegame so it can be reviewed?

dbkblk, xUPT limit crash; I've set it to 15 but it crashes even with higher values I think. Savegame and minidump attached here

https://www.dropbox.com/s/zh3owtkyj1zppyo/r971-real-rev-01 BC-6000.CivBeyondSwordSave?dl=0
https://www.dropbox.com/s/yxw5x94m8o3b260/MiniDump_970.dmp?dl=0

Make sure you set xUPT limit under BUG, hit "end of turn" for a dozen of times (maybe less) and bang, it will crash. It's definitely connected with xUPT as removing the limit allows the game to continue. Also from what I've seen debugging it, the problem is
here in CvTeam.cpp

Code:
bool CvTeam::isAtWar(TeamTypes eIndex) const
{
	if ( eIndex == NO_TEAM )
	{
		return false;
	}
	FAssertMsg(eIndex >= 0, "eIndex is expected to be non-negative (invalid Index)");
	FAssertMsg(eIndex < MAX_TEAMS, "eIndex is expected to be within maximum bounds (invalid Index)");
	[COLOR="Red"][B]return m_abAtWar[eIndex];[/B][/COLOR]
}

which in turn led me here

Code:
bool PUF_isEnemy(const CvUnit* pUnit, int iData1, int iData2)
{
	FAssertMsg(iData1 != -1, "Invalid data argument, should be >= 0");
	FAssertMsg(iData2 != -1, "Invalid data argument, should be >= 0");

	TeamTypes eOtherTeam = GET_PLAYER((PlayerTypes)iData1).getTeam();
	TeamTypes eOurTeam = GET_PLAYER(pUnit->getCombatOwner(eOtherTeam, pUnit->plot())).getTeam();

	if (pUnit->canCoexistWithEnemyUnit(eOtherTeam))
	{
		return false;
	}

	return (iData2 ? eOtherTeam != eOurTeam : [COLOR="red"][B]atWar[/B][/COLOR](eOtherTeam, eOurTeam));
}

and here

Code:
bool CvPlot::isVisibleEnemyUnit(PlayerTypes ePlayer) const
{
	[B][COLOR="red"]return (plotCheck(PUF_isEnemy, ePlayer, 0, NO_PLAYER, NO_TEAM, PUF_isVisible, ePlayer) != NULL);[/COLOR][/B]
}

and finally here:

Code:
bool CvPlot::isAtMaxLandMilitaryUnitsPerTiles() const
{ // xUPT: check the number of land military units and compare it to the limit (dbkblk, 2015-02)
	if (GC.getGameINLINE().getModderGameOption(MODDERGAMEOPTION_MAX_UNITS_PER_TILES) == 0){
		// Option disabled
		return false;
	}
	if (this->isCity()){
		if (this->getNumMilitaryLandUnits(this->getOwner()) >= (GC.getGameINLINE().getModderGameOption(MODDERGAMEOPTION_MAX_UNITS_PER_TILES) * GC.getDefineINT("UNITS_PER_TILES_CITY_FACTOR", 3))){
			return true;
		}
	}
	else{
		if (this->getNumMilitaryLandUnits(this->getOwner()) >= GC.getGameINLINE().getModderGameOption(MODDERGAMEOPTION_MAX_UNITS_PER_TILES)){
			return true;
		}
	}
	// If there is at least one enemy on the tile, consider it full.
	[COLOR="red"][B]if (this->isVisibleEnemyUnit(this->getOwner())){
		return true;[/B][/COLOR]
	}
	return false;
}

It probably has to do with barbarians as ePlayer in isVisibleEnemyUnit is -1
But I don't know how to fix it. Any idea?


Edit: I think I've fixed it but I'm not sure if it could have side effects; I've simply added

if (iData1 = -1)
{
return true;
}

in bool PUF_isEnemy. I have a doubt because at least I think I recall that Player -1 is Pitboss server in MP games. Anyway if you or Afforess have any advice, that would help.

Edit2: no, it doesn't work. Game doesn't crash but you can't peacefully occupy the same tile already occupied by another civ's unit. This leads me to think that the problem is that barbarians are somehow now considered a civ since some revisions now; I don't know when it started, but this also explains the bug when you declare war to barbarians and the fact that they're getting Great People and Golden Ages.

Edit3: well, I think I can solve the crash at least by simply adding a

if (eOtherTeam = BARBARIAN_TEAM)
{
return true;
}

in bool PUF_isEnemy. I'll check later if it works
 
Nope, didn't work. Might make a clear re-install.

Try editing Assets\Python\EntryPoints\CvRandomEventInterface.py directly. Line 2542 is the problem if your text editor gives line numbers. It should read:

Code:
if iCaravelsRequired > (player.getUnitClassCount(iCaravel) + player.getUnitClassCount(iBrigantine)):

but the colon on the end was missing in a couple previous versions.

There is another minor error that keeps popping up for me about gSavedSigns but that doesn't seem to cause any problems.
 
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