AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;13829707 said:
In the Rev tab there's just one parameter now instead of the previous four. Obviously it's visible only if you started a game with revolution ON.

Well I feel stupid now. That's why the option wasn't showing up - Revolution is disabled by default and Play Now! uses the default options :rolleyes: :p

Started a new custom game with just that option switched off and now I can see the RevDifficulty index feature thing.......... As well as all the other tabs going missing again :/
I loaded up a game from the previous revision that did not have Revolutions enabled and all the tabs were there... But any game - loaded or new - that has Revolutions enabled and the tabs vanish :confused:

I also got a few messages when starting that new game, not sure if they mean anything important or?
 
45°38'N-13°47'E;13828422 said:
See if it works better now in rev972 and let me know.

so i have tryed the new AI programming on first step he does what he should do, for example he try to makes a big or a few big armys he protect the citys near the enemys better and in the middle of his empire he have just afew units,.

so i thought ok he is not attacking me so i will test and attack him. after i did that from 12mio soldiers he had he had after 2-3 turns only 7mio and it went lesser and lesser but he was not attacking me with anything it was very easy with 20 units to atack him and take the few cits near my border with him. i dont know why the Computer is not attacking me but instate of it he is deleting his units.

but the rest how he defend his empire it is really good before you make War with him.
 
Terraforming and reforestation are probably not working as intented.

Building terraform and planting forest / make jungle actually change terrain and creates feature but they also creates improvements. Result is for example "make jungle" improvement and new jungle feature in same tile which together are "super jungle" (double yields and double graphics).

This can be corrected by making improvements invisible and setting yield changes to 0.

Or is there possibility to make improvements disappear after 1 turn?

That would be even better because theres no need invisible improvements without yields. Some mods have improvements that disappear after one turn.. maybe theres allready xml tag for this?
 
Not sure if this is a bug or not, but thought it odd;





Just wondering if anyone else has encountered this.

Oh, should probably mention that I haven't built the workhouse yet, as it's still in my build list. Yet it's showing +1 redface from workhouse. A little confused here.
 
Not sure if this is a bug or not, but thought it odd;





Just wondering if anyone else has encountered this.

Oh, should probably mention that I haven't built the workhouse yet, as it's still in my build list. Yet it's showing +1 redface from workhouse. A little confused here.
I don't get it. You have 34 unhappiness, you get one more if you build Workhouse and your advisor is telling you so before you do it. Or were you pointing out something else?
 
45°38'N-13°47'E;13825933 said:
Then it doesn't depend on number of civs. Probably your cities are considered in the same area even if they're so distant.

Sorry to bother you again, but I found a solution for my problem. :)

I analyzed the source of this mod component and and I found this interesting part on CvPlayer.cpp file:

Code:
		//Begin Mikel Olson
		//Invalidates civilizations that are currently in use for colonies.
		/*if (bValid)
		{
			for (int j = 0; j < MAX_CIV_PLAYERS; ++j)
			{
				if (getID() != j && GET_PLAYER((PlayerTypes)j).isEverAlive() && GET_PLAYER((PlayerTypes)j).getCivilizationType() == i)
				{
					bValid = false;
					break;
				}
			}
		}*/
		//End Mikel Olson

I recompile the dll of AND with these changes on source.
Then, I could release all my cities.

My game had 38 civs on game, but with the revolutions and barbarians civs enable, the number increased to 52 (25 dead).
 
i had to stop playing because of the stack attack AI gone south. it's a crucial part of the game IMHO. i dont understand why it couldn't be "lifted" or "borrowed" from MNAI which works quite differently but good as its own flavor, or another mod. it's sucking the fun out of it for the casual player. and seeming the opponent AI is getting hosed from it too. two units attack then the whole stack passes because it was actually supposed to attack as one! what is getting the benefit here from not rolling the code back or using another one than what is included, for this AI ? Peace out cheerz Thanks
 
Sorry to bother you again, but I found a solution for my problem. :)

I analyzed the source of this mod component and and I found this interesting part on CvPlayer.cpp file:

Code:
		//Begin Mikel Olson
		//Invalidates civilizations that are currently in use for colonies.
		/*if (bValid)
		{
			for (int j = 0; j < MAX_CIV_PLAYERS; ++j)
			{
				if (getID() != j && GET_PLAYER((PlayerTypes)j).isEverAlive() && GET_PLAYER((PlayerTypes)j).getCivilizationType() == i)
				{
					bValid = false;
					break;
				}
			}
		}*/
		//End Mikel Olson

I recompile the dll of AND with these changes on source.
Then, I could release all my cities.

My game had 38 civs on game, but with the revolutions and barbarians civs enable, the number increased to 52 (25 dead).

I knew about it but I'm not sure it's a good thing; I'd like to stay away from troubles when civs are re-used. By the way, were you using MegaCivPack?
If Afforess is around he can give us a hint about this method. Or we could simply increase max number of civs to 60 or 70, although I don't like the idea very much.
 
i had to stop playing because of the stack attack AI gone south. it's a crucial part of the game IMHO. i dont understand why it couldn't be "lifted" or "borrowed" from MNAI which works quite differently but good as its own flavor, or another mod. it's sucking the fun out of it for the casual player. and seeming the opponent AI is getting hosed from it too. two units attack then the whole stack passes because it was actually supposed to attack as one! what is getting the benefit here from not rolling the code back or using another one than what is included, for this AI ? Peace out cheerz Thanks


Probably because it's not that easy, developers time is limited and we prefer to solve bugs instead of reintroduce old bugs or problems. AND code is quite different from other mods especially for AI strategy.
 
so i have tryed the new AI programming on first step he does what he should do, for example he try to makes a big or a few big armys he protect the citys near the enemys better and in the middle of his empire he have just afew units,.

so i thought ok he is not attacking me so i will test and attack him. after i did that from 12mio soldiers he had he had after 2-3 turns only 7mio and it went lesser and lesser but he was not attacking me with anything it was very easy with 20 units to atack him and take the few cits near my border with him. i dont know why the Computer is not attacking me but instate of it he is deleting his units.

but the rest how he defend his empire it is really good before you make War with him.

Never seen this behaviour before; I'll see what I can do but this is more Afforess or dbkblk's playground.
 
Anyone else getting graphical glitches? Upgrade to newest version (from 966), and I get this image when hovering over one of the northern (Japanese I think) cities.

Civ_Mess_Up_Small.jpg
 

Attachments

Anyone else getting graphical glitches? Upgrade to newest version (from 966), and I get this image when hovering over one of the northern (Japanese I think) cities.

Civ_Mess_Up_Small.jpg

We had that problem in C2C a while ago it was caused by a few bad unit models.
 
A little while ago I remember reading about disappearing settled Great Generals in conquered cities. I just noticed that it's still happening. Rev 972.
 
Not sure if this has been reported yet, but "Automate border patrol" and "Automate national defense" do not attack foreign (at war) units within my borders for some reason. I remember it working in the past.
 
@Vokarya

I believe you, but it is weird that ATM, this is the only unit that causes these issues on my PC. I tested the game on different settings, and I get this issue on all of them. I do however get less of it as the settings become lower (medium, low).

It's possible that the file got corrupted during an update. Vokarya (or anyone), you wouldn't happen to know which specific fpk file contains the unit model? I'll just redownload the fpk and replace.
 
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