AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Thanks for your answers.

I just checked SVN thread:
rev969
Reduced overcrowding unhappiness for small cities (pop < 4)

Is this change really necessary? What are the benefits?

As it is now, new players are shocked by the way once population of a city == 4, there is much unhappiness. You only know how much positive hapiness you need to be okay when you overpop.

Imo this gameplay change does not scale to game.
I am positively fine with small cities size 2 on Monarch difficulty without building any additional buildings that increase :happiness:

edit:
i really like this mod. big ups to all of you constantly improving this awesome piece of Civ4 :)
 
Thanks for your answers.

I just checked SVN thread:


Is this change really necessary? What are the benefits?

As it is now, new players are shocked by the way once population of a city == 4, there is much unhappiness. You only know how much positive hapiness you need to be okay when you overpop.

Imo this gameplay change does not scale to game.
I am positively fine with small cities size 2 on Monarch difficulty without building any additional buildings that increase :happiness:

The benefit is that you don't get unhappy cities from the start. Without that change, your cities will stay size 1 more or less forever.
 
It would be great if some why could be found of informing the user that growth will cause unhappiness. I THINK that with emperor and above your capital cannot grow to 4 unless someone has adopted slavery (or you have a happiness source). There is no way of finding if this has happened if you have not met the Civ in question.

I have no ideas about how this could be done.
 
It would be great if some why could be found of informing the user that growth will cause unhappiness. I THINK that with emperor and above your capital cannot grow to 4 unless someone has adopted slavery (or you have a happiness source). There is no way of finding if this has happened if you have not met the Civ in question.

I have no ideas about how this could be done.

I don't know if it would really make sense or worth it, but maybe the threshold for overcrowding could be era dependent. What was huge in the ancient era is normal in the renaissance and tiny in the trans-human.
If the threshold would increase by 1 every era it would benefit the AI, especially minor civs greatly.
 
I don't know if it would really make sense or worth it, but maybe the threshold for overcrowding could be era dependent. What was huge in the ancient era is normal in the renaissance and tiny in the trans-human.
If the threshold would increase by 1 every era it would benefit the AI, especially minor civs greatly.
That's a point, it's relative to age in some respects, assuming ages are escalations, not de-escalations in civilizations. ;)
 
Just noticed that removing a religion from a city via the World Builder actually removes that religion's Holy City as well. Doesn't matter what city you remove it from - once you take a religion out, the Holy City vanishes, no matter where it is in the world.

I mean, in this situation - Judaism was founded in Medina in my game, and I had used the WB to remove Judaism from an Egyptian city on the other side of the world. At the time I didn't notice, but Arabia was no longer shown as the owner of the Jewish Holy City. When I did notice it, I figured it probably got razed in one of the dozen or two wars he had found himself in (it's been a very violent game so far) but just now I saw that he still owned the Temple of Solomon....

So I re-added Medina as the Jewish Holy City, and then removed Judaism from a Japanese city off the coast.... And noticed that it deleted the Holy City status of Medina as I did so.


It's never done this before, in BTS or in AND, did something change in the coding that caused this? Is the 'Holy City Relocation' option causing problems? (I've never once had this option enabled, but it's turned on right now...)
 
Hi guys,

i found 2 little bugs to fix:

1. I played a worldmap-game and found out, that carthage has the warrior-skin for their swordman.
2. Same error for a siege-quinquereme: its a tiny catapult on a black ship-shaped shadow.
 
Hi guys,

i found 2 little bugs to fix:

1. I played a worldmap-game and found out, that carthage has the warrior-skin for their swordman.
2. Same error for a siege-quinquereme: its a tiny catapult on a black ship-shaped shadow.

Must be some error in your installation, just tested and my Carthage swordman and siege quinquereme are fine.
 
Hi guys,

i found 2 little bugs to fix:

1. I played a worldmap-game and found out, that carthage has the warrior-skin for their swordman.
2. Same error for a siege-quinquereme: its a tiny catapult on a black ship-shaped shadow.

Are animations frozen on your game? I think that often causes problems with units appearing to be something else.
 
In my game Forest Preserves cost 35 work units, but if i'm in a Jungle a Jungle Camp costs 18 work units and converts in 1 turn to Forest Preserve, is this intentional, or should the conversion take longer?

Other...

I hope you'all put in the Save-before-end-of-turn option, i'm really wanting it, because the game's crashes happen mostly at end of turn and i'm hating re-doing hundreds of moves just to get back to where i was thing.

Is there an option to tell the City Manager to not build Units, but to just build Buildings? That would be great. Tia! =)

After building the Independence Hall my Anarchy went to zero 0 turns, before that it was at least 12 turns... 50%? I'm in a Golden Age, does that have an effect?

Castle Garden still seems to give benefits w/o a Castle (replaced with Star Fort), intentional?
 
In my game Forest Preserves cost 35 work units, but if i'm in a Jungle a Jungle Camp costs 18 work units and converts in 1 turn to Forest Preserve, is this intentional, or should the conversion take longer?
IIRC JCs upgrade to FP, so it's okay. An upgrade is always cheaper than a new improvement.
After building the Independence Hall my Anarchy went to zero 0 turns, before that it was at least 12 turns... 50%? I'm in a Golden Age, does that have an effect?
In a Golden Age there is no anarchy. It was always like that since Civ4 Vanilla.
Castle Garden still seems to give benefits w/o a Castle (replaced with Star Fort), intentional?
Castle Garden needs the Castle (I thought it was High walls) only to build not to run it. It's not the same as a resource, religion or corporate requirement; if those vanish, the building goes offline.
 
IIRC JCs upgrade to FP, so it's okay. An upgrade is always cheaper than a new improvement.

Is this true? I THINK that for most of the upgrades (cottage line, woodcutter > lumbermill, workshop > industry) you either leave them to upgrade "naturally" or you use a military unit to pillage the old building and then rebuild the new one from scratch. I do not think you you get a discount on the worker time. You do for roads only I think.
 
rev 982
I can't build ceremonial altar even if I researched 'sacrifice'
what does the text lack? requires......... ?
thanks
 
IIRC JCs upgrade to FP, so it's okay. An upgrade is always cheaper than a new improvement.
Please re-read: "In my game [Jungle Camps]... convert in 1 turn to Forest Preserve, is this intentional, or should the conversion take longer?" The Q is: should it convert in 1 turn saving an immediate ~18 work units?

In a Golden Age there is no anarchy. It was always like that since Civ4 Vanilla.
Thank you!

Other...

Isn't having a Spy in the City a way to counter foreign espionage?

Maybe it's the Map Generator script, but there does not seem to be Whales, i think whaling should be a big resource before Oil imho.
 
Hello, I've been playing this mod for a while now and it has never given me any real problems, but after update 981, I think it was, I am unable to play it. My main problem is that revolution is broken now, when I check the revolution tab it says I have a Huge Empire even though i have just one city. Also when I make my second city, after maybe 5 turns, the revolution count on the city grows rapidly. It says "worsening" even though I just built the city and it's happy, clean and fairly close to the capital. After a few turns of it worsening it turns to "rapidly worsening" until i I eventually have the choice of giving up my city to rebels or be locked in an eternal war with them. I have tried to play like this about 6 times now, but I can never make it to the medieval era (on both normal and epic pace) without rebels taking my 2nd and 3rd cities and marching to my capital. Another thing I noticed is that my capital can never grow to be lvl 5 and my other cities can never make it past lvl 3. The squalor in the cities more than triple and the city shrinks the turn after it grows. Also one time in my capital I had 5 happiness > 3 unhappiness and when the city grew it turned into 5 happiness > 12 unhappiness, I don't know what that's about, but I've played this game enough to know that by the end of the classical era my cities shouldn't still be lvl 2-3. I hope this gets fixed soon because I really want to play this game.

P.S: I play on Noble difficulty
P.P.S: I have a small bug that when I enter my own custom civ adjective, the game changes the name I put back to the default one
 
In the BUG Options you can switch the "Revolution Difficulty" to a lower difficulty. Save then re-load the game and it should take effect. I think it defaults to either 0.0 (Hardly there) or 10.0 (Deity 2.0).

However, in my experiences thus far.... Changing it mid-game seems to completely neutralize Revolutions for you until you actually and fully start an entirely new game :/
 
Hello, I've been playing this mod for a while now and it has never given me any real problems, but after update 981, ... thing I noticed is that my capital can never grow to be lvl 5 and my other cities can never make it past lvl 3. The squalor in the cities more than triple and the city shrinks the turn after it grows. Also one time in my capital I had 5 happiness > 3 unhappiness and when the city grew it turned into 5 happiness > 12 unhappiness, I don't know what that's about, but ...
Overcrowding perhaps? In the City Screen for an happy/unhappy City, mouse over the upper-right happy/unhappy faces and it will explain the current situation. I tend to prevent a city from growing if the margin of "happy vs. unhappy" is too close, the lower-right City Manager icon will prevent the City from growing, thus stop it from shrinking next-turn and wasting food too, until happiness can be worked out.
 
45°38'N-13°47'E;13893466 said:
The benefit is that you don't get unhappy cities from the start. Without that change, your cities will stay size 1 more or less forever.

On Monarch you can grow non-capital cities to size 2 without any additional :happy: building.

Maybe on higher difficulty levels, you are limited to size 1 first of all, as you said.
But i see no problem there:
once you build storyteller circe for example you can easily go to size 2.

I really like a slow start in ancient times and want to keep an eye on those few cities and do micromanagement.

Imo more posts in forums will occur with people asking why suddenly all those cities are massively unhappy once they go to size 4...

As much as i really appreciate AND development and progress, i am not good with this change.
 
Really I see no problem with revolution either.

I play at Immortal level.

I run a stock standard 20% Culture rate, I build the Theatre and Arena as a standard building for new cities.

I place a garrison of 3- 5 troops in new cities on borders.

Mind you I play on Gigantic maps, so I have a surplus of happy resources, once I've built up my city/empire.

I also play high to low, so I've started again with a new civ for the 3rd time now, as I'm on my 3rd and last civ.

I did have 2 'core' cities in constant rebellion, but I got the election option, and won, and now they are fine.

Bribery is also a major part of revolutions. Don't be afraid to bribe(bride) :) heh heh a city.

It adds to the flavour of the game.
 
Really I see no problem with revolution either.

I play at Immortal level.

I run a stock standard 20% Culture rate, I build the Theatre and Arena as a standard building for new cities.

I place a garrison of 3- 5 troops in new cities on borders.

Mind you I play on Gigantic maps, so I have a surplus of happy resources, once I've built up my city/empire.

I also play high to low, so I've started again with a new civ for the 3rd time now, as I'm on my 3rd and last civ.

I did have 2 'core' cities in constant rebellion, but I got the election option, and won, and now they are fine.

Bribery is also a major part of revolutions. Don't be afraid to bribe(bride) :) heh heh a city.

It adds to the flavour of the game.

More or less, same here
 
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