AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;13899634 said:
More or less, same here

As long as I don't try switching difficulty mid-game (and assuming I can survive with my four revolution-plagued cities in the opening turns against the AI with their 7 ~ 9 rev-free cities), I can agree as well. Of course, bribing is only a solution if you have the cash to do so - sometimes you're caught with negative income ;)
 
SVN 983- Gigantic map Eternity speed

I have a bug where its experiencing a memory leak, I've tried another game and it gets the same result.

Both times A civ builds a new city, it checks the cities name list then goes into a memory leak, and won't complete the turn. It just keeps on chewing up more and more memory.
 
Dark age event is causing problems for me. Firstly i want to say i hate that event, it is too catastrophic and ai can't seem to handle it. But main problem is after event happens my game becomes corrupted until i clear the cache. In every single save game even in totally different scenarios all plot food values drop causing starvation. This happens as soon as i open a save game with dark age effect active. Furthermore event seems to not trigger a second time when i load a save just before it, but food values still drop. Only after a ctrl+shift+t they take effect. Is there way to disable random events in middle of the game? This bug prevents me from playing.
 
I wanted to play with this mod but the resource icons are disappeared after a few turns. Doesn't matter if I load the old saves, restart the whole game or start a new game. Starting a new game looks ok after load the new save game. Every resource disappeared or just a few.

Another thing:
The new dawn 1 bug thread os closed and it says this is the New Dawn 2 bug thread but where is the New Dawn 2 mod?
there is no any link or download option. Only the new dawn 1.
 
Dark age event is causing problems for me. Firstly i want to say i hate that event, it is too catastrophic and ai can't seem to handle it. But main problem is after event happens my game becomes corrupted until i clear the cache. In every single save game even in totally different scenarios all plot food values drop causing starvation. This happens as soon as i open a save game with dark age effect active. Furthermore event seems to not trigger a second time when i load a save just before it, but food values still drop. Only after a ctrl+shift+t they take effect. Is there way to disable random events in middle of the game? This bug prevents me from playing.

Disabling options during a game:
Main Download Information - Opening post

I wanted to play with this mod but the resource icons are disappeared after a few turns. Doesn't matter if I load the old saves, restart the whole game or start a new game. Starting a new game looks ok after load the new save game. Every resource disappeared or just a few.
It's an old "feature", not a bug of the mod :)
Go to Globe view. Select resource display: Everything.
Another thing:
The new dawn 1 bug thread os closed and it says this is the New Dawn 2 bug thread but where is the New Dawn 2 mod?
there is no any link or download option. Only the new dawn 1.
THIS is RAND2. It's the direct continuation of RAND.
 
Thank you for your reply about changing settings in game, yet dark age event still happens even though BUG lists no random events in the list :( . Maybe dark age itself isn't a event?
 
your not talking about the Meteor strike that plunges the world into a dark age are you.

That Event, reduces food yields on ALL tile by -1 down to a Maximum of 3.

I had this event strike twice in my current game, in the mid 1st Thousand AD's.

It will go away eventually, just have to suck it up, trade caravans from the cities that can afford to build them to support the weaker cities. *Deposit Food*
 
Technically, Volcano or Meteor events are triggering the dark ages (very seldom now). But if a Dark Age has started, you can't switch it off by simply switching off events. Try and survive and sunlight will come back. If you then swith off events, it won't happen again.
 
How many turns after a volcano event dark age triggers? i tried loading saves up to 10 turns earlier but cannot prevent dark age happening. I don't want to continue after dark age because 1) It seriously does mess up my saves. 2) It takes at least 30 turns or more(i got bored when it didn't end), and i just simply skipped every turn but all my ai oppenents nearly collapsed. Is there a way to force a dark age to end(or not trigger at all), it should be possible with python console i hope.
 
Rev 983

More a game play bug, if you set up 1 worker, 2 tiles, behind a forest from your border, the AI will incessantly try to capture this worker.

In my current game, Gilgamesh has tried 4 times to capture such a worker stack, working 3 tiles behind the culture, with 2 forests between it and the border, so it can't be flanked.

I've now just destroyed a stack of 23 siege, that he sent to 'capture' these workers.

Now the Bug, or fix

Please, please program some logic in capturing a worker in ONE turn. Its just so easy to bait the AI into sending units to their death.

Same would go for units able to capture in one turn, such as Forest II or Hills II units able to reach workers sitting so juicy and carefree.
 
Alright, so in my newest game, I had an agent with ~203 experience (I wanted to see if I could take over the globe simply by bribing cities, had to train a massive agent up to do so). When I upgraded him to a hacker, he went down to 100 experience points. He still needed to get 226 experience to get to the next level, and he kept all the skill ranks he had earned, he just suddenly needed 126 experience to get the next level. Perhaps this is by design, but I figured I'd post it in case it was actually a bug.
 
Alright, so in my newest game, I had an agent with ~203 experience (I wanted to see if I could take over the globe simply by bribing cities, had to train a massive agent up to do so). When I upgraded him to a hacker, he went down to 100 experience points. He still needed to get 226 experience to get to the next level, and he kept all the skill ranks he had earned, he just suddenly needed 126 experience to get the next level. Perhaps this is by design, but I figured I'd post it in case it was actually a bug.

That is how upgrading has worked for ever. In BtS the limit was 10, in RAND it is 100. In both cases when over this limit it works like you describe.
 
That is how upgrading has worked for ever. In BtS the limit was 10, in RAND it is 100. In both cases when over this limit it works like you describe.

My mistake then. For some reason, I was thinking that limitation was removed, not raised to 100. Thanks.
 
You can easily remove or raise limitation your self, I sometimes do that:)

Global defines: <DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>100</iDefineIntVal>
 
In my recent game (rev 983), it crashes the turn I finish building the Space Elevator - I have gone back three or four saves and tried again - it crashed again.

I tried attaching the save below - but it is too large.

Also, the turns by the 1800s each turn is taking 30-60 seconds for the AI to do their turn. Is this normal?

Finally, when I open the checker and open the "see latest changes", it is not listing any of the changes - this seems different than before, when I think it would show me the previous changes.

Thanks,

Mike
 
In my recent game (rev 983), it crashes the turn I finish building the Space Elevator - I have gone back three or four saves and tried again - it crashed again.

I tried attaching the save below - but it is too large.
Put it in a ZIP archive using WinZip, 7zip, or WinRar and then upload it. Files can be up to 10MB then :)


Also, the turns by the 1800s each turn is taking 30-60 seconds for the AI to do their turn. Is this normal?

Not only is it normal, that's pretty fast! Trust me, that's not a long wait by any means :lol:

You can enable "Minimize AI Turn Times" to help speed things along a bit, but 30 ~ 60 seconds is pretty quick for that stage of the game (especially on Large or higher) and is normal for mods as large as AND.

Finally, when I open the checker and open the "see latest changes", it is not listing any of the changes - this seems different than before, when I think it would show me the previous changes.

Thanks,

Mike

Don't have any idea about this one though, sorry. :sad:
 
SVN 983 - Capturing siege weapons.

The bug here is that the A.I. isn't allowed to capture siege weapons. This is an exploit in that the human can capture the last siege weapon, if its the only remaining unit on a tile, but the A.I. can't do the same.

Spliting hairs, maybe, but should be allowed to capture lone siege weapons.
 
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