AND2 and SVN Bug Reports - A New Dawn 2 ONLY

SVN 983 - Capturing siege weapons, building in Tundra

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.

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

One more, why can you build an Industry in the Tundra, but you cannot build a workshop, its predecessor. This seems to be a mistake, I personally believe that you should be allowed to build workshops in Tundra, this is without the river setting as well.

Marsh is another area, where you can build a workshop if river side, but not if it isn't bordered by a river, but you CAN'T build an industry on a marsh, only a workshop. This is the REVERSE of the tundra situation.
 
More on the Japanese 100% Enslavement ratio - SVN 983

It would seem, that you get a Enslaved worker, even when you capture the AI workers.

Also seems not to be quite 100%, not working for one unit type on attack, I think its attacking a Mounted rifleman, that's not 100%, all other units seems to be 100% enslavement.

What I've been doing is stacking 10 in my capital, and keeping 1. I get gold from disbanding the other 9, but best I could think off.
 
Yep! See my signature :)
I don't see sigs on forums, would you just point me to where your sig says to go or ? Tia! =)

Edit: Nvr mind, i think you're telling me to post in this forum here: http://forums.civfanatics.com/showthread.php?t=521289&page=13

Other...

Herbalist Event gives choosable options that reduce city population even if player has not built a city yet.

My early units seem to auto-promote no matter if i turn it on or off.
 
2 random events seem to have bugs.

1) Compulsory voting - You don't get the opportunity to consider which civic would be best for you?? you have to choose blind
Spoiler :



Solution - Add ability to check civics for choice.

2) New world cities event - Have no idea what its about, but have 3 screen shots of errors that happened on 3 different turns.

Spoiler :







Make of it what you like. Solution?? don't know what problem is.

*Edit* There also seems to be a problem with upgrading cannons to Artillery, they seem way too cheap, even for Eternity speed not being scaled. I just upgraded about 15 for 354:gold:... Way to cheap, cost over 200:gold: per war ship to upgrade to next level, but 20:gold: for a siege weapon, ridiculous.

Any way another error, this time the fishing boats.

Spoiler :


I didn't pay the money, not my fishing fleet, not my Continent!!!!

Correctly went to the event, but incorrectly stated I had some culture in it, maybe as 2nd Civ in High to Low, but not as 3rd.
NO not even then, didn't expand that far.

I've a 3rd

Spoiler :


Cease relations with your alliance partner, or cease relations with yourself???

Solution : some function to stop this from happening or being asked for
 
I've seen the Fishing Boats ask if I want to replace some other nation's fishing fleet several times. Actually, not once so far has it been about replacing my own! :lol:

So I say no every time ;P


On the note about fishing boats.... The Automation functions don't seem to work very often. I set a boat to Automate and it often holes up in the city it was built in for ages despite there being a resource just two turns away and in-sight. Nothing obstructing it, nobody is at war.
In that situation I just did it myself, but it was just to prove a point: Fishing Boat automation is unreliable (On large empires after a war that resulted in many pillaged coastal resources, I usually just tell it to automate and let the boat pick them back up instead of scouring the map for them)


(Everytime I make a post, the forum complains about me already having made one recently and to "wait 30 seconds" - is it trying to double-post everytime I make a post? :lol: )
 
Just wondering, should a capitulated Civ' be able to cancel the Capitulation? Because this happens to me quite often.

Most recently, I destroyed all of Catherine's cities. A turn or two later, I accepted her capitulation so I could get some tech's from her. But now some numerous turns later, she suddenly declares war on me, and is a vassal of the Sumerians (with whom I'm at war).

The log also says, immediately after the notification that the Capitulation was cancelled, that the Russian Civ' has been destroyed - and yet I can see her units still. I see this message often, but she just won't die. I'm pretty sure I haven't got "Require complete kills" turned on (it's not listed in the F8 Settings). Somehow she's actually managed to acquire a city again - perhaps she conquered one: can a Capitulated vassal break free if their terrain grows sufficiently (e.g. from nothing to not-nothing, an infinite percentage change)?

This has happened a few times, with different Civ's.

Cheers, A.
 
With regards to capitulation, it isn't wholly transparent. I'm pretty sure in order for a civil to cancel a capitulation (not a voluntary vassalization), they need at least 50% of your population total and land total. They also need at least 90% of your military (not sure on that one).
 
It should be explained there. IIRC it's population and size more than X% of the master OR more than Y% size loss compared to original size when vassallized OR master loses more than Z% size OR vassal has more than W% military size compared to master
 
45°38'N-13°47'E;13918874 said:
If you hover your mouse over your vassal name on the score list, you get the whole set of conditions needed for a capitulated vassal to break free.

Hi,

I'm not convinced that this isn't a bug.

I can't actually hover over the vassal in the scoreboard because up until Catherine became a vassal of someone else, she wasn't on the scoreboard (too many Civ's, scoreboard only shows ... about 20 or something).

The fact that she broke free with no or one city compared with my 12 or so, and she having almost no military power... I can have a look at some old saves, but I think it's a mistake.

Certainly the repeated messages that the Russian Civ' has been destroyed every few turns are wrong.

Cheers, A.
 
SVN 985

1st Bug

Updating the SVN wiped out all of my captured Settled Great Generals, I only kept those that I settled.

Next

I've a type of Bug,

When you raise a city, and fortify the ruins, it won't build the fortification as the most up to date.

i.e. I have Bunkers available, but it will only build forts.

Solution - Change so that the most recent build, or an option to choose which of the builds you wish to fortify, with increasing cost for the most recent.
 
Globe Theatre requires a Theater, which means you can't build it anymore once you have a Red Curtains Theatre in the city, as the latter replaces the Theater.

Globe Theatre should require Theater OR Red Curtains Theater.

Cheers, A.
 
Design bug - Shale, Oil, and Coal power plants.

These are REPLACED by the Hydro-plant, or with researching plastics, and can only be built in NON river side cities.

Coal and Shale (Japanese unique building) are enabled at Electricity. Combustion for Oil power plants.

They have only a 2 or 3 tech life, very short, then they are REMOVED from the build listing, for river side cities.

Solution - Remodel the upgrade path. Still remodel, as Shale plant provides 10% hammers, above coal/Hydro plants.

Spoiler :



Place the Hydro-plant as an equal and not a replacement, then they ALL can upgrade to the next level of ecological engineering.

Otherwise, your forced to have river cities, not always possible, or build Nuclear plants, and research Nuclear power, which is some 13 techs with all the Pre-requisite required. This is then replace by the Fusion power plant.

Fusion power plant, should be a replacement for Coal, Shale, Oil and Nuclear power plants.

Hydro-plant and Solar plant, should remain separate upgrade lines, merging into the power receiver as now.

Final Solution -

Coal, Shale Oil and Nuclear are all separate and interchangeable,
They all upgrade to the Fusion plant, remove the continental power generation, make it per city only.
This upgrades to the Power receiver. This should be the National wonder, powering the entire continent, 3 allowed.

Hydro-plant and Solar plant, upgrade to the power receiver as a separate line

Health penalties remain for Coal, Oil, Shale and Nuclear, (Unhappy, nimby (Not In My Back Yard) )

Power receiver is ultimate end product. Early in Modern era, realistic (as can be for a game)
 
SVN 985

Capturing of cities.

Bug - If you capture a city, with majority culture of your own, you CAN'T raise, raise and fortify the city, or keep the city, AUTOMATICALLY, your given the city, no choice.

Solution - Rework so your given a choice, regardless of cultural level, as to;
-Raise
-Raise and fortify (Option for fortify according to tech level, ie, forts, Bunkers, command centre) also, these aren't listed in the building upgrades, or refer to each other in Civopedia.
-Occupy the city.
 
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