AND2 and SVN Bug Reports - A New Dawn 2 ONLY

hello i found a few bugs.

1) if you try to move with a unit more then 20 movments you can sincronitation error if you play multiplayer game.

2) i play with a friend on generated map a big one, the problem is there is no Horse on the whole map i tryed it 3 times.

3) the AI after he have about 30-35 citys he is not producing anymore and even if he is getting some citys with WAR they distoy all of them.

thank you
 
1. Don't do it. Also I suggest not to play on maps larger than huge in MP. Out of sync problems will increase.
2. There's an XML setting for a minimum number of resources but I don't remember where it is.
3. Never seen something like this but it might be AI strategy. Again, I advise not to play MP on very big maps: you won't be able to finish a game, most probably
 
45°38'N-13°47'E;14016037 said:
2. There's an XML setting for a minimum number of resources but I don't remember where it is.

A useful guide from Master Lexx's tutorial. ;)
 
While I understand Vokarya's reasoning, I disagree, so I removed in the xml the possibility for foot soldiers to upgrade to mounted units.
The main reason, as SomeoneWhoCares and Mordachai point out, is that the AI invariably upgrades all its units as soon as possible, not waiting for a better unit to become available.
 
A useful guide from Master Lexx's tutorial. ;)

That's an interesting guide, but not necessary. I added some new XML tags to Civ4BonusInfos, probably a year or so ago:

Code:
			<iMinimumPerWorld>5</iMinimumPerWorld>
			<iMaximumPerWorld>15</iMaximumPerWorld>

It's used to enforce an absolute minimum and maximum, preventing a resource from having too few appearances, or too many. In fact, I used the horse resource as the above example, so it should be impossible for any generated map to have less than 5 in the world.
 
The Manor building (available with the civic Nobility) has a "-25% Anger Duration from sacrificing population" effect, which should be removed or converted to something else, since whipping has been disabled ages ago.
 
Hi

Is it a known bug that combat odds are not working properly (with advanced combat odds turned on)? It seems to not calculate all promotions, and sometimes seems to believe a unit has lower strength than it actually has (think it is injured when not).

By the way, how do I revert the 1.5 unhappiness per city level back to the original 1?
 
Hi

Is it a known bug that combat odds are not working properly (with advanced combat odds turned on)? It seems to not calculate all promotions, and sometimes seems to believe a unit has lower strength than it actually has (think it is injured when not).

By the way, how do I revert the 1.5 unhappiness per city level back to the original 1?
AFAIK odds were calculated correctly last time I checked.
Also about unhappiness, just read your current civic description and you'll see why there's a 1.5 ratio.
 
45°38'N-13°47'E;14022604 said:
AFAIK odds were calculated correctly last time I checked.
Also about unhappiness, just read your current civic description and you'll see why there's a 1.5 ratio.

Ok. I'll post a screenshot next time I see it.
 
I've seen an error where resources are not properly connecting to the trade network when they should. I've seen it with multiple resources, screenshots below show it happening with pearls (I have researched trade), but I've seen it with copper as well. Rev994
 

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I don't know if this bug was reported before...

The yields on improved tiles are automatically highlighted when the tile is discovered, but the "Highlight Tile Improvability" in the BUG-Option-Screen, "Map" is not checked.

The same problem is when a new city is built somewhere in an already discovered, but dark area, the yields on the affected tiles (3x3) are also highlighted. So you always know exactly when and where new cities (for example barbarian cities) are built. This affects gameplaying a lot.

This effect disappears when I toggle the yield display.

Maybe the problem could be avoided by automatically recalculate the yields on each tile at the beginning of each lap...

When a technology has been researched which reveals new resources, the yields with the new bonis would also be automatically updated.

In the end I want to tell you that I like your mod and hope that you keep on with it.
 

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Sup guys. Can't play this mod because of that error ( http://SSMaker.ru/248ff85c/ ). Version of game 3.19, mod 995, language russian. Help me please.

UPD

Fixed that problem by deleting this and other elements in xml file that was without description.
 
Sup guys. Can't play this mod because of that error ( http://SSMaker.ru/248ff85c/ ). Version of game 3.19, mod 995, language russian. Help me please.

UPD

Fixed that problem by deleting this and other elements in xml file that was without description.
Probably something to do with Russian language. Have you tried switching to English and see if it works?

Edit: glad you solved it.
 
is it possible to increase the dificulty one or 2 levels in middle of the game, so that the AI is a bit stronger? it means if we are already in the renesauce for example, without to start to destabilize the game?
 
is it possible to increase the dificulty one or 2 levels in middle of the game, so that the AI is a bit stronger? it means if we are already in the renesauce for example, without to start to destabilize the game?

Go to BUG menu, find the tab containing Flexible Difficulty and change it under the Current Difficulty (or something similar) drop-down menu.
 
Hi, I have been playing a easy game with my 4 years old nephew. but last time the game died every time we tried to attack a Chinese city. (should be where the game starts up)
The safe file is here
I hope you can help us. My nephew are asking when we will attack the again!
 
So, here is some major bug/AI problem that made me stop my current game(but I realy want to continue it, since that was realy fun) :
-AI completly ignore gattling gun unit, it doesn't build them AT ALL. okay, I opened world editor and gave him some 30 gattlings to make things even. Well, guess what ? He disbanded them, I checked every single of his 32 cities via espionage and then world builder. Please fix this. It's essential AI flaw which renders my game unplayeable untill AI realy can put a defense. I realy hoped for historical defense prevalation over attacking units in this period....:confused:

Alos while I'm at it. Here's some minor nuissanse I found :
- raliroads built in 1 turn by 2 workers. okay, obviously they are as easy to build as mud path.
- Elephant cavalry 32 :strength:? seriously ? this unit is best all around unit of it's era, which is absolutely non-historical. I don't mind elephatnss as viabe units, but please......for gods sake, it's industrial era with advanced military tactics and weaponry , don't make early tank from elehpants, because they are not, in fact their only value was because they could reach rugged terrain.
 
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