AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I don't know if this has been reported or not or if it's just something I'm not doing correctly. I started a new game and chose Industrial era as the starting age using Normal speed. But for some reason, the technology costs and the game speed seem to be working as if they are on one of the very long game speeds.

For example, when starting in Ancient Era, Weaving normally costs 145 research and Steam Power costs 8195.

But when I started in the Industrial Era, the cost for Weaving goes up to 20,022 (even though it's already researched) and Steam Power costs a whopping 1,118,025.

But then I started a new game, same settings, also in the Industrial Era and the costs changed to 30,874 and 1,723,918 respectively.

And yet again another new start and the values changed again. Something odd is going on.

I wouldn't think that the starting Era should have any impact on tech costs and game speed.

Here are my game settings:
Map: RoM_Terra
Size: Standard
Climate: Temperate
Sealevel: Medium
Era: Industrial
Speed: Normal
World Wrap: Cylindrical
Resources: Standard

Options: No Barbs, No Revolutions, Multiple Production, Multiple Research, Usable Mountains, Surround and Destroy, Advanced Diplomacy, Unlimited Wonders, Great Commanders, Larger Cities, Advanced Espionage, Expanded Castles, Civic Buildings, Early Buildings, Modern Corporations

Victory Conditions: Space Race

Thanks for any help or advice!
 
Check the BUG Options and disable the Realistic Timescale option.
 
Not sure if this is a bug, or I'm just unlucky in the extreme.

SVN 994

I've just had 5 (FIVE) shaft iron mines all exhaust their supply of IRON on the same turn.

Spoiler :



3 were working promoted shaft mines, 2 were mines. I only play with worked promotions, i.e, improvement has to be worked for number of turns before it auto upgrades.

Maybe I was extremely unlucky....BUT???

Another thing, my resource display isn't showing up on the screen either.

Bug options, 3rd tab 1st column, I've selected show all, but nothing shows on screen.


Had the Score toggle button off, turning it on brought it back. :blush:

Just thought of another, that A.I. doesn't fight as 1 coherent force when you have a vassal and Master. The Master will leave the Vassal to its own defences.

Solution - If easily done, Make Master more likely to defend it vassals. Treat more like its own cities/lands for defence
 
Has anybody else suddenly had there treasury max out at 1 milllion gold for no reason?
 
That is from an overflow calculation bug, that is in the game. It happens to ALL players.

I've also had one building, set at 200K + Hammers to build, and it was only a apiary, city was never going to build it, even with a foundry.
 
Anyone else have their research/culture/espionage meters start changing by themselves around the Classical Era?
 
Not sure if this is a bug, or I'm just unlucky in the extreme.

SVN 994

I've just had 5 (FIVE) shaft iron mines all exhaust their supply of IRON on the same turn.

Spoiler :



3 were working promoted shaft mines, 2 were mines. I only play with worked promotions, i.e, improvement has to be worked for number of turns before it auto upgrades.

Maybe I was extremely unlucky....BUT???

Another thing, my resource display isn't showing up on the screen either.

Bug options, 3rd tab 1st column, I've selected show all, but nothing shows on screen.


Had the Score toggle button off, turning it on brought it back. :blush:

Just thought of another, that A.I. doesn't fight as 1 coherent force when you have a vassal and Master. The Master will leave the Vassal to its own defences.

Solution - If easily done, Make Master more likely to defend it vassals. Treat more like its own cities/lands for defence

This is a very old issue that I reported as far back as 2013/14. At the time, there was a try to say it was a feature. However, in the end the only way I could control it was to make sure I didn't chose the "Resource Depletion" option in BUG under New Dawn tab.
 
I dunno if there is a bug, or if it's an artefact of randomization. You can definitely roll 5 "1s" in a row, so to speak. You'd need a limiter on the code to ensure that no more than one mine played out in a given turn.

I doubt that the code has such a limiter (but I don't know!)
 
Anyone else have their research/culture/espionage meters start changing by themselves around the Classical Era?
Sometimes and I don't know why. Happens with espionage points distribution too.
 
About resource depletion, I remember I changed something in the code months ago but it probably wasn't enough. I've got another idea and I'll see what I can do.
IPEX, what gamespeed were you using?
 
Anyone else have their research/culture/espionage meters start changing by themselves around the Classical Era?

45°38'N-13°47'E;14051328 said:
Sometimes and I don't know why. Happens with espionage points distribution too.

Happens to me as well.
 
@ 43 Deg - I play eternity speed, I had 11 Iron mines on that turn, 5 were exhausted.

On the random re-distribution, I've struck that as well, I don't check the distribution much, so I just assumed it was because of the SVN updates. As I seem to adopt the bug settings of the updater and have to change them back again. I've "hard coded" some bug options with the Global defines, but don't want to do that to all my options, some are just options.
 
I've also seen all instances of one resource deplete at once. In fact, since it seemed to always happen (never had as many as 11 of anything which depleted though), I thought it was always like that. It's the reason I stopped using the Resource Depletion option.

In order to be a good game mechanic, the player needs to be given a choice, and enough information to make an informed decision one way or another. Specifically, tell us what it is that's depleting the resource, e.g. a popup which says "You built 205 swordsmen (45%), and 93 pikemen (21%), and three forges (13%). This iron resource is 79% depleted". I don't see that having particularly severe performance or memory implications, and it means that we can see the end of the resource coming, and plan for it.

As it is, it's a daft system in my view.

Cheers, A.
 
I've just had the recruitment event, where I had the choice of 1, 3 (100:gold: ) or 6 (300:gold: ) Muskets as a result of new recruiting ideas, when my best available unit is riflemen.

I chose 1 musket,
Spoiler :


Solution - Change so best available unit is selected for recruitment.

*Edit* I'm also experiencing random crashes out of memory. None seem to be repeatable, when I reload the last auto save.

SVN 996, Gigantic map, eternity speed. I've just had the 4th crash since I've updated to SVN 996

I've just had another dump our of processing, mini dump is attached, others were over written

Enjoy
Again reversed the changes to allow respawning of holy city, which didn't work, and caused the random crashes.

At a guess, I'd say, it was trying to respawn the Holy city, but something, beyond my editing caused it to crash.
 

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Hi to all,

I am big fan of ROM New Dawn and I didn't play it for years because of MAF. Now finally when I have strong PC I start playing again but MAF is still here :( I read so many post and google so many solutions for this problem and cant find right answer. Please can someone explain why this happening to me be because i cant find solution nowhere. I have win 7 64bit, 8 core cpu, 16gb ram, 2gb graphic card ram, 16 gb virtual memory, BTS have checked App can handle >2GB address space and I should play until memory limit hit 4gb but I cant because my game always get MAF around 2gb used memory! Why I cant bypass this limit untill 4gb? I tried everything and cant find solution. Please anyone...
 
I've just had the recruitment event, where I had the choice of 1, 3 (100:gold: ) or 6 (300:gold: ) Muskets as a result of new recruiting ideas, when my best available unit is riflemen.

I chose 1 musket,
Spoiler :


Solution - Change so best available unit is selected for recruitment.

The unit type generated for that event is hardcoded in the XML. It's not the same as Assassin Discovered or Spy Discovered. I don't see a major benefit from plugging in a Python routine, which is what would be required. The event only appears from having Flintlock + Nationalism to having Repeating Weapons.
 
Hi to all,

I am big fan of ROM New Dawn and I didn't play it for years because of MAF. Now finally when I have strong PC I start playing again but MAF is still here :( I read so many post and google so many solutions for this problem and cant find right answer. Please can someone explain why this happening to me be because i cant find solution nowhere. I have win 7 64bit, 8 core cpu, 16gb ram, 2gb graphic card ram, 16 gb virtual memory, BTS have checked App can handle >2GB address space and I should play until memory limit hit 4gb but I cant because my game always get MAF around 2gb used memory! Why I cant bypass this limit untill 4gb? I tried everything and cant find solution. Please anyone...

If someone help me to solve this problem I will gladly gift him steam game or donate him money just to find solution for this
 
I have a couple of requests regarding CvGameTextMgr.cpp. I don't want to attempt to mess with the DLL files myself, but I know enough to read the source files.

First, for Wonders that use the <SpecialistCommercePercentChanges tag (example: Bauhaus), would it be possible to use TXT_KEY_BUILDING_IN_ALL_CITIES instead of TXT_KEY_CIVIC_SPECIALIST_COMMERCE_CHANGE? This is at line 14503. The TXT_KEY_CIVIC doesn't highlight the specialist type or add "in all cities", which the TXT_KEY_BUILDING does. It looks like the two aren't built that differently, and it would be nice if they looked the same in the Civilopedia.

Second, for Wonders that use the <GlobalBuildingExtraCommerces> tag (example: Bolshoi), the text to put this information into the Civilopedia and hover-over popups is too high. It comes before the Wonder status text, which really looks bad. Wonder status should always be one of the first things you see. I think only UB status should be allowed to trump it, and I would NEVER support a UB version of a World Wonder. If I'm reading the files correctly, the Commerces text creation is at line 13249, while the Wonder text creation starts at 13319. I think Commerces from buildings should be just before Yields/Commerces from Specialists, which is at line 14475. Could this be changed as well?
 
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