AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I think I found a bug, it related to invisible units in transhuman era(revison 996):
An example
There is my dreadnought tank (he don't see invisible units) attacking a city
Spoiler :
attachment.php

So, it seems there is only one land unit - mechanized infantry, I'm attacking a city and auto-razing it.
Then I move on the same tile plazma tank (he able to see invisible units) and:
Spoiler :
attachment.php

turns out there was 2 invisible genetic soldiers on city defence lol.

And more or less the same happens to naval units, say if I have fusion cruiser (able to see invisble units) and, say, I have put him on fishing boat, so that enemy units wasn't able to pillage. Even then submarines able to float right under my unit and pillage fishing boats.

Invisible units can't defend against anything that can't see them. It's an artifact of how the invisibility system works. The only units with conditional invisibility in BTS are naval units, so it doesn't really come up. What we should do is delete the UNITAI_CITY_DEFENSE routine from Genetic Soldier and Super Soldier so the AI won't see them as defensive units. They are stronger than most other infantry units, so it would seem logical to use them to defend, but they can't defend against most units.

What is the difference between UNITAI_CITY_COUNTER and UNITAI_CITY_DEFENSE? My guess would be that CITY_COUNTER is to use to counterattack a force attacking the owner's cities.
 
Invisible units can't defend against anything that can't see them. It's an artifact of how the invisibility system works. The only units with conditional invisibility in BTS are naval units, so it doesn't really come up. What we should do is delete the UNITAI_CITY_DEFENSE routine from Genetic Soldier and Super Soldier so the AI won't see them as defensive units. They are stronger than most other infantry units, so it would seem logical to use them to defend, but they can't defend against most units.

Wouldn't it be possible to have a new Drop Camouflage mission for those units (and subs too) that is basically the same as Fortify, but with becoming visible, so they could defend things?
Just an idea.
 
Or maybe have a check that disables the invisibility if the unit is fortified in a city. For ships protecting water resources, it could check if it's fortified on a resource.
 
Hey there!
unfortunately the "UNITCLASS_BATTERING_RAM" is useless, since the bOnlyDefensive property is set to 1. Changing makes the unit working properly as the first siege unit. Unfortunately I'm not allowed to commit my changes to the SVN repository.

Best,
Therkaz
 
Hey there!
unfortunately the "UNITCLASS_BATTERING_RAM" is useless, since the bOnlyDefensive property is set to 1. Changing makes the unit working properly as the first siege unit. Unfortunately I'm not allowed to commit my changes to the SVN repository.

Best,
Therkaz

You get that this is supposed to be for reducing the defensive bonus of cities only, not for actually attacking? I think it is working as designed.
 
You get that this is supposed to be for reducing the defensive bonus of cities only, not for actually attacking? I think it is working as designed.

Exactly. Ram units are limited to reducing city defenses. The only reason they have a strength is to allow them to defend if attacked. Ballista is supposed to be the opposite. It can attack and deal collateral damage, but can't bombard (unless you get Accuracy promotions; it has a base bombard of 0, but because it is a Siege unit, it can get Accuracy promotions and that gives it a bombard rate).
 
You get that this is supposed to be for reducing the defensive bonus of cities only, not for actually attacking? I think it is working as designed.

I was wondering about that myself. How the heck do you use something in combat that can't attack? Any time I tried, I couldn't use it for anything. :confused:
 
I was wondering about that myself. How the heck do you use something in combat that can't attack? Any time I tried, I couldn't use it for anything. :confused:

A siege unit next to a city can bombard even if it can't attack. Here I have a Ram next to an enemy city with +10% defense. The Ram can bombard to reduce the defense. Once the defense is 0%, then the Ram won't be able to do anything more to the city.

View attachment 401446
 
A siege unit next to a city can bombard even if it can't attack. Here I have a Ram next to an enemy city with +10% defense. The Ram can bombard to reduce the defense. Once the defense is 0%, then the Ram won't be able to do anything more to the city.

View attachment 401446

Went poking around in my gaming journal and it looks like I derp'd. Anytime I tried to use them, the city had no defense and apparently I didn't realize it. Makes me wish for a third arm so I could triple facepalm.
 
hello I have a problem with my backup ; I can't make the next turn.the game is freezing.Could you help me? I thank you in advance.:cry:
I use the last version of New down (998).
you made the perfect mod that the publisher should have done!
(Sorry for my english)
 

Attachments

SVN 998 - Capital Administration

I've found a bug with this building.

I 1st built a Metropolitan Administration here, as 25 pop, and them built a Capital Administration (30 Pop), but is now won't use the 3rd ring of tiles.

I don't have the expanded buildings option enabled, so I need to build the Metropolitan/Capital Administration to use the 3 rings.

It did use the 3rd ring with the Metropolitan Administration.
 
SVN 998 - Capital Administration

I've found a bug with this building.

I 1st built a Metropolitan Administration here, as 25 pop, and them built a Capital Administration (30 Pop), but is now won't use the 3rd ring of tiles.

Spoiler :


I don't have the expanded buildings option enabled, so I need to build the Metropolitan/Capital Administration to use the 3 rings.

It did use the 3rd ring with the Metropolitan Administration. It does give the +6 free specialists.
 

Attachments

SVN 998 - Capital Administration

I've found a bug with this building.

I 1st built a Metropolitan Administration here, as 25 pop, and them built a Capital Administration (30 Pop), but is now won't use the 3rd ring of tiles.

I don't have the expanded buildings option enabled, so I need to build the Metropolitan/Capital Administration to use the 3 rings.

It did use the 3rd ring with the Metropolitan Administration.

Uh, nice find. XML code is correct, Capital Administration should allow third ring. Problem is in the dll, I think I've spotted it and hopefully I can fix it.
 
I've received the Geothermal energy event, paid for continental power, but I still get +2:yuck: from coal plants.

Shouldn't they be mothballed and removed with this event??

I still get the +2:yuck: from power, not a worry, powers power, but if its green geothermal, shouldn't it be removed?? or are we talking electromagnetic fields.

back on topic, if Hydro plants replace coal, oil, nuclear power, shouldn't geothermal power event replace them also.

Clean Green energy for Continent.

Another thing Vulcanised rubber. If you have BOTH rubber plantations, and build the Rubber factory for +2:yuck:, and then you build the Rubber plant, for Synthetic Rubber, with NO :yuck:, you can potentially have +18 Vulcanised Rubber.

Solution - Add +2:yuck: to Rubber plant to equalise things on that front, now only allow a maximum of 3 in total for both of these buildings. That way, rubber plantation or not, its all equal footing. Or just make it one building only, max 3 using rubber plantation, and/or /chemicals , used in the Pharmacy and Laboratory and Steel for steel belted tyres.

NOT Vulcanised Rubber, maybe Latex. (Vanderlay industries ;) NO LATEX SALESMEN HERE!!!!
 
It's rather just an observation, than bug report, since fusion nova is disabled by default.

When I nuke a city with fusion nova (exactly nova, not fusi) sometimes I'm getting CTD. Without any error message or MAF.

But if I will nuke this city a couple of times with hydrogen bombs and then with fusion nova it be without CTD. Isn't it a miracle?

But it's not depended of city size, or buildings in a city or units in a city or whatever.

The only thing I noticed that city always has some resource around it. Say, apple and oil, I nuke a city, getting CTD, nuke it with hydrogen bombs, nuclear fallout cover orchard and oilrig, nuke it with fusion nova without CTD. Isn't it a miracle?

(it's SVN 996)
 
On the problem of 5x5 view ports of open ocean, I have a theory.

It may be caused by having a vessel on the ocean plot at the loading of the game. Once the vessel moves, either on auto move or set movement to a plot point, the 5x5 square remains visable, as a unit was located there.

Spoiler :


Solution - Enable the fog of war, how ??? don't know, I just do the easy stuff, reporting.
 
Spoiler :
On the problem of 5x5 view ports of open ocean, I have a theory.

It may be caused by having a vessel on the ocean plot at the loading of the game. Once the vessel moves, either on auto move or set movement to a plot point, the 5x5 square remains visable, as a unit was located there.

Spoiler :


Solution - Enable the fog of war, how ??? don't know, I just do the easy stuff, reporting.

I've had that happening to me for ages, something to do with the Sentry promotion IIRC.
 
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