AND2 and SVN Bug Reports - A New Dawn 2 ONLY

i dont know if this a bug really but... the game is crashing about every hour and a half for me and usually it says "failed to allocate memory". my computer is new(1 1/2 yrs old) with 32 gigs ram and a dedicated video card, I think a geforce 760. The map is gigantic and on turn 3400 something, anyone have some thoughts, other than ive played one game too long.
 
The simple answer is not to play on Gigantic. It's too big a map-size to play properly.
 
I can play AND with 15-18 civs without issue. It's the map size that creates the issues in this case.
 
anyone know why the forest preserve doesnt upgrade to treefarm at ecology like its supposed to? I looked at the xml and it looks correct.
 
Attached is my current game from 1005. I have upgraded to 1006 and I load the game, asks to recalculate I say yes. It finishes re-calculating and I lose ~10k research and ~700 gold a turn. Nothing I have should be that drastically affected by the patch since it didn't change much.

Hopefully one of you guys can tell me whats up.
 

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anyone know why the forest preserve doesnt upgrade to treefarm at ecology like its supposed to? I looked at the xml and it looks correct.

It's currently bugged. If you look at the XML for the Forest Preserve in CIV4ImprovementInfos.xml, it is set to upgrade directly to the Hybrid Forest, not the Treefarm. I will be fixing it, but I have a bunch of other things I want to fix as well.
 
I keep getting an error with 1006 about not calling this file and calling an art file instead???

If I'm the only one, I'll down load again, and NOT install the more music mod BEFORE I update.

Bug as well with Pacifism.

If you REPLACE a castle +2:mad: under pacifism, with a STAR FORT, under pacifism, you gain +2:happy: as you've effectively removed the castle and replaced it with a building that has no effect. As well, you lose the trade/commerce bonus from the castle.

Solution:- Apply +2:mad: to Star forts, as they are a military building, whilst under pacifism civic, and give a commerce/trade bonus increase over and above the castle base.
 
I keep getting an error with 1006 about not calling this file and calling an art file instead???

If I'm the only one, I'll down load again, and NOT install the more music mod BEFORE I update.
MM has nothing to do with GlobalDefines or any art file. I think MM is not related to your bug.
 
Attached are the Python error log and the dump file.

Still getting the xml call error.

Spoiler :



Thanks.
 

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I don't think Castle should have a :mad: penalty under Pacifism. I think that penalty should be reserved for buildings involved with offensive warfare and training actual military units. Aerospace Complex really needs the penalty more (as the upgrade of Military Airbase).

Star Fort is deliberately designed to not give the same benefits as Castle. Castle is a partially-government structure like Courthouse, thus the commerce bonus and Magistrate slot. Star Fort is a purely military structure. By the time the Star Fort comes around, there are enough other buildings to pick up what is lost by upgrading.
 
Hi,
have been away for a while but yesterday I updated and played one marathon game.

Whats going on with tech costs? renaissance era techs cost most and everything after that goes cheaper? First transhuman techs cost only 1/5 last renaissance techs??:eek:

I checked era infos and there was -70% modifier with transhuman era, why..? Also 220% with renaissance.. how bad the time scaling has been if theres need for such huge adjusting?
 
Tech costs are correct. TURNS might be lower in industrial than renaissance, especially if you're using Realistic Timescale and some industrial techs might cost less than renaissance. That's because every era is supposed to last the same number of turns more or less, and since industrial era has more techs, the consequence is obvious. :)
 
Thanks for replay:)

I dont use realistic time scale and I played with huge map, I had pretty nice 16 large cities imperium with many science boosting wonders and when I got industrial era all techs takes only 2 turns. Thats pretty short time since almost every tech gives you some new to build. As an result musch of new things got obsoleted before never used:(

I stopped playing before modern era because modern techs would probably take only one turn and thats not marathon game anymore:) Transhuman techs are so cheap that big empire can easily tech more than one in turn..

In my opinion its a bad compination when your science output get bigger and bigger and same time techs gets cheaper. Theres no time to enjoy all new things:(
 
I noticed in sevopedia that Assembly line tech makes obsolete Pottery tech.How can a X tech make obsolete a Y tech?:confused:Do you think it makes sense for gameplay?
 
I noticed in sevopedia that Assembly line tech makes obsolete Pottery tech.How can a X tech make obsolete a Y tech?:confused:Do you think it makes sense for gameplay?
Isn't it pottery resource?
 
45°38'N-13°47'E;14144347 said:
Isn't it pottery resource?

It is. Pottery is one of the few manufactured resources that obsolete. I wanted it to not be worth any health once you got that far into the game. You need something more elaborate to actually gain health points.
 
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