AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;14147167 said:
Buck, can you upload your last save and the oldest one you have, even first one if possible?

Well in going back to obtain the applicable "Save", I discovered something interesting (to me). Let's see if I can explain it.

When I load a "Save", while in the current game, ALL loads take on the configuration of the existing game (back to the first turn 6000BC. That is to say they all reflect the reduced yields of the cataclysmic event.

If I start the game and load up a Save, ALL of the loaded Saves reflect normal game yields, including a Save one year back where I should have still been in the cataclysmic event.

Not sure if I can provide examples or not and won't pursue it unless you would like me to. It would involve 4 Saves.

Buck

Related, Well for the 4th time I have experienced another volcanic explosion that darkened the world again. This is much like the Depletion Resources event that is way overdone. Two great ideas that end up screwing up the game.
 
Thanks buck, that's interesting. I think I don't need saves, probably I can reproduce it although I'm not sure I'm able to fix it. I think I know where the problem might be.

About dark age, which gamespeed are you playing with?
 
45°38'N-13°47'E;14150284 said:
Thanks buck, that's interesting. I think I don't need saves, probably I can reproduce it although I'm not sure I'm able to fix it. I think I know where the problem might be.

About dark age, which gamespeed are you playing with?

Eternity.
 
I did what u said about the forest preserve, and even tried changing the hybrid forest's prereq to ecology just to see what would happed and ecological engineering still pops up as being in there, am I missing a separate xml file or something?
 
environmental engineering i meant...and i cant stress how frustrated this is making me that i cant figure it out arg.
 
hi, i m having a problem enabling the formations on the launcher: i click to enable, then i go back and the option is dis-selected. can i force it editing any file?
 
environmental engineering i meant...and i cant stress how frustrated this is making me that i cant figure it out arg.

If you want Forest Preserve to upgrade to Treefarm, you have to change the <ImprovementUpgrade> for the Forest Preserve itself in CIV4ImprovementInfos.xml.

Editing the technologies will only change when an improvement is available. As far as I can tell, editing the <PrereqTech> in CIV4ImprovementInfos.xml will only govern when an improvement is available by upgrade from a previous improvement. The <PrereqTech> in CIV4BuildInfos.xml governs when you can build an improvement from scratch. So technically, Farm does not have a tech prerequisite (in ImprovementInfos) but building a farm requires Agriculture (in BuildInfos).

If this doesn't make sense, let me know exactly what you want to happen.
 
hi, i m having a problem enabling the formations on the launcher: i click to enable, then i go back and the option is dis-selected. can i force it editing any file?

Edit Assets\Modules\MLF_CIV4ModularLoadingControls.xml. Set <bLoad> to 1 for any module you want to use.
 
45°38'N-13°47'E;14150284 said:
Thanks buck, that's interesting. I think I don't need saves, probably I can reproduce it although I'm not sure I'm able to fix it. I think I know where the problem might be.

About dark age, which gamespeed are you playing with?

Seeking some info, is Eternity game speed 14,000 turns in AND? And do you have Eon at 9,000 turns?

Thanks

JosEPh
 
Seeking some info, is Eternity game speed 14,000 turns in AND? And do you have Eon at 9,000 turns?

Thanks

JosEPh
We don't have eons and slowest speed is 4800 turns.
 
45°38'N-13°47'E;14152488 said:
We don't have eons and slowest speed is 4800 turns.

Good for you guys!

Thank you 45*. :)

JosEPh
 
Sometimes I get ships that have some cargo space unavailable, even though it has no units loaded.
Spoiler :

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I noticed it happening when deleting units that are still considered "loaded". I guess the "delete unit" function does not check if a unit is in a transport, and therefore does not update the cargo capacity of said transport?

This could also possibly affect units that are traded via diplomacy (e.g. workers or siege units) that are also loaded at the moment of the trade, though I'm not completely sure.

Possible solutions:
-add a check to the "delete unit" function: if the unit to be deleted is in a transport, and if so, correctly update the cargo capacity of that transport after the unit is deleted

As a side note, when running Slavery and performing amphibious attacks, if there is empty space in the attacking unit's ship, slaves (workers) may still be captured, and the worker will spawn in the ship.

I can now confirm that the "empty transports with occupied space" bug is due to trading Workers (and other tradable units) via diplomacy, while said Workers are loaded into the ship.

Possible solution:
EITHER make the "occupied cargo space" counter correctly recognize when units are removed due to trading via diplomacy
OR make units loaded into ships unavailable to be traded
 
I can now confirm that the "empty transports with occupied space" bug is due to trading Workers (and other tradable units) via diplomacy, while said Workers are loaded into the ship.

Possible solution:
EITHER make the "occupied cargo space" counter correctly recognize when units are removed due to trading via diplomacy
OR make units loaded into ships unavailable to be traded
Do you have a save? Are you 100% sure of it? Easiest solution is probably to make loaded workers not tradeable. Does it only happen with workers or other units too?
Thanks
 
I can now confirm that the "empty transports with occupied space" bug is due to trading Workers (and other tradable units) via diplomacy, while said Workers are loaded into the ship.

Possible solution:
EITHER make the "occupied cargo space" counter correctly recognize when units are removed due to trading via diplomacy
OR make units loaded into ships unavailable to be traded
OK, I've run some test. It only happens with workers. Loaded units like bombards for example aren't tradeable while onboard. I've fixed the code for workers in the same way, I'll upload it when I have some time because I have very little time for coding lately.
Thanks for spotting this Noyyau.
 
45°38'N-13°47'E;14155020 said:
OK, I've run some test. It only happens with workers. Loaded units like bombards for example aren't tradeable while onboard. I've fixed the code for workers in the same way, I'll upload it when I have some time because I have very little time for coding lately.
Thanks for spotting this Noyyau.

I was about to set up a test game to provide a save, then I checked just in case :D
Cheers!
I had only assumed about other loaded units, hadn't traded away anything other than workers yet (loaded in ships, anyway).
 
Latest revision (1006) and I've got some wacky things going on with these Japanese Longbowmen. I seem to recall that being a problem before, though I thought it got fixed? Or did I misread that and it was actually in the process of being fixed? :blush:

View attachment 404031 View attachment 404032 View attachment 404033

In process. I'm going to be doing a lot of under-the-hood work on the graphics, including a total rearrangement of the FPK files, and I'll be changing the Japanese Longbowman model when I do that.
 
I've just noticed something about this 'Bug'

When I was in Slavery, I experience 100% enslavement from ALL combat.

I've now just switched to free Market, I've just done 2 attacks via sea, on a city and on a land tile.

The city was 100% enslavement 3/3 I received a slave aboard my ships.

on the next tile, I was a stack of 4 Longbows, with City garrison 2, too good, so I attack with the remaining 3 Muskets.

3 attacks later, 0/3 enslavement. I had room on the ships for slaves.

As I read the blurb on the civics, you have a 10% enslavement chance from combat with slavery civic, and none other.

Now from my fuzzy memory of combat under slavery, cities was running at 100%, but land seemed to run at 10%. Capturing a workers was 100% enslavement, i.e. capture a worker and another appeared on the next tile 100%

I remember, not always having 100% enslavement, and some land combat must have been this.

Anyway, hope it helps in your digging for a solution.

Cities 100% victory enslavement.
Land combat 10%.
Capturing workers 100% enslavement, a 2 for 1 deal. :goodjob::sad:

*Edit* Shock promotions seems to give 100%, non-Shock gives 10%. I'm in Free Market and Republic. 3/7 have Shock 1 or 2, and I consistantly get 3/7 enslavement.

*Edit 2* Strangely, it only works at 10% V's mounted units. Archer or Melee, with shock its 100%, Horse its only 10%, and first attack from each stack seems to be 100% as well.
 
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