AND2 and SVN Bug Reports - A New Dawn 2 ONLY

This mod is superb, but could you please fix bug (you cant promote a RAM units), and when I try to auto promote RAM units the game crashes, please help
Please post a save
 
Hi out there!
I am a big Civilization Fan and after Years of Battles in Team Battleground against as many Civilizations as possible I tried your mod with some of my friends.
First: The mod is simply insane!!! Theanks for all the days/weeks spend in coding it.
Second: The only Problem we have, is that after about 50-60 Rounds it goes out of Sync, in war even more often. Because we only play for a win by War, it is a Little bit pitty, that the game crashes all 10 Rounds in war...
Is there any fix out there? I read that some got help by disabling the Barbarians. Is it still helping?
With best Regards
Topf it

There's a thread about suggested gameoptions which reduce out of sync issues. Usually barbarians are not an issue. You can't avoid Out of sync completely but in my current game with a friend we've reached 1857 AD and still playing, although we're experiencing OOS every 10-15 turns.
 
Hi Guys,
playing your mod for many years now and I just want to tell you, that I love it! Its the reason to come back to CIV4 every few months. Thank you again for all your hard work!!! :goodjob:
I have a big and enjoyable game going on for over 2000 rounds now and unfortunately I have experienced my first CTD after ending the current turn. I get the occassional memory overflow CTD every 10-20 turns, but thats not it. The end turn CTD after the year 1821 is repeatable and will appear, even if I clear all building lists and load back a few turns and change some things (I have random seed turned on). I already tried with lowest graphic settings. You can hear the drum sound of the next round starting and then the crash occurs without any further error messages.
I play on a giant map, snail speed, without Revolutions and from my experience it seems, that there are no bigger memory problems yet. Have the autoupdater enabled, Mod rev. 1007 and playing with MegaCivPack 1.5.
Is there anything I can do to recover this save game? Its annoying, because I put so much time into it... :(
What is causing this CTD?

btw: It seems, that the technologies from the Industrial area on have much smaller research times than all the other areas before them. For example: At the current speed I always had research times of appr. 13 rounds and beginning with Industrial area all technologies only require around 7 rounds... I fear, you wont really enjoy all the new techs with that kind a fast research... ;)

Thank you!
 

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Hi Guys,
playing your mod for many years now and I just want to tell you, that I love it! Its the reason to come back to CIV4 every few months. Thank you again for all your hard work!!! :goodjob:
I have a big and enjoyable game going on for over 2000 rounds now and unfortunately I have experienced my first CTD after ending the current turn. I get the occassional memory overflow CTD every 10-20 turns, but thats not it. The end turn CTD after the year 1821 is repeatable and will appear, even if I clear all building lists and load back a few turns and change some things (I have random seed turned on). I already tried with lowest graphic settings. You can hear the drum sound of the next round starting and then the crash occurs without any further error messages.
I play on a giant map, snail speed, without Revolutions and from my experience it seems, that there are no bigger memory problems yet. Have the autoupdater enabled, Mod rev. 1007 and playing with MegaCivPack 1.5.
Is there anything I can do to recover this save game? Its annoying, because I put so much time into it... :(
What is causing this CTD?

btw: It seems, that the technologies from the Industrial area on have much smaller research times than all the other areas before them. For example: At the current speed I always had research times of appr. 13 rounds and beginning with Industrial area all technologies only require around 7 rounds... I fear, you wont really enjoy all the new techs with that kind a fast research... ;)

Thank you!

About tech pace in industrial, it's been answered many times, just search the forum. Not a bug anyway, just a feature of the mod.
About your save, I've tried it and it crashes for me too. Unfortunately I can't find the cause. If I can find something, I'll let you know.
 
I'm running into a problem where, if I end my turn, the game becomes non-responsive and just spins its wheels forever. I'm on revision 1007 and I attached my save game.

Thank you very much for the mod!
 

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I have a request to make regarding the code in CvGameTextMgr.cpp. When a tech allows an improvement upgrade, the text is only showing in the Civilopedia if the improvement is reduced rather than destroyed by pillaging (that is, the improvement has a specified <ImprovementPillage>). I do not think this is right. There are improvements where I think pillaging should destroy the improvement completely (Hybrid Forest) and this is causing the improvement upgrade text to not appear.

This is the relevant part of the CvGameTextMgr code, lines 10637-10644:
Code:
	for (iI = 0; iI < GC.getNumImprovementInfos(); ++iI)
	{
		if (GC.getImprovementInfo((ImprovementTypes)iI).getPrereqTech() == eTech [COLOR="Orange"]&& GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage() != NO_IMPROVEMENT[/COLOR])
		{
			szBuffer.append(NEWLINE);
			szBuffer.append(gDLL->getText("TXT_KEY_TECH_ALLOWS_IMPROVEMENT_UPGRADE", GC.getImprovementInfo((ImprovementTypes)GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage()).getTextKeyWide(), GC.getImprovementInfo((ImprovementTypes)iI).getTextKeyWide()));
		}
	}

Do you think you could delete the text I marked in orange? I think all tech-allowed improvement upgrades should show up in the Civilopedia.

Can you give me an example? I'm trying to figure it out but maybe I don't understand. Also, looking at platyping posts, there should be no problem even without removing that part of the code, if I've undestood correctly.
 
45°38'N-13°47'E;14178735 said:
I've been able to play one more turn without problems, you can download your next turn here and play on.

Your file worked, but only for about a dozen turns until the same thing happened again. I ran "Check the files again" in the updating program in case my copy was messed up but that didn't do anything.

When I open your save file, it asks me if I want to recalculate. That seems a bit odd because I thought that only happens when you open a save that was made with a different version of a DLL or something. But if you made that save with the most recent version then maybe something is wrong with my setup.

I have Civ IV installed via steam on the "original_release_unsupported" branch. Is that advised or would it be messing things up? A few things like religions icons are broken in the regular branch.
 
<PrereqVicinityBonuses> buildings don't seem to be working properly at the moment. I did some testing with Stoneworker's Hut and Fish Traps/Fisherman's Hut.

Stoneworker's Hut would only appear on a city's build list with a Stone resource that was improved with Quarry and a route; this makes the Stone Tools requirement for Stoneworker's Hut meaningless as you couldn't build a Hut until Masonry.

Fish Traps would only appear with Sailing which enables Trade on Coast; again, the Fish Traps is supposed to be available with Fishing tech.

On top of that, Fish resources that have a Fishing Boats improvement built on them don't appear on the resource list until Sailing is discovered (presumably because it enables Trade on Coasts). This is not normal BTS behavior. In regular BTS, all you need to have Fish appear in the building list is Fishing tech, a Fish resource, and a Fishing Boats built on top of it.

It seems to me that the vicinity check is testing for connectedness as well, which it shouldn't be. I looked through some of the source files and I think the problem is CvPlot.cpp, lines 5410-5437 (Afforess' vicinity check code), but I do not know enough to be certain of what else might happen if you change it.

I've checked that part and it works. Even if I put that function always true, Stoneworker's Hut doesn't work. The problem is probably in
bool CvCity::hasVicinityBonus(BonusTypes eBonus)
but I'm still trying to figure it out. Almost certainly the problem is that bool bResult
 
I started new AND2-GEM-26CivsPreset
the 30th civ (generated because a revolution) collects money up to 5.000
When that civ comes over 4.999 gold, this civ gets *any* turn 10,000 gold
The total amopunt is not shown intrade, there is shown 10% of the collected gold only.
But it's stil a lot, while other icvs habe ~ 300 - 500 gold, this civ has million and can buy anything, i.e. research trades.
So far I see, it is always the 30th civ with that bug, no other has it

Edit
then I had a look any turn by worldbuilder and by notepad++ in the worldbuilder sav
and I edit it and set back the gold to 100

BeginPlayer
Team=29
LeaderType=LEADER_WILHELMINA
LeaderName=TXT_KEY_LEADER_WILHELMINA
CivDesc=Große Holländisch Königinnenreich
CivShortDesc=Holland
CivAdjective=Holländisch
FlagDecal=Modules/Modern_flags/art/flagdecal_Netherlands.dds
WhiteFlag=1
CivType=CIVILIZATION_NETHERLANDS
Color=PLAYERCOLOR_DARK_ORANGE
ArtStyle=ARTSTYLE_EUROPE
PlayableCiv=0
MinorNationStatus=0
StartingGold=100
StateReligion=RELIGION_ISLAM
StartingEra=ERA_CLASSICAL
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_HEREDITARY_RULE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_PATRICIAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_CASTE_SYSTEM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COINAGE
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_CONSCRIPTION1
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_DIVINE_RULE
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_CHARITY
CivicOption=CIVICOPTION_FOREIGN_POLICY, Civic=CIVIC_ISOLATIONISM
Handicap=HANDICAP_NOBLE
EndPlayer

---then one turn later----------------------------------------------------

BeginPlayer
Team=29
LeaderType=LEADER_WILHELMINA
LeaderName=TXT_KEY_LEADER_WILHELMINA
CivDesc=Große Holländisch Königinnenreich
CivShortDesc=Holland
CivAdjective=Holländisch
FlagDecal=Modules/Modern_flags/art/flagdecal_Netherlands.dds
WhiteFlag=1
CivType=CIVILIZATION_NETHERLANDS
Color=PLAYERCOLOR_DARK_ORANGE
ArtStyle=ARTSTYLE_EUROPE
PlayableCiv=0
MinorNationStatus=0
StartingGold=17863
StateReligion=RELIGION_ISLAM
StartingEra=ERA_CLASSICAL
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_HEREDITARY_RULE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_PATRICIAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_CASTE_SYSTEM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COINAGE
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_CONSCRIPTION1
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_DIVINE_RULE
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_CHARITY
CivicOption=CIVICOPTION_FOREIGN_POLICY, Civic=CIVIC_ISOLATIONISM
Handicap=HANDICAP_NOBLE
EndPlayer

-------------------

from what the civ gets so much gold in early game?

The thing seems to be always same: Mana Munsa has a big Imperium, gets a revolution, and that is always team 29 (the 30th) with random civ, but extraorbital expanding and just this gold bug (the civ just now has little 130 points only, being top of AI civs)

BTW: religion Islam also is not correct, the civ has not yet any city with Islam nd still got it not (I have the holy city). That Civ doens't have a state religion yet.
 
SVN revison : 1007

Brand new game, 26 civ gigantic earth map.

Around late classical some civs starting having $5,000 + then around mid ages I hit the bug and end up making $4,000 a turn. It is now late mid ages and 5 - 6 civs have millions and other civs have normal amount.

Saved game attached. Rename from .zip to the save game ext.
 

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I just got the full installer. I installed it fine but when i try to find the executable file, the beyond the sword .exe does not show up on the beyond the sword folder page. I have included an image to show exactly what im seeing. http://i1077.photobucket.com/albums/w477/Alex_Corthell/civ 4_zpsyvn8wjbj.jpg I have the steam version so that might have something to do with it.

Sorry but I don't have a steam version so I don't know what might cause it. I hope someone using steam can help you.
 
SVN revison : 1007

Brand new game, 26 civ gigantic earth map.

Around late classical some civs starting having $5,000 + then around mid ages I hit the bug and end up making $4,000 a turn. It is now late mid ages and 5 - 6 civs have millions and other civs have normal amount.

Saved game attached. Rename from .zip to the save game ext.

Do you have a save before the bug hit you? Before you started earning a lot of gold? Thanks.
 
45°38'N-13°47'E;14181871 said:
Do you have a save before the bug hit you? Before you started earning a lot of gold? Thanks.

see screenshot.

In my case it's not me earning lot o money, but AI civs. It's not clear for me what the bug is exactly.
It looks like it starts when they do a special change in goverment or such. In between I habe 3 civs with that, and the top of that is an income of 250,000 gold/turn, the other ~ 150,000 and 50,000, while this seems to grow

What xml is responsible fot that?

Edit:
btw: also, it looks like the recalculation CTL + SHIFT + T does not work proper
 
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