AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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 don't have Civ 4 with steam, but maybe this helps: in the full installer ( and2_checker.exe ) is an option for the path. (click on "option") Search the HDD where the Civ4BeyondSword.exe is.

Civ usually has two regions: the one is the installation area, and another partition linked by virtual folders are the sav and lot of empty folders

i.e. I have the installation and the exe in F:\Civ_4\Beyond the Sword\ and the and2_checker.exe in F:\Civ_4\Beyond the Sword\Mods\Rise of Mankind - A New Dawn\
while the sav are in G:\Documents\My Games\Beyond the Sword\Saves\

Steam usually (so my Civ 5 is) has the Steam installation folder where Steam is, I have E:\Steam
while the games are in F:\SteamLibrary\SteamApps\common\
like F:\SteamLibrary\SteamApps\common\Sid Meier's Civilization V
but the other files and Mods (if playing offline w/o cloud) are in G:\Documents\My Games\Sid Meier's Civilization 5 and the mods in G:\Documents\My Games\Sid Meier's Civilization 5\MODS\
 
I think it's a translation failure, too.
There is "Steinmetzkunst" twice in research tree, very confusing, see screenshot

TECHNOLOGIES.xml
1)
<Tag>TXT_KEY_TECH_MASONRY</Tag>
<English>Masonry</English>
<French>
<Text>Maçonnerie</Text>
<Gender>Female</Gender>
<Plural>0</Plural>
</French>
<German>
<Text>Steinmetzkunst</Text>
<Gender>Female</Gender>
<Plural>0</Plural>
</German>

2)
<Tag>TXT_KEY_TECH_SKULPTUR</Tag>
<English>Sculpture</English>
<French>
<Text>Sculpture</Text>
<Gender>Female</Gender>
<Plural>0</Plural>
</French>
<German>
<Text>Steinmetzkunst</Text>
<Gender>Female</Gender>
<Plural>0</Plural>
</German>

correct would be:

Sculpture = Bildhauerei, Steinnetzkunst
Masonry = Steinmetzarbeit or Maurerhandwerk

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

and the next:

in Tech Adviser the Artemis Temple is to hurry by a Great Trader, but in fact you can hurry it by a Great Engeener, see screeeenshot

Edit:
same is with Sphinx, Knossos Labyrinth, Pyramiden, Chitizen Itsah, National Curier, Great Wall, Platonic Academy, Circus Maximus
all these you can hurry with Great Engeener only. Either the Adviser and the shown mouseover text is wrong, or the programming

Edit 2
and next:
The Adviser says I can build Ceremonial Burial ( Zeremonielle Bestattung ) when I have researched the Steinmetzkunst.
Now I habe both "Steinmetzkunst" (see above translation failure), but still can't build it.

Edit 3
and another thing: AI is massive cheating: I set with world builder a fort and places a soldier. No other civ unit nearby. When I leave Word builder the fort is occupied by two solders of a civ that is far away and needs a ship to reach that point. The units and the occupied 6 tiles got generated instantly, fall from air.
 
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

Recalculation works good enough. There might be some minor error, but it's too hard to fix, I fear. More probably anyway, calculations are wrong before recalc, not after.
About the gold bug, it's not an XML thing, it's in the dll. It's caused by Coinage. If you look inside the massive-gold-producing-cities, you'll notice a huge amount of Minted Coins, which are supposed to be 1 gold for each gold resource for each city. Something is throwing that calculation off scale. I'm having a look at it.
 
45°38'N-13°47'E;14182836 said:
About the gold bug, it's not an XML thing, it's in the dll. It's caused by Coinage.
I'm not familar with the dll. but I wonder that I got this bug not, only AI civs, which are NOBLE, while I played PRINCE and also had coinage w/o that bug.

(Just running a new game, also as NOBLE). Will see if that now happens for me, too. Until now, I now reached to run with coinage and Monarchy, it not yet happens for me and not for a civ.)
 
I'm not familar with the dll. but I wonder that I got this bug not, only AI civs, which are NOBLE, while I played PRINCE and also had coinage w/o that bug.

(Just running a new game, also as NOBLE). Will see if that now happens for me, too.)
I've checked your save, you're suffering from the bug too. You're earning around 100k gold per turn, each of your cities is producing 5k gold in minted coins. You've also got around 5000 silver resources. I think it has something to do with the new code for Free Trade Agreement.
 
this is the sav just before the gold bug happens. It is with HUAYNA_CAPAC that I isolate. Next turn he has 3085 gold and then goes up dramatically.
It's the first AI civ in this game with that bug.
I upload both, the one before and the one after
 
As a temporary fix to the gold bug you can follow these steps:

Open this file in notepad or any txt editor

..\Mods\Rise of Mankind - A New Dawn\Assets\XML\GameInfo\CIV4CivicInfos.xml

Find the following xml entries and set the iMintedPercent to 0 like I did below.

I tried setting it to 1 but it was still giving a 46 gold bonus per city and I only have 7 gold and silver resources. Setting it to 0 will wipe out the bonus completely which is still not ideal.

I went from making 86,000 gold per turn to -135 which seems reasonable at 100% tech research.

<BonusMintedPercent>
<BonusType>BONUS_GOLD</BonusType>
<iMintedPercent>0</iMintedPercent>
</BonusMintedPercent>
<BonusMintedPercent>
<BonusType>BONUS_SILVER</BonusType>
<iMintedPercent>0</iMintedPercent>
</BonusMintedPercent>


After I did this I enabled cheats and reset every civs gold using

Player.setGold 2500, playerId

I can now continue the game without this craziness while the dll is modified.
 
45°38'N-13°47'E;14178793 said:
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.

Look at Woodcutter. If you have a tile with a Woodcutter on it, the mouseover text for the tile says Must research Machinery to upgrade (see screenshot).
View attachment 404844

However, Lumbermill does not have an <ImprovementPillage>. Therefore, the Civilopedia tech description for Machinery does not include the text Allows Woodcutter to upgrade to Lumbermill. The Allows X to upgrade to Y text only appears if Y has an <ImprovementPillage> to X. If improvements Z or W also upgrade to Y, they will not appear in the Civilopedia tech popup.

This is how the mouseover popup for Machinery currently appears:
View attachment 404846

If I give Lumbermill an <ImprovementPillage> to Woodcutter, it appears like this:
View attachment 404845

I want every tech that allows an improvement upgrade to show all improvement upgrades like the last screenshot, but for every upgrade possible. It's not currently reflected now, but as an example, Lumbermill, Orchard, and Forest Preserve are all going to be able to upgrade to Hybrid Forest and I would like to be able to see that in-game. I don't think we need <ImprovementPillage> for all improvements.
 
I've been having issues with CTD and game freezes. After several dozen, I realized that they frequently happen with the "clones" unit when using the "Build Forrest" improvement or "Build Geothermal Factory" improvement.

Typically, this happens after 4-5 turns in the Transhuman Age.
 
Look at Woodcutter. If you have a tile with a Woodcutter on it, the mouseover text for the tile says Must research Machinery to upgrade (see screenshot).
View attachment 404844

However, Lumbermill does not have an <ImprovementPillage>. Therefore, the Civilopedia tech description for Machinery does not include the text Allows Woodcutter to upgrade to Lumbermill. The Allows X to upgrade to Y text only appears if Y has an <ImprovementPillage> to X. If improvements Z or W also upgrade to Y, they will not appear in the Civilopedia tech popup.

This is how the mouseover popup for Machinery currently appears:
View attachment 404846

If I give Lumbermill an <ImprovementPillage> to Woodcutter, it appears like this:
View attachment 404845

I want every tech that allows an improvement upgrade to show all improvement upgrades like the last screenshot, but for every upgrade possible. It's not currently reflected now, but as an example, Lumbermill, Orchard, and Forest Preserve are all going to be able to upgrade to Hybrid Forest and I would like to be able to see that in-game. I don't think we need <ImprovementPillage> for all improvements.

Ok, got it.
Unfortunately it doesn't work the way you suggested by removing that part of code in the dll. I've tried and if I do it the civilopedia stops showing techs from Machinery onwards. I'll try and find another way.
 
After I did this I enabled cheats and reset every civs gold using
where / how to do this?

edit:
I'm not sure that gold and silver are the primary reason. In my current game it is Inkas only yet with that bug, and they have 1 gold and 3 silver and not yet trade relations to any other civ.

Also coinage seems not to be it, as other civs also have coinage and gold, but w/o bug.

> I tried setting it to 1 but it was still giving a 46 gold bonus per city and I only have 7 gold and silver resources.

Inkas have 1 gold, 3 silver, and 3 cities and get more than 10,000/turn
 
where / how to do this?

edit:
I'm not sure that gold and silver are the primary reason. In my current game it is Inkas only yet with that bug, and they have 1 gold and 3 silver and not yet trade relations to any other civ.

Also coinage seems not to be it, as other civs also have coinage and gold, but w/o bug.

> I tried setting it to 1 but it was still giving a 46 gold bonus per city and I only have 7 gold and silver resources.

Inkas have 1 gold, 3 silver, and 3 cities and get more than 10,000/turn

As I've said the problem I think is a combination of gold/silver/coinage/FreeTradeAgreement, but it might happen with other resources too. This bug started happening when I've reintroduced FTA lately. I could easily put a cap on gold/silver resources but I prefer looking into the real problem/solution and I'll need some time.
 
45°38'N-13°47'E;14185339 said:
I could easily put a cap on gold/silver resources but I prefer looking into the real problem/solution and I'll need some time.
well, you have my two sav above.
As I see it is not originated by gold or silver, it is one factor only. In between also Netherlands got the bug and got more than 1500/turn, and that althought I follow the work around of CivFanCCS an set both to 1.
There should be a modifier or calculation with wrong expression or a calculation with a wrong char, i.e. a * instead a +
Cap on gold/silver helps a little only, cosmetic, it wouldn't be fix.

Edit
Netherlands has no gold and no silver, is far behind in research but has 14 cities with size 1 or 2 only, and the capital with size 14, two another size 9 + 15. Tradeable resources is one silk only.


BTW: what maintenance costs military units have? Where I can find that and verify?
 
As I see it is not originated by gold or silver, it is one factor only. In between also Netherlands got the bug and got more than 1500/turn, and that althought I follow the work around of CivFanCCS an set both to 1.

To eliminate the bug you need to set these values to 0.

I have played 25 turns since the xml change and it seems to be working fine.

On another note:

Later in the game when trying to trade resources with a vassel I get a disabled resource with a reason of " We would have nothing to gain". I think I should be able to trade any resource away for nothing or for some resource worth much less if I choose to. Is it possible to remove this restriction?

If I have a vassel and want to gift them uranium so they can build nukes I should be able to do that without the game determining that I would gain nothing.
 
To eliminate the bug you need to set these values to 0.
this eleminates not the bug, it stopps the gold earning only. What is partially the same result, but not a bug fix, as other factors are affected, too. Like a pharmacy which drops the symptoms only, but does not heal and has side effects.

It's a workaround to continue a game for just now, nothing more.
 
To eliminate the bug you need to set these values to 0.

I have played 25 turns since the xml change and it seems to be working fine.

On another note:

Later in the game when trying to trade resources with a vassel I get a disabled resource with a reason of " We would have nothing to gain". I think I should be able to trade any resource away for nothing or for some resource worth much less if I choose to. Is it possible to remove this restriction?

If I have a vassel and want to gift them uranium so they can build nukes I should be able to do that without the game determining that I would gain nothing.
No, I don't think you should be able to. Uranium also causes unhappiness and unhealthyness, so why should they be forced to accept it? And do they already have tech for nuclear weapons? Maybe they're not interested or they don't have ability to build First Nuclear Test national wonder.
Also, you can't gift resources they already have. It's not YOU that don't have nothing to gain, it's THEM not having anything to gain in you gifting them that resource. And you don't see every resource they have in their resource list.
 
this is the sav just before the gold bug happens. It is with HUAYNA_CAPAC that I isolate. Next turn he has 3085 gold and then goes up dramatically.
It's the first AI civ in this game with that bug.
I upload both, the one before and the one after
I'm checking your saves and the bug is already there in the first save, probably since dozens of turns. Look into Inca capital: they're producing 470 minted coins, which means 470 gold resources. And of course they're using coinage and have a Free Trade Agreement with Pacal.
I know where the code is wrong, I need time to find a way to fix it.
 
45°38'N-13°47'E;14185586 said:
No, I don't think you should be able to. Uranium also causes unhappiness and unhealthyness, so why should they be forced to accept it? And do they already have tech for nuclear weapons? Maybe they're not interested or they don't have ability to build First Nuclear Test national wonder.
Also, you can't gift resources they already have. It's not YOU that don't have nothing to gain, it's THEM not having anything to gain in you gifting them that resource. And you don't see every resource they have in their resource list.

Ah... I never noticed it's them that is the reason why you can't trade a resource and I was using uranium only as an example. I do have a vassal that refuses to trade for sugar and according the CivPedia there are no negatives to the sugar resource so I'm unsure why they would refuse to trade for it but so be it.
 
randomly I just had a look in ThemeParseLog.txt and see errors:

[Mar 04, 2016 - 23:08:36] Messages while processing 'Mods\Rise of Mankind - A New Dawn\Assets\modules\Interface\Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : File - ('Civ4Theme_HUD.thm', Ln:924, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:925, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement
Error : File - ('Civ4Theme_HUD.thm', Ln:928, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:929, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
 
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