AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Wow, impressive. I can honestly say that I have never even seen thar event before in all the years I've been playing BTS. Lol, good to know this game still has surprises left.
It happened to me a couple of times, IIRC the reward is banning nuclear weapons, same as passing UN resolution.
 
45°38'N-13°47'E;14337382 said:
AFAIK, yes, it is.

It's a regular BTS quest, but it's a little tough to trigger. It only triggers for civilizations that have Flight and Industrialism and do not have Robotics AND the map must be at least 55% water tiles. The rewards are either all appropriate units gain Combat I promotion or all Port-line buildings get +5 commerce permanently or pass the Nuke Ban resolution if Manhattan Project has been completed.
 
Description of Metropolitan Administration says that it allows for city to work on city radius 3, but even without it I already can use radius 3 tiles. Is it bug or not? Please consider.
Spoiler :
Untitled.jpg
 
Description of Metropolitan Administration says that it allows for city to work on city radius 3, but even without it I already can use radius 3 tiles. Is it bug or not? Please consider.
Spoiler :
Untitled.jpg
Not a bug if you're using Larger Cities option.
 
I tried to update the mod via the launcher (from 1018 to 1022) but I had the following errors and than the game doesn't start at all:
errors.jpg
I will try again with a clean and fresh install of 1003...
 
I tried to update the mod via the launcher (from 1018 to 1022) but I had the following errors and than the game doesn't start at all:
View attachment 409498
I will try again with a clean and fresh install of 1003...

I found when I tried installing the Chronicles modmod that I got a lot of errors as well. Is that part of the launcher?
 
I found when I tried installing the Chronicles modmod that I got a lot of errors as well. Is that part of the launcher?

I thought about that too, but I have these errors without any modules. :dunno:
I will try again tonight and let you know what happened. :)

EDIT: Chronicles 1.3 starts without any errors for me on rev 1018.
 
The launcher does not include any modmod at all. However, the update process seems a bit buggy for the last revs. Maybe it's a server problem.
 
The launcher does not include any modmod at all. However, the update process seems a bit buggy for the last revs. Maybe it's a server problem.

Or it was a connection problem on my part. However, trying again succeeded to update the mod.
Note: Chronicles: Civic reforms starts with a non-fatal error, that has ZERO effect on gameplay. It doesn't break anything, but I will fix it later.
 
Building a Palisade

I've a bug in my current game, it freezes up every time I try to finish off the Palisade in Babylon.

I've tried svn 1003, and just updated to svn 1024, both seem to complete the turn, but won't release the game.

Save attached.
 

Attachments

Building a Palisade

I've a bug in my current game, it freezes up every time I try to finish off the Palisade in Babylon.

I've tried svn 1003, and just updated to svn 1024, both seem to complete the turn, but won't release the game.

Save attached.

I tried loading your game and it worked for me. Here is Babylon 1 turn after finishing the Palisade.

Civ4ScreenShot0286.JPG

One thing you could try is editing A_New_Dawn_GlobalDefines.xml. This would show us whether or not it is a graphics problem with the Palisade. Lines 448-449 tell what buildings are visible.
Code:
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
Change the 3 to a 1 and only Wonders will be visible. Maybe that would get you over finishing the Palisade. Then you could change it back to 3.
 
I think you might have a small wording error here.

Spoiler :



Here, the Barbarians have captured their own unit?? maybe they recaptured it from another civ, maybe.

Or is it a wording error.

as well

I can't see to settle a captured Elephant I have. I have Animal husbandry, and the wheel, I can't think of anything else.

Spoiler :
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
<FeatureNatives>
<FeatureNative>
<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
<FeatureNative>
<FeatureType>FEATURE_FOREST</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
<FeatureNative>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>


I tried it upon a forested marsh tile, must be no for marsh, but a forested grass land tile, it can appear upon, and grassland as well, it wouldn't settle. All within my cities borders.
 
still in game: if I destroy a barbarian ship and next field is land but with mountain (and setting for mountains is not able to pass), then the barbar is on top of that mountain, not able to move and I cannot kill him.
:lol:
 
I think you might have a small wording error here.

Spoiler :



Here, the Barbarians have captured their own unit?? maybe they recaptured it from another civ, maybe.

Or is it a wording error.

There is a small chance that a Captured Animal that is killed in combat will become a Captured Animal for the attacking side -- it's actually in the screenshot. It is the same chance as killing a wild animal, 10% base chance. The Barbarians must have successfully captured an animal that a regular civilization captured; rare, but possible, especially because captured animals have to be escorted back to the capturer's territory.

as well

I can't see to settle a captured Elephant I have. I have Animal husbandry, and the wheel, I can't think of anything else.

Spoiler :
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
<FeatureNatives>
<FeatureNative>
<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
<FeatureNative>
<FeatureType>FEATURE_FOREST</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>
<FeatureNative>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<bFeatureNative>1</bFeatureNative>
</FeatureNative>


I tried it upon a forested marsh tile, must be no for marsh, but a forested grass land tile, it can appear upon, and grassland as well, it wouldn't settle. All within my cities borders.

You have to meet both the <TerrainNative> and the <FeatureNative> to settle an animal. So Elephant won't settle on Marsh, but should be able to settle on Grassland, Plains, or Desert that is also a Flood Plain, Forest, or Jungle. A bare Grassland or Plains wouldn't work. Did you try more than one grassland/forest? An undocumented feature is that an animal won't settle on a tile with an unrevealed resource. Yes, you can use a captured prey animal as a sort of "minesweeper" for resources, but it only works on tiles you control, only works on tiles that the animal could settle on, and doesn't tell you what resource is lurking underneath.

If it's more than one Forest/Grassland that isn't working, please post a save game.
 
still in game: if I destroy a barbarian ship and next field is land but with mountain (and setting for mountains is not able to pass), then the barbar is on top of that mountain, not able to move and I cannot kill him.
:lol:
Nice find, rare bug but I think I can fix it easily
 
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